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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@@ -379,7 +379,7 @@ namespace Game.Entities
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bool AddPvpTalent(PvpTalentRecord talent, byte activeTalentGroup, byte slot)
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{
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//ASSERT(talent);
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SpellInfo spellInfo = Global.SpellMgr.GetSpellInfo(talent.SpellID);
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SpellInfo spellInfo = Global.SpellMgr.GetSpellInfo(talent.SpellID, Difficulty.None);
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if (spellInfo == null)
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{
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Log.outError(LogFilter.Spells, $"Player.AddPvpTalent: Spell (ID: {talent.SpellID}) does not exist.");
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@@ -406,7 +406,7 @@ namespace Game.Entities
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void RemovePvpTalent(PvpTalentRecord talent)
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{
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SpellInfo spellInfo = Global.SpellMgr.GetSpellInfo(talent.SpellID);
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SpellInfo spellInfo = Global.SpellMgr.GetSpellInfo(talent.SpellID, Difficulty.None);
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if (spellInfo == null)
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return;
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