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)
This commit is contained in:
hondacrx
2020-06-18 12:39:39 -04:00
parent f0942a257e
commit d7954f4fc7
89 changed files with 1738 additions and 1893 deletions
+2 -2
View File
@@ -501,7 +501,7 @@ namespace Game.AI
// unless target is outside spell range, out of mana, or LOS.
bool _allowMove = false;
SpellInfo spellInfo = Global.SpellMgr.GetSpellInfo(e.Action.cast.spell);
SpellInfo spellInfo = Global.SpellMgr.GetSpellInfo(e.Action.cast.spell, me.GetMap().GetDifficultyID());
var costs = spellInfo.CalcPowerCost(me, spellInfo.GetSchoolMask());
bool hasPower = true;
foreach (var cost in costs)
@@ -3438,7 +3438,7 @@ namespace Game.AI
RecalcTimer(e, e.Event.kill.cooldownMin, e.Event.kill.cooldownMax);
break;
}
case SmartEvents.SpellhitTarget:
case SmartEvents.SpellHitTarget:
case SmartEvents.SpellHit:
{
if (spell == null)