Implementation of QAston proc system
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@@ -332,6 +332,9 @@ namespace Game.DataStorage
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foreach (var specSpells in CliDB.SpecializationSpellsStorage.Values)
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_specializationSpellsBySpec.Add(specSpells.SpecID, specSpells);
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foreach (SpellClassOptionsRecord classOption in CliDB.SpellClassOptionsStorage.Values)
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_spellFamilyNames.Add(classOption.SpellClassSet);
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foreach (var power in CliDB.SpellPowerStorage.Values)
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{
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SpellPowerDifficultyRecord powerDifficulty = CliDB.SpellPowerDifficultyStorage.LookupByKey(power.Id);
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@@ -1109,6 +1112,11 @@ namespace Game.DataStorage
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return _specializationSpellsBySpec.LookupByKey(specId);
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}
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bool IsValidSpellFamiliyName(SpellFamilyNames family)
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{
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return _spellFamilyNames.Contains((byte)family);
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}
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public List<SpellPowerRecord> GetSpellPowers(uint spellId, Difficulty difficulty = Difficulty.None)
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{
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bool notUsed;
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@@ -1334,6 +1342,7 @@ namespace Game.DataStorage
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Dictionary<uint, uint> _rulesetItemUpgrade = new Dictionary<uint, uint>();
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MultiMap<uint, SkillRaceClassInfoRecord> _skillRaceClassInfoBySkill = new MultiMap<uint, SkillRaceClassInfoRecord>();
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MultiMap<uint, SpecializationSpellsRecord> _specializationSpellsBySpec = new MultiMap<uint, SpecializationSpellsRecord>();
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List<byte> _spellFamilyNames = new List<byte>();
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Dictionary<uint, List<SpellPowerRecord>> _spellPowers = new Dictionary<uint, List<SpellPowerRecord>>();
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Dictionary<uint, Dictionary<uint, List<SpellPowerRecord>>> _spellPowerDifficulties = new Dictionary<uint, Dictionary<uint, List<SpellPowerRecord>>>();
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MultiMap<uint, SpellProcsPerMinuteModRecord> _spellProcsPerMinuteMods = new MultiMap<uint, SpellProcsPerMinuteModRecord>();
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