DoT/DD stacking with timers were causing lua state overruns, lua state was being removed from spell too early"
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@ -222,7 +222,7 @@ void SpellProcess::Process(){
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if (cast_timer->delete_timer) {
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safe_delete(cast_timer->timer);
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if(cast_timer->spell && !cast_timer->spell->has_proc) {
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lua_interface->RemoveCurrentSpell(cast_timer->spell->state, cast_timer->spell, true, false);
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lua_interface->RemoveCurrentSpell(cast_timer->spell->state, cast_timer->spell, true, false, false);
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}
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cast_timers.Remove(cast_timer, true);
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}
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