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
@@ -539,9 +539,9 @@ namespace Game.Entities
switch (action.TargetType)
{
case AreaTriggerActionUserTypes.Friend:
return caster._IsValidAssistTarget(unit, Global.SpellMgr.GetSpellInfo(action.Param));
return caster._IsValidAssistTarget(unit, Global.SpellMgr.GetSpellInfo(action.Param, caster.GetMap().GetDifficultyID()));
case AreaTriggerActionUserTypes.Enemy:
return caster._IsValidAttackTarget(unit, Global.SpellMgr.GetSpellInfo(action.Param));
return caster._IsValidAttackTarget(unit, Global.SpellMgr.GetSpellInfo(action.Param, caster.GetMap().GetDifficultyID()));
case AreaTriggerActionUserTypes.Raid:
return caster.IsInRaidWith(unit);
case AreaTriggerActionUserTypes.Party: