Core/Spells: Rename SpellAttr2 to use official attribute names
* Corrected implementation of SPELL_ATTR1_ALLOW_WHILE_STEALTHED * Implemented SPELL_ATTR2_RETAIN_ITEM_CAST * Implemented SPELL_ATTR2_ALLOW_WHILE_INVISIBLE * Implemented SPELL_ATTR0_PROC_FAILURE_BURNS_CHARGE * Implemented SPELL_ATTR2_PROC_COOLDOWN_ON_FAILURE * Implemented SPELL_ATTR2_NO_TARGET_PER_SECOND_COSTS * Implemented SPELL_ATTR2_DO_NOT_REPORT_SPELL_FAILURE * Implemented SPELL_ATTR1_REQUIRE_ALL_TARGETS * Implemented SPELL_ATTR2_CHAIN_FROM_CASTER * Implemented SPELL_ATTR2_NO_ACTIVE_PETS * Implemented SPELL_ATTR2_ENCHANT_OWN_ITEM_ONLY
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@@ -4872,7 +4872,8 @@ class spell_item_blind_spot : public SpellScript
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if (AuraEffect const* effect = target->GetAuraEffect(spellId, EFFECT_0, target->GetGUID()))
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{
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std::chrono::steady_clock::time_point now = std::chrono::steady_clock::now();
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effect->GetBase()->AddProcCooldown(now + 30s);
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if (SpellProcEntry const* procEntry = sSpellMgr->GetSpellProcEntry(spellId))
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effect->GetBase()->AddProcCooldown(procEntry, now + 30s);
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}
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}
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