Core/Units: Named unit flags

Port From (https://github.com/TrinityCore/TrinityCore/commit/b4952db4640ee3ec6a7df8545b5c582202f36405)
This commit is contained in:
hondacrx
2022-02-28 13:16:41 -05:00
parent b538ed9a24
commit 64b23b9de9
4 changed files with 22 additions and 13 deletions
+3 -3
View File
@@ -2994,7 +2994,7 @@ namespace Game.Entities
}
}
if (!HasUnitFlag2(UnitFlags2.DisableTurn))
if (!HasUnitFlag2(UnitFlags2.CannotTurn))
{
// Face the target - we need to do this before the unit state is modified for no-turn spells
if (target)
@@ -3041,7 +3041,7 @@ namespace Game.Entities
if (IsPet()) // player pets do not use delay system
{
if (!HasUnitFlag2(UnitFlags2.DisableTurn))
if (!HasUnitFlag2(UnitFlags2.CannotTurn))
ReacquireSpellFocusTarget();
}
else // don't allow re-target right away to prevent visual bugs
@@ -3060,7 +3060,7 @@ namespace Game.Entities
SetUpdateFieldValue(m_values.ModifyValue(m_unitData).ModifyValue(m_unitData.Target), _spellFocusInfo.Target);
if (!HasUnitFlag2(UnitFlags2.DisableTurn))
if (!HasUnitFlag2(UnitFlags2.CannotTurn))
{
if (!_spellFocusInfo.Target.IsEmpty())
{