cache SpellSpecific and AuraState information instead of computing them each time they're needed
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@@ -2790,6 +2790,9 @@ namespace Game.Entities
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case 42767: // Sic'em
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spellInfo.GetEffect(0).TargetA = new SpellImplicitTargetInfo(Targets.UnitNearbyEntry);
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break;
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case 42793: // Burn Body
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spellInfo.GetEffect(2).MiscValue = 24008; // Fallen Combatant
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break;
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// VIOLET HOLD SPELLS
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//
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case 54258: // Water Globule (Ichoron)
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@@ -3095,6 +3098,20 @@ namespace Game.Entities
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Log.outInfo(LogFilter.ServerLoading, "Loaded SpellInfo corrections in {0} ms", Time.GetMSTimeDiffToNow(oldMSTime));
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}
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public void LoadSpellInfoSpellSpecificAndAuraState()
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{
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uint oldMSTime = Time.GetMSTime();
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foreach (SpellInfo spellInfo in mSpellInfoMap.Values)
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{
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// AuraState depends on SpellSpecific
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spellInfo._LoadSpellSpecific();
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spellInfo._LoadAuraState();
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}
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Log.outInfo(LogFilter.ServerLoading, $"Loaded SpellInfo SpellSpecific and AuraState in {Time.GetMSTimeDiffToNow(oldMSTime)} ms");
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}
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public void LoadPetFamilySpellsStore()
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{
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Dictionary<uint, SpellLevelsRecord> levelsBySpell = new Dictionary<uint, SpellLevelsRecord>();
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