Core/Spells: Implement using different difficulty data from all spell related db2s, not just SpellEffect and SpellPower
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@@ -539,7 +539,7 @@ void Player::UpdateMastery()
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{
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if (Aura* aura = GetAura(chrSpec->MasterySpellID[i]))
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{
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for (SpellEffectInfo const* effect : aura->GetSpellEffectInfos())
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for (SpellEffectInfo const* effect : aura->GetSpellInfo()->GetEffects())
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{
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if (!effect)
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continue;
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