Core/Players: assign forbidden skills to a proper position to no longer interfere with legit skills that have been stored as first element.
Port From (https://github.com/TrinityCore/TrinityCore/commit/2556d6d705c519fd461b9d9f10a4387d9beb199e)
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@@ -366,9 +366,8 @@ namespace Game.Entities
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SkillRaceClassInfoRecord rcEntry = Global.DB2Mgr.GetSkillRaceClassInfo(skill, race, GetClass());
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if (rcEntry == null)
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{
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Log.outError(LogFilter.Player, "Character: {0}(GUID: {1} Race: {2} Class: {3}) has skill {4} not allowed for his race/class combination",
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GetName(), GetGUID().ToString(), race, GetClass(), skill);
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mSkillStatus.Add(skill, new SkillStatusData(0, SkillState.Deleted));
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Log.outError(LogFilter.Player, $"Player::_LoadSkills: Player '{GetName()}' ({GetGUID()}, Race: {race}, Class: {GetClass()}) has forbidden skill {skill} for his race/class combination");
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mSkillStatus.Add(skill, new SkillStatusData((uint)mSkillStatus.Count, SkillState.Deleted));
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continue;
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}
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