Core/Spells: Implement using different difficulty data from all spell related db2s, not just SpellEffect and SpellPower
Port From (https://github.com/TrinityCore/TrinityCore/commit/c7306439e7004288fb85890d6a5f730cf1761d71)
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@@ -656,7 +656,7 @@ namespace Game.AI
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public override void SpellHitTarget(Unit target, SpellInfo spell)
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{
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GetScript().ProcessEventsFor(SmartEvents.SpellhitTarget, target, 0, 0, false, spell);
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GetScript().ProcessEventsFor(SmartEvents.SpellHitTarget, target, 0, 0, false, spell);
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}
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public override void DamageTaken(Unit attacker, ref uint damage)
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