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Core/Spells: Implement using different difficulty data from all spell related db2s, not just SpellEffect and SpellPower
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@@ -656,7 +656,7 @@ void SmartScript::ProcessAction(SmartScriptHolder& e, Unit* unit, uint32 var0, u
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// unless target is outside spell range, out of mana, or LOS.
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bool _allowMove = false;
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SpellInfo const* spellInfo = sSpellMgr->AssertSpellInfo(e.action.cast.spell);
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SpellInfo const* spellInfo = sSpellMgr->AssertSpellInfo(e.action.cast.spell, me->GetMap()->GetDifficultyID());
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std::vector<SpellPowerCost> costs = spellInfo->CalcPowerCost(me, spellInfo->GetSchoolMask());
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bool hasPower = true;
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for (SpellPowerCost const& cost : costs)
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