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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@@ -75,7 +75,7 @@ namespace Game.Entities
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base.InitStats(duration);
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// Get spell cast by totem
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SpellInfo totemSpell = Global.SpellMgr.GetSpellInfo(GetSpell());
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SpellInfo totemSpell = Global.SpellMgr.GetSpellInfo(GetSpell(), GetMap().GetDifficultyID());
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if (totemSpell != null)
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if (totemSpell.CalcCastTime(GetLevel()) != 0) // If spell has cast time . its an active totem
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m_type = TotemType.Active;
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@@ -124,7 +124,7 @@ namespace Game.Entities
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{
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owner.SendAutoRepeatCancel(this);
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SpellInfo spell = Global.SpellMgr.GetSpellInfo(m_unitData.CreatedBySpell);
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SpellInfo spell = Global.SpellMgr.GetSpellInfo(m_unitData.CreatedBySpell, GetMap().GetDifficultyID());
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if (spell != null)
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GetSpellHistory().SendCooldownEvent(spell, 0, null, false);
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@@ -149,7 +149,7 @@ namespace Game.Entities
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if (GetEntry() == 5925)
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return false;
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SpellEffectInfo effect = spellInfo.GetEffect(GetMap().GetDifficultyID(), index);
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SpellEffectInfo effect = spellInfo.GetEffect(index);
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if (effect == null)
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return true;
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