Players can cast spells while dead so basically you can fix it with this lines:
SpellCastResult Spell::CheckCast(bool strict)
{
// check death state
if (m_caster->IsDead() && !m_spellInfo->HasAttribute(SPELL_ATTR_UNK23) && !m_originalCasterGUID.IsGameObject())
return SPELL_FAILED_CASTER_DEAD;
Basically it works with packet spoofing like WPE or smth else so this is a some sort of protection
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