Core/Items: Refactored learning spells from items to check for ITEM_SPELLTRIGGER_LEARN_SPELL_ID instead of hardcoded spell ids
Port From (https://github.com/TrinityCore/TrinityCore/commit/6b69338990a651c54dd9d2b5ad3281a4d702efb7)
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@@ -2592,11 +2592,6 @@ namespace Game.Entities
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public void SetChildItem(ObjectGuid childItem) { m_childItem = childItem; }
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public ItemEffectRecord[] GetEffects() { return _bonusData.Effects[0.._bonusData.EffectCount]; }
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public ItemEffectRecord GetEffect(int i)
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{
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Cypher.Assert(i < _bonusData.EffectCount, $"Attempted to get effect at index {i} but item has only {_bonusData.EffectCount} effects!");
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return _bonusData.Effects[i];
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}
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//Static
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public static bool ItemCanGoIntoBag(ItemTemplate pProto, ItemTemplate pBagProto)
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