Core/Spells: Use new spell visual structure instead of just SpellXSpellVisualID
Port From (https://github.com/TrinityCore/TrinityCore/commit/7f6eef37e61ea3d47bf8028c6e37175ba0a71373)
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@@ -450,12 +450,12 @@ namespace Game.Entities
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public class SpellNonMeleeDamage
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{
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public SpellNonMeleeDamage(Unit _attacker, Unit _target, SpellInfo _spellInfo, uint _SpellXSpellVisualID, SpellSchoolMask _schoolMask, ObjectGuid _castId = default)
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public SpellNonMeleeDamage(Unit _attacker, Unit _target, SpellInfo _spellInfo, SpellCastVisual spellVisual, SpellSchoolMask _schoolMask, ObjectGuid _castId = default)
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{
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target = _target;
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attacker = _attacker;
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Spell = _spellInfo;
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SpellXSpellVisualID = _SpellXSpellVisualID;
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SpellVisual = spellVisual;
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schoolMask = _schoolMask;
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castId = _castId;
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preHitHealth = (uint)_target.GetHealth();
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@@ -465,7 +465,7 @@ namespace Game.Entities
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public Unit attacker;
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public ObjectGuid castId;
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public SpellInfo Spell;
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public uint SpellXSpellVisualID;
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public SpellCastVisual SpellVisual;
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public uint damage;
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public uint originalDamage;
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public SpellSchoolMask schoolMask;
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