Core/Spells: Refactor Player::ApplySpellMod to take SpellInfo argument instead of just spell id
Port From (https://github.com/TrinityCore/TrinityCore/commit/624881bef5c90a91e4c59e5bf404d8775c2ca55d)
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@@ -361,10 +361,10 @@ namespace Game.Spells
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if (modOwner)
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{
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if (cooldown >= 0)
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modOwner.ApplySpellMod(spellInfo.Id, SpellModOp.Cooldown, ref cooldown, spell);
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modOwner.ApplySpellMod(spellInfo, SpellModOp.Cooldown, ref cooldown, spell);
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if (categoryCooldown >= 0 && !spellInfo.HasAttribute(SpellAttr6.IgnoreCategoryCooldownMods))
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modOwner.ApplySpellMod(spellInfo.Id, SpellModOp.Cooldown, ref categoryCooldown, spell);
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modOwner.ApplySpellMod(spellInfo, SpellModOp.Cooldown, ref categoryCooldown, spell);
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}
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if (_owner.HasAuraTypeWithAffectMask(AuraType.ModSpellCooldownByHaste, spellInfo))
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