Core/Spells: Rename confusing SpellState enum values
Port From (https://github.com/TrinityCore/TrinityCore/commit/2e79d3524f12a525c337c5ce8d84b793cacd6e91)
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@@ -1917,7 +1917,7 @@ namespace Game.Spells
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target.SetSilencedSchoolMask((SpellSchoolMask)GetMiscValue());
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// call functions which may have additional effects after changing state of unit
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// Stop cast only spells vs PreventionType & SPELL_PREVENTION_TYPE_SILENCE
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// Stop cast only spells vs PreventionType & SPELL_PREVENTION_TYPE_NO_ACTIONS
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for (var i = CurrentSpellTypes.Melee; i < CurrentSpellTypes.Max; ++i)
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{
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Spell spell = target.GetCurrentSpell(i);
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+11
-13
@@ -2748,13 +2748,12 @@ namespace Game.Spells
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{
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case SpellState.Preparing:
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CancelGlobalCooldown();
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goto case SpellState.Delayed;
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case SpellState.Delayed:
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goto case SpellState.Launched;
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case SpellState.Launched:
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SendInterrupted(0);
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SendCastResult(SpellCastResult.Interrupted);
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break;
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case SpellState.Casting:
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case SpellState.Channeling:
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foreach (var ihit in m_UniqueTargetInfo)
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{
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if (ihit.MissCondition == SpellMissInfo.None)
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@@ -2771,7 +2770,6 @@ namespace Game.Spells
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m_appliedMods.Clear();
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break;
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default:
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break;
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}
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@@ -3054,7 +3052,7 @@ namespace Game.Spells
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// Okay, maps created, now prepare flags
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m_immediateHandled = false;
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m_spellState = SpellState.Delayed;
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m_spellState = SpellState.Launched;
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SetDelayStart(0);
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unitCaster = m_caster.ToUnit();
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@@ -3222,7 +3220,7 @@ namespace Game.Spells
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if (duration != 0)
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{
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m_spellState = SpellState.Casting;
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m_spellState = SpellState.Channeling;
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// GameObjects shouldn't cast channeled spells
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m_caster.ToUnit()?.AddInterruptMask(m_spellInfo.ChannelInterruptFlags, m_spellInfo.ChannelInterruptFlags2);
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}
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@@ -3254,7 +3252,7 @@ namespace Game.Spells
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// Remove used for cast item if need (it can be already NULL after TakeReagents call
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TakeCastItem();
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if (m_spellState != SpellState.Casting)
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if (m_spellState != SpellState.Channeling)
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Finish(); // successfully finish spell cast (not last in case autorepeat or channel spell)
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}
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@@ -3472,7 +3470,7 @@ namespace Game.Spells
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Cast(m_casttime == 0);
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break;
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}
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case SpellState.Casting:
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case SpellState.Channeling:
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{
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if (m_timer != 0)
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{
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@@ -7287,7 +7285,7 @@ namespace Game.Spells
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if (unitCaster == null)
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return;
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if (m_spellState != SpellState.Casting)
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if (m_spellState != SpellState.Channeling)
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return;
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if (IsDelayableNoMore()) // Spells may only be delayed twice
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@@ -8415,7 +8413,7 @@ namespace Game.Spells
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if (m_casttime > 0 && m_spellInfo.InterruptFlags.HasFlag(SpellInterruptFlags.Movement))
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return SpellCastResult.Moving;
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}
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else if (GetState() == SpellState.Casting && !m_spellInfo.IsMoveAllowedChannel())
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else if (GetState() == SpellState.Channeling && !m_spellInfo.IsMoveAllowedChannel())
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return SpellCastResult.Moving;
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}
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}
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@@ -8909,7 +8907,7 @@ namespace Game.Spells
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if (unit.IsAlive() != IsAlive && !spell.m_spellInfo.HasAttribute(SpellAttr9.ForceCorpseTarget))
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return;
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if (!spell.m_spellInfo.HasAttribute(SpellAttr8.IgnoreSanctuary) && spell.GetState() == SpellState.Delayed && !spell.IsPositive() && (GameTime.GetGameTimeMS() - TimeDelay) <= unit.LastSanctuaryTime)
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if (!spell.m_spellInfo.HasAttribute(SpellAttr8.IgnoreSanctuary) && spell.GetState() == SpellState.Launched && !spell.IsPositive() && (GameTime.GetGameTimeMS() - TimeDelay) <= unit.LastSanctuaryTime)
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return; // No missinfo in that case
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if (_spellHitTarget != null)
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@@ -9652,7 +9650,7 @@ namespace Game.Spells
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// event will be re-added automatically at the end of routine)
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break;
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}
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case SpellState.Delayed:
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case SpellState.Launched:
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{
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// first, check, if we have just started
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if (m_Spell.GetDelayStart() != 0)
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@@ -2576,7 +2576,7 @@ namespace Game.Spells
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{
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SpellInfo curSpellInfo = spell.m_spellInfo;
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// check if we can interrupt spell
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if ((spell.GetState() == SpellState.Casting
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if ((spell.GetState() == SpellState.Channeling
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|| (spell.GetState() == SpellState.Preparing && spell.GetCastTime() > 0.0f))
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&& curSpellInfo.CanBeInterrupted(m_caster, unitTarget))
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{
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