Core/Player: only call _ApplyWeaponDamage for actual weapons
Port From (https://github.com/TrinityCore/TrinityCore/commit/905112b2a61c5b3999f936d957e10a3ee6258751)
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@@ -1702,7 +1702,7 @@ namespace Game.Spells
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Action<Unit> flagAddFn = null;
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Action<Unit> flagRemoveFn = null;
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uint slot;
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byte slot;
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WeaponAttackType attType;
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switch (type)
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{
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@@ -1742,10 +1742,10 @@ namespace Game.Spells
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{
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Player player = target.ToPlayer();
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Item item = player.GetItemByPos(InventorySlots.Bag0, (byte)slot);
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Item item = player.GetItemByPos(InventorySlots.Bag0, slot);
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if (item != null)
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{
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WeaponAttackType attackType = Player.GetAttackBySlot((byte)slot, item.GetTemplate().GetInventoryType());
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WeaponAttackType attackType = Player.GetAttackBySlot(slot, item.GetTemplate().GetInventoryType());
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player.ApplyItemDependentAuras(item, !apply);
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if (attackType < WeaponAttackType.Max)
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