Core/Spells: fixed a typo that was causing all charmed units to now have any spells despite being defined as such
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@@ -21341,7 +21341,7 @@ void Player::VehicleSpellInitialize()
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{
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uint32 spellId = vehicle->m_spells[i];
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SpellInfo const* spellInfo = sSpellMgr->GetSpellInfo(spellId);
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if (!spellInfo || !spellInfo->HasAttribute(SPELL_ATTR5_NOT_AVAILABLE_WHILE_CHARMED))
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if (!spellInfo || spellInfo->HasAttribute(SPELL_ATTR5_NOT_AVAILABLE_WHILE_CHARMED))
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{
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data << uint16(0) << uint8(0) << uint8(i+8);
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continue;
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