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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@@ -228,7 +228,7 @@ namespace Game.Chat
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static bool CheckSpellExistsAndIsValid(CommandHandler handler, uint spellId)
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{
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SpellInfo spellInfo = Global.SpellMgr.GetSpellInfo(spellId);
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SpellInfo spellInfo = Global.SpellMgr.GetSpellInfo(spellId, Difficulty.None);
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if (spellInfo == null)
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{
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handler.SendSysMessage(CypherStrings.CommandNospellfound);
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