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