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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@@ -306,7 +306,7 @@ namespace Game.Entities
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m_attacker = spellNonMeleeDamage.attacker;
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m_victim = spellNonMeleeDamage.target;
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m_damage = spellNonMeleeDamage.damage;
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m_spellInfo = Global.SpellMgr.GetSpellInfo(spellNonMeleeDamage.SpellId);
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m_spellInfo = spellNonMeleeDamage.Spell;
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m_schoolMask = spellNonMeleeDamage.schoolMask;
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m_damageType = damageType;
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m_attackType = attackType;
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@@ -450,11 +450,11 @@ namespace Game.Entities
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public class SpellNonMeleeDamage
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{
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public SpellNonMeleeDamage(Unit _attacker, Unit _target, uint _SpellID, uint _SpellXSpellVisualID, SpellSchoolMask _schoolMask, ObjectGuid _castId = default)
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public SpellNonMeleeDamage(Unit _attacker, Unit _target, SpellInfo _spellInfo, uint _SpellXSpellVisualID, SpellSchoolMask _schoolMask, ObjectGuid _castId = default)
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{
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target = _target;
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attacker = _attacker;
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SpellId = _SpellID;
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Spell = _spellInfo;
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SpellXSpellVisualID = _SpellXSpellVisualID;
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schoolMask = _schoolMask;
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castId = _castId;
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@@ -464,7 +464,7 @@ namespace Game.Entities
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public Unit target;
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public Unit attacker;
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public ObjectGuid castId;
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public uint SpellId;
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public SpellInfo Spell;
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public uint SpellXSpellVisualID;
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public uint damage;
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public uint originalDamage;
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