Core/Scripts: Expose calculated spell value variance to scripts
Port From (https://github.com/TrinityCore/TrinityCore/commit/701532f9f033547a5fc2d0b594d04f6349cb441b)
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@@ -4587,7 +4587,7 @@ namespace Game.Spells
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destTarget = m_destTargets[spellEffectInfo.EffectIndex].Position;
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effectInfo = spellEffectInfo;
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damage = CalculateDamage(spellEffectInfo, unitTarget, out _variance);
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damage = CalculateDamage(spellEffectInfo, unitTarget, out variance);
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bool preventDefault = CallScriptEffectHandlers(spellEffectInfo.EffectIndex, mode);
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@@ -8001,7 +8001,7 @@ namespace Game.Spells
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public WorldLocation destTarget;
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public int damage;
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public SpellMissInfo targetMissInfo;
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float _variance;
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public float variance;
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SpellEffectHandleMode effectHandleMode;
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public SpellEffectInfo effectInfo;
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// used in effects handlers
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