Core/Spells: Refactor Spell::finish to accept SpellCastResult argument instead of just a bool indicating success
Port From (https://github.com/TrinityCore/TrinityCore/commit/a8bb1739e99c503fc72b3a4a9ecede214c88396f)
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@@ -863,7 +863,7 @@ namespace Game.Entities
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return SpellMissInfo.None;
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}
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public void FinishSpell(CurrentSpellTypes spellType, bool ok = true)
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public void FinishSpell(CurrentSpellTypes spellType, SpellCastResult result = SpellCastResult.SpellCastOk)
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{
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Spell spell = GetCurrentSpell(spellType);
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if (spell == null)
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@@ -872,7 +872,7 @@ namespace Game.Entities
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if (spellType == CurrentSpellTypes.Channeled)
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spell.SendChannelUpdate(0);
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spell.Finish(ok);
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spell.Finish(result);
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}
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public virtual SpellInfo GetCastSpellInfo(SpellInfo spellInfo)
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