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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@@ -99,7 +99,7 @@ namespace Scripts.World
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{
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DateTime now = GameTime.GetGameTimeSystemPoint();
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uint cooldownDuration = pair.Value.CooldownEnd > now ? (uint)(pair.Value.CooldownEnd - now).TotalMilliseconds : 0;
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SpellInfo spellInfo = Global.SpellMgr.GetSpellInfo(pair.Key);
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SpellInfo spellInfo = Global.SpellMgr.GetSpellInfo(pair.Key, Difficulty.None);
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return spellInfo.RecoveryTime < 10 * Time.Minute * Time.InMilliseconds
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&& spellInfo.CategoryRecoveryTime < 10 * Time.Minute * Time.InMilliseconds
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&& !pair.Value.OnHold
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@@ -113,7 +113,7 @@ namespace Scripts.World
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// remove cooldowns on spells that have < 10 min CD and has no onHold
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player.GetSpellHistory().ResetCooldowns(pair =>
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{
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SpellInfo spellInfo = Global.SpellMgr.GetSpellInfo(pair.Key);
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SpellInfo spellInfo = Global.SpellMgr.GetSpellInfo(pair.Key, Difficulty.None);
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return spellInfo.RecoveryTime < 10 * Time.Minute * Time.InMilliseconds
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&& spellInfo.CategoryRecoveryTime < 10 * Time.Minute * Time.InMilliseconds
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&& !pair.Value.OnHold;
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