Core/Spells: Rename SpellAttr0 to use official attribute names
Port From (https://github.com/TrinityCore/TrinityCore/commit/a31e6819447626cd7b6967665001ea89bf6a0298)
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@@ -792,7 +792,7 @@ namespace Game.Spells
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continue;
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SpellInfo spellInfo = Global.SpellMgr.GetSpellInfo(pair.Key, Difficulty.None);
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if (spellInfo == null || !(spellInfo.IsPassive() || spellInfo.HasAttribute(SpellAttr0.HiddenClientside)))
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if (spellInfo == null || !(spellInfo.IsPassive() || spellInfo.HasAttribute(SpellAttr0.DoNotDisplaySpellbookAuraIconCombatLog)))
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continue;
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if (Convert.ToBoolean(spellInfo.Stances & (1ul << (GetMiscValue() - 1))))
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@@ -3190,7 +3190,7 @@ namespace Game.Spells
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// recalculate current HP/MP after applying aura modifications (only for spells with SPELL_ATTR0_ABILITY 0x00000010 flag)
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// this check is total bullshit i think
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if ((Convert.ToBoolean(GetMiscValueB() & 1 << (int)Stats.Stamina) || GetMiscValueB() == 0) && m_spellInfo.HasAttribute(SpellAttr0.Ability))
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if ((Convert.ToBoolean(GetMiscValueB() & 1 << (int)Stats.Stamina) || GetMiscValueB() == 0) && m_spellInfo.HasAttribute(SpellAttr0.IsAbility))
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target.SetHealth(Math.Max(MathFunctions.CalculatePct(target.GetMaxHealth(), healthPct), (zeroHealth ? 0 : 1ul)));
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}
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