Core/Spells: Rename SpellAttr5 to use official attribute names

Port From (https://github.com/TrinityCore/TrinityCore/commit/738f285432b1ef6109d1c54ab7f40d743a994631)
This commit is contained in:
hondacrx
2022-06-01 13:45:46 -04:00
parent 62c2d34f1a
commit 13701dac7c
9 changed files with 56 additions and 56 deletions
+5 -5
View File
@@ -2236,7 +2236,7 @@ namespace Game.Spells
// Haste modifies duration of channeled spells
if (m_spellInfo.IsChanneled())
caster.ModSpellDurationTime(m_spellInfo, ref hitInfo.AuraDuration, this);
else if (m_spellInfo.HasAttribute(SpellAttr5.HasteAffectDuration))
else if (m_spellInfo.HasAttribute(SpellAttr8.HasteAffectsDuration))
{
int origDuration = hitInfo.AuraDuration;
hitInfo.AuraDuration = 0;
@@ -2510,7 +2510,7 @@ namespace Game.Spells
m_casttime = m_spellInfo.CalcCastTime(this);
// don't allow channeled spells / spells with cast time to be casted while moving
// exception are only channeled spells that have no casttime and SPELL_ATTR5_CAN_CHANNEL_WHEN_MOVING
// exception are only channeled spells that have no casttime and dont have movement interrupt flag
// (even if they are interrupted on moving, spells with almost immediate effect get to have their effect processed before movement interrupter kicks in)
// don't cancel spells which are affected by a SPELL_AURA_CAST_WHILE_WALKING effect
if (((m_spellInfo.IsChanneled() || m_casttime != 0) && m_caster.IsPlayer() && !(m_caster.ToUnit().IsCharmed() && m_caster.ToUnit().GetCharmerGUID().IsCreature()) && m_caster.ToUnit().IsMoving() &&
@@ -5866,13 +5866,13 @@ namespace Game.Spells
// still they need to be checked against certain mechanics
// SPELL_ATTR5_USABLE_WHILE_STUNNED by default only MECHANIC_STUN (ie no sleep, knockout, freeze, etc.)
bool usableWhileStunned = m_spellInfo.HasAttribute(SpellAttr5.UsableWhileStunned);
bool usableWhileStunned = m_spellInfo.HasAttribute(SpellAttr5.AllowWhileStunned);
// SPELL_ATTR5_USABLE_WHILE_FEARED by default only fear (ie no horror)
bool usableWhileFeared = m_spellInfo.HasAttribute(SpellAttr5.UsableWhileFeared);
bool usableWhileFeared = m_spellInfo.HasAttribute(SpellAttr5.AllowWhileFleeing);
// SPELL_ATTR5_USABLE_WHILE_CONFUSED by default only disorient (ie no polymorph)
bool usableWhileConfused = m_spellInfo.HasAttribute(SpellAttr5.UsableWhileConfused);
bool usableWhileConfused = m_spellInfo.HasAttribute(SpellAttr5.AllowWhileConfused);
// Check whether the cast should be prevented by any state you might have.
SpellCastResult result = SpellCastResult.SpellCastOk;