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Simple leak question: special effect on dying unit

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Level 12
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Jan 2, 2016
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973
I conducted an experiment
JASS:
function EffectCheck takes nothing returns nothing
    local timer t = GetExpiredTimer()
    if LoadEffectHandle(udg_Table, GetHandleId(t), 'efct') == null then
        call BJDebugMsg("gone")
        call RecTimer(t)
    else
        call BJDebugMsg("still there")
    endif
endfunction

function GetRandomEffect takes nothing returns string
    local integer i = GetRandomInt(1,3)
    if i == 1 then
        return "Abilities\\Spells\\Orc\\Voodoo\\VoodooAuraTarget.mdl"
    elseif i == 2 then
        return "Abilities\\Spells\\Items\\StaffOfSanctuary\\Staff_Sanctuary_Target.mdl"
    else
        return "Abilities\\Spells\\Undead\\ReplenishMana\\ReplenishManaCasterOverhead.mdl"
    endif
endfunction

function Trig_Test_Actions takes nothing returns nothing
    local group g = CreateGroup()
    local timer t = GetFreeTimer()
    call GroupEnumUnitsSelected( g, Player(0), null)
    call SaveEffectHandle(udg_Table, GetHandleId(t), 'efct', AddSpecialEffectTarget( GetRandomEffect() , FirstOfGroup(g), "chest"))
    call GroupClear(g)
    call DestroyGroup(g)
    call TimerStart( t, 2.00, true, function EffectCheck )
    set t = null
    set g = null
endfunction

//===========================================================================
function InitTrig_Test takes nothing returns nothing
    set gg_trg_Test = CreateTrigger(  )
    call TriggerRegisterPlayerEventEndCinematic( gg_trg_Test, Player(0) )
    call TriggerAddAction( gg_trg_Test, function Trig_Test_Actions )
endfunction
The special effect remains :p
 
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