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Jul 25th, 2014
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  1. Player* player;
  2. uint32 auraTab[6] = {SPELL_AURA_1, SPELL_AURA_2, SPELL_AURA_3, SPELL_AURA_4, SPELL_AURA_5, SPELL_AURA_6};
  3. uint8 countAura = 0;
  4. for (uint i = 0; i < 6; ++i)
  5.     if (player->HasAura(auraTab[i]))
  6.         ++countAura;
  7.  
  8. if (countAura >= 3)
  9.     // La suite du code
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