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Core/Players: Update profession rank handling with new split skill values for each expansion
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@@ -2366,7 +2366,7 @@ void Spell::EffectLearnSkill(SpellEffIndex /*effIndex*/)
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if (unitTarget->GetTypeId() != TYPEID_PLAYER)
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return;
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if (damage < 0)
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if (damage < 1)
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return;
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uint32 skillid = effectInfo->MiscValue;
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@@ -2379,7 +2379,7 @@ void Spell::EffectLearnSkill(SpellEffIndex /*effIndex*/)
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return;
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uint16 skillval = unitTarget->ToPlayer()->GetPureSkillValue(skillid);
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unitTarget->ToPlayer()->SetSkill(skillid, effectInfo->CalcValue(), std::max<uint16>(skillval, 1), tier->Value[damage - 1]);
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unitTarget->ToPlayer()->SetSkill(skillid, damage, std::max<uint16>(skillval, 1), tier->Value[damage - 1]);
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}
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void Spell::EffectPlayMovie(SpellEffIndex /*effIndex*/)
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