Core/Spells: Rename SpellAttr2 to use official attribute names
Port From (https://github.com/TrinityCore/TrinityCore/commit/dda375b9868d6dbe2a4d58b386bb90ae41d25e0d)
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@@ -3921,7 +3921,7 @@ namespace Game.Entities
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Aura itemAura = GetAura((uint)effectData.SpellID, GetGUID(), pItem.GetGUID());
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if (itemAura != null)
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itemAura.AddProcCooldown(now + TimeSpan.FromMilliseconds(procEntry.Cooldown));
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itemAura.AddProcCooldown(procEntry, now);
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continue;
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}
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@@ -1261,7 +1261,7 @@ namespace Game.Entities
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uint SkillValue = GetPureSkillValue((SkillType)_spell_idx.SkillupSkillLineID);
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// Alchemy Discoveries here
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if (spellInfo != null && spellInfo.Mechanic == Mechanics.Discovery)
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if (spellInfo.Mechanic == Mechanics.Discovery)
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{
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uint discoveredSpell = SkillDiscovery.GetSkillDiscoverySpell(_spell_idx.SkillupSkillLineID, spellInfo.Id, this);
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if (discoveredSpell != 0)
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@@ -2277,7 +2277,7 @@ namespace Game.Entities
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// talent dependent passives activated at form apply have proper stance data
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ShapeShiftForm form = GetShapeshiftForm();
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bool need_cast = (spellInfo.Stances == 0 || (form != 0 && Convert.ToBoolean(spellInfo.Stances & (1ul << ((int)form - 1)))) ||
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(form == 0 && spellInfo.HasAttribute(SpellAttr2.NotNeedShapeshift)));
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(form == 0 && spellInfo.HasAttribute(SpellAttr2.AllowWhileNotShapeshiftedCasterForm)));
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// Check EquippedItemClass
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// passive spells which apply aura and have an item requirement are to be added manually, instead of casted
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