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