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Scripts/Spells: Remove const from AuraEffect argument for AuraEffectProcFn
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@@ -301,7 +301,7 @@ class spell_dk_dancing_rune_weapon : public SpellScriptLoader
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}
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// This is a port of the old switch hack in Unit.cpp, it's not correct
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void HandleProc(AuraEffect const* /*aurEff*/, ProcEventInfo& eventInfo)
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void HandleProc(AuraEffect* /*aurEff*/, ProcEventInfo& eventInfo)
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{
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PreventDefaultAction();
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Unit* caster = GetCaster();
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@@ -703,7 +703,7 @@ class spell_dk_mark_of_blood : public SpellScriptLoader
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return ValidateSpellInfo({ SPELL_DK_MARK_OF_BLOOD_HEAL });
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}
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void HandleProc(AuraEffect const* /*aurEff*/, ProcEventInfo& eventInfo)
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void HandleProc(AuraEffect* /*aurEff*/, ProcEventInfo& eventInfo)
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{
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PreventDefaultAction();
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if (Unit* caster = GetCaster())
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@@ -737,7 +737,7 @@ class spell_dk_necrosis : public SpellScriptLoader
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return ValidateSpellInfo({ SPELL_DK_NECROSIS_EFFECT });
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}
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void HandleProc(AuraEffect const* /*aurEff*/, ProcEventInfo& eventInfo)
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void HandleProc(AuraEffect* /*aurEff*/, ProcEventInfo& eventInfo)
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{
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PreventDefaultAction();
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GetTarget()->CastSpell(eventInfo.GetProcTarget(), SPELL_DK_NECROSIS_EFFECT, true);
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@@ -859,7 +859,7 @@ class spell_dk_pvp_4p_bonus : public SpellScriptLoader
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return (spellInfo->GetAllEffectsMechanicMask() & ((1 << MECHANIC_ROOT) | (1 << MECHANIC_SNARE))) != 0;
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}
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void HandleProc(AuraEffect const* /*aurEff*/, ProcEventInfo& eventInfo)
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void HandleProc(AuraEffect* /*aurEff*/, ProcEventInfo& eventInfo)
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{
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PreventDefaultAction();
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eventInfo.GetActionTarget()->CastSpell(nullptr, SPELL_DK_RUNIC_RETURN, true);
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