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Core/Player: use the correct flat modifier type to assign item mod stat bonuses
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@@ -12719,23 +12719,23 @@ void Player::ApplyItemModModifier(ItemModType modifier, int32 amount, bool apply
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HandleStatFlatModifier(UNIT_MOD_HEALTH, BASE_VALUE, float(amount), apply);
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break;
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case ITEM_MOD_AGILITY:
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HandleStatFlatModifier(UNIT_MOD_STAT_AGILITY, TOTAL_VALUE, float(amount), apply);
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HandleStatFlatModifier(UNIT_MOD_STAT_AGILITY, BASE_VALUE, float(amount), apply);
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UpdateStatBuffMod(STAT_AGILITY);
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break;
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case ITEM_MOD_STRENGTH:
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HandleStatFlatModifier(UNIT_MOD_STAT_STRENGTH, TOTAL_VALUE, float(amount), apply);
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HandleStatFlatModifier(UNIT_MOD_STAT_STRENGTH, BASE_VALUE, float(amount), apply);
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UpdateStatBuffMod(STAT_STRENGTH);
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break;
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case ITEM_MOD_INTELLECT:
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HandleStatFlatModifier(UNIT_MOD_STAT_INTELLECT, TOTAL_VALUE, float(amount), apply);
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HandleStatFlatModifier(UNIT_MOD_STAT_INTELLECT, BASE_VALUE, float(amount), apply);
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UpdateStatBuffMod(STAT_INTELLECT);
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break;
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case ITEM_MOD_SPIRIT:
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HandleStatFlatModifier(UNIT_MOD_STAT_SPIRIT, TOTAL_VALUE, float(amount), apply);
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HandleStatFlatModifier(UNIT_MOD_STAT_SPIRIT, BASE_VALUE, float(amount), apply);
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UpdateStatBuffMod(STAT_SPIRIT);
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break;
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case ITEM_MOD_STAMINA:
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HandleStatFlatModifier(UNIT_MOD_STAT_STAMINA, TOTAL_VALUE, float(amount), apply);
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HandleStatFlatModifier(UNIT_MOD_STAT_STAMINA, BASE_VALUE, float(amount), apply);
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UpdateStatBuffMod(STAT_STAMINA);
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break;
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case ITEM_MOD_DEFENSE_SKILL_RATING:
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