Core/Spells: Include more than first 2 spell effects when determining if a spell is negative
Port From (https://github.com/TrinityCore/TrinityCore/commit/176c75e8dbad95bfdcd88034f75e1452997ddb07)
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@@ -2499,6 +2499,9 @@ namespace Game.Entities
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break;
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}
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}
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if (!spellInfo._IsPositiveEffect(effect.EffectIndex, false))
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spellInfo.NegativeEffects[(int)effect.EffectIndex] = true;
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}
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// spells ignoring hit result should not be binary
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@@ -2587,15 +2590,6 @@ namespace Game.Entities
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spellInfo.AttributesCu |= SpellCustomAttributes.SchoolmaskNormalWithMagic;
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}
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if (!spellInfo._IsPositiveEffect(0, false))
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spellInfo.AttributesCu |= SpellCustomAttributes.NegativeEff0;
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if (!spellInfo._IsPositiveEffect(1, false))
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spellInfo.AttributesCu |= SpellCustomAttributes.NegativeEff1;
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if (!spellInfo._IsPositiveEffect(2, false))
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spellInfo.AttributesCu |= SpellCustomAttributes.NegativeEff2;
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if (talentSpells.Contains(spellInfo.Id))
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spellInfo.AttributesCu |= SpellCustomAttributes.IsTalent;
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