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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@@ -2093,10 +2093,10 @@ namespace Game.Entities
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CreatureTemplate cinfo = unit.ToCreature().GetCreatureTemplate();
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// this also applies for transform auras
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SpellInfo transform = Global.SpellMgr.GetSpellInfo(unit.GetTransForm());
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SpellInfo transform = Global.SpellMgr.GetSpellInfo(unit.GetTransForm(), unit.GetMap().GetDifficultyID());
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if (transform != null)
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{
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foreach (SpellEffectInfo effect in transform.GetEffectsForDifficulty(unit.GetMap().GetDifficultyID()))
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foreach (SpellEffectInfo effect in transform.GetEffects())
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{
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if (effect != null && effect.IsAura(AuraType.Transform))
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{
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