Core/Spells: use the correct method for refreshing several auras in various spell scripts
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@@ -1547,7 +1547,7 @@ class spell_dru_empowered_touch_script : public SpellScript
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{
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if (Aura* aura = GetHitUnit()->GetAura(SPELL_DRUID_LIFEBLOOM, caster->GetGUID()))
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{
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aura->RefreshTimers(false);
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aura->RefreshDuration(false);
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// Refreshing Lifebloom while having Revitalize active causes Replenishment to be cast
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if (caster->GetAuraOfRankedSpell(SPELL_DRUID_REVITALIZE_R1, caster->GetGUID()))
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caster->CastSpell(nullptr, SPELL_REPLENISHMENT, true);
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@@ -1760,7 +1760,7 @@ class spell_dru_blood_in_the_water_script : public SpellScript
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{
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if (Unit* caster = GetCaster())
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if (Aura* aura = GetHitUnit()->GetAura(SPELL_DRUID_RIP, caster->GetGUID()))
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aura->RefreshTimers(false);
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aura->RefreshDuration(false);
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}
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void Register() override
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@@ -2111,7 +2111,7 @@ class spell_dru_regrowth_refresh : public SpellScript
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// Though the script effect implies that the duration is refreshed by 6 seconds, sniffs show that it's a plain refresh with rolling ticks
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if (Unit* caster = GetCaster())
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if (AuraEffect* aurEff = GetHitUnit()->GetAuraEffect(SPELL_AURA_PERIODIC_HEAL, SPELLFAMILY_DRUID, 0x40, 0, 0, caster->GetGUID()))
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aurEff->GetBase()->RefreshTimers(false);
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aurEff->GetBase()->RefreshDuration(false);
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}
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void Register() override
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@@ -322,9 +322,8 @@ class spell_warr_lambs_to_the_slaughter : public AuraScript
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void OnProc(AuraEffect const* /*aurEff*/, ProcEventInfo& eventInfo)
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{
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if (Aura* aur = eventInfo.GetProcTarget()->GetAura(SPELL_WARRIOR_REND, GetTarget()->GetGUID()))
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aur->RefreshTimers(false);
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if (Aura* rend = eventInfo.GetProcTarget()->GetAura(SPELL_WARRIOR_REND, GetTarget()->GetGUID()))
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rend->RefreshDuration(false);
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}
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void Register() override
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