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Core/Items: Item bonus generation improvements
* Pass ItemContext to item creation wherever possible * Support scaling item levels with m+ keystone levels (not used currently) * Fixed item link validation when client sends it as default uninitialized bonus list with context only * Support scaling items depending on current active season (seasons not implemented) * Implemented content tuning redirection
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@@ -3173,18 +3173,6 @@ MapDifficultyEntry const* Map::GetMapDifficulty() const
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return sDB2Manager.GetMapDifficultyData(GetId(), GetDifficultyID());
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}
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ItemContext Map::GetDifficultyLootItemContext() const
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{
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if (MapDifficultyEntry const* mapDifficulty = GetMapDifficulty())
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if (mapDifficulty->ItemContext)
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return ItemContext(mapDifficulty->ItemContext);
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if (DifficultyEntry const* difficulty = sDifficultyStore.LookupEntry(GetDifficultyID()))
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return ItemContext(difficulty->ItemContext);
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return ItemContext::NONE;
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}
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uint32 Map::GetId() const
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{
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return i_mapEntry->ID;
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