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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@@ -1009,7 +1009,7 @@ namespace Game.Chat
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if (player.IsInFlight() || player.IsInCombat())
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{
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SpellInfo spellInfo = Global.SpellMgr.GetSpellInfo(SPELL_UNSTUCK_ID);
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SpellInfo spellInfo = Global.SpellMgr.GetSpellInfo(SPELL_UNSTUCK_ID, Difficulty.None);
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if (spellInfo == null)
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return false;
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@@ -2065,11 +2065,11 @@ namespace Game.Chat
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if (spellid == 0)
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return false;
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SpellInfo spellInfo = Global.SpellMgr.GetSpellInfo(spellid);
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SpellInfo spellInfo = Global.SpellMgr.GetSpellInfo(spellid, attacker.GetMap().GetDifficultyID());
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if (spellInfo == null)
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return false;
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SpellNonMeleeDamage damageInfo = new SpellNonMeleeDamage(attacker, target, spellid, spellInfo.GetSpellXSpellVisualId(attacker), spellInfo.SchoolMask);
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SpellNonMeleeDamage damageInfo = new SpellNonMeleeDamage(attacker, target, spellInfo, spellInfo.GetSpellXSpellVisualId(attacker), spellInfo.SchoolMask);
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damageInfo.damage = damage_;
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attacker.DealDamageMods(damageInfo.target, ref damageInfo.damage, ref damageInfo.absorb);
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target.DealSpellDamage(damageInfo, true);
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