Core/Spells: Extended mechanic mask to uint64
Port From (https://github.com/TrinityCore/TrinityCore/commit/de7c03c8385780f05530c2b3cf952a712d5f8f00)
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@@ -2629,7 +2629,7 @@ namespace Game.Entities
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foreach (var spellEffectInfo in spellInfo.GetEffects())
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{
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// all bleed effects and spells ignore armor
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if ((spellInfo.GetEffectMechanicMask(spellEffectInfo.EffectIndex) & (1 << (int)Mechanics.Bleed)) != 0)
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if ((spellInfo.GetEffectMechanicMask(spellEffectInfo.EffectIndex) & (1ul << (int)Mechanics.Bleed)) != 0)
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spellInfo.AttributesCu |= SpellCustomAttributes.IgnoreArmor;
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switch (spellEffectInfo.ApplyAuraName)
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