Core/Spells: Use new spell visual structure instead of just SpellXSpellVisualID
Port From (https://github.com/TrinityCore/TrinityCore/commit/7f6eef37e61ea3d47bf8028c6e37175ba0a71373)
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@@ -2495,7 +2495,7 @@ namespace Game.Entities
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packet.CasterGUID = log.attacker.GetGUID();
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packet.CastID = log.castId;
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packet.SpellID = (int)(log.Spell != null ? log.Spell.Id : 0);
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packet.Visual.SpellXSpellVisualID = log.SpellXSpellVisualID;
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packet.Visual = log.SpellVisual;
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packet.Damage = (int)log.damage;
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packet.OriginalDamage = (int)log.originalDamage;
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if (log.damage > log.preHitHealth)
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@@ -4273,7 +4273,7 @@ namespace Game.Entities
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{
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Unit caster = aura.GetCaster();
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if (caster && caster.IsTypeId(TypeId.Player))
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Spell.SendCastResult(caster.ToPlayer(), aura.GetSpellInfo(), aura.GetSpellXSpellVisualId(), aura.GetCastGUID(), SpellCastResult.AuraBounced);
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Spell.SendCastResult(caster.ToPlayer(), aura.GetSpellInfo(), aura.GetSpellVisual(), aura.GetCastGUID(), SpellCastResult.AuraBounced);
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}
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aura.Remove();
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