Core/Spells: Fix refreshing exclusive auras that have different values in each effect

Closes #24592
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Shauren authored and Ovahlord committed 2020-08-23 20:22:18 +02:00
1 parent 3dfa88f20e
commit 4ea65b38bd
1 file changed
+1 -1
+1 -1
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@@ -6239,7 +6239,7 @@ SpellCastResult Spell::CheckCast(bool strict, uint32* param1 /*= nullptr*/, uint
if (!nonAuraEffectMask && (approximateAuraEffectMask & (1 << i)) && !m_spellInfo->IsTargetingArea())
if (Unit* target = m_targets.GetUnitTarget())
if (!target->IsHighestExclusiveAuraEffect(m_spellInfo, AuraType(m_spellInfo->Effects[i].ApplyAuraName),
m_spellInfo->Effects[i].CalcValue(m_caster, m_spellValue->EffectBasePoints), approximateAuraEffectMask, false))
m_spellInfo->Effects[i].CalcValue(m_caster, &m_spellValue->EffectBasePoints[i]), approximateAuraEffectMask, false))
return SPELL_FAILED_AURA_BOUNCED;
}