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
+2 -2
View File
@@ -341,7 +341,7 @@ namespace Game
uint my_spell_id = my_trade.GetSpell();
if (my_spell_id != 0)
{
SpellInfo spellEntry = Global.SpellMgr.GetSpellInfo(my_spell_id);
SpellInfo spellEntry = Global.SpellMgr.GetSpellInfo(my_spell_id, _player.GetMap().GetDifficultyID());
Item castItem = my_trade.GetSpellCastItem();
if (spellEntry == null || !his_trade.GetItem(TradeSlots.NonTraded) ||
@@ -377,7 +377,7 @@ namespace Game
uint his_spell_id = his_trade.GetSpell();
if (his_spell_id != 0)
{
SpellInfo spellEntry = Global.SpellMgr.GetSpellInfo(his_spell_id);
SpellInfo spellEntry = Global.SpellMgr.GetSpellInfo(his_spell_id, trader.GetMap().GetDifficultyID());
Item castItem = his_trade.GetSpellCastItem();
if (spellEntry == null || !my_trade.GetItem(TradeSlots.NonTraded) || (his_trade.HasSpellCastItem() && !castItem))