Core/Unit: rename IsFocusing method
Port From (https://github.com/TrinityCore/TrinityCore/commit/be4ed9152c1a9c3dab9949eb36d867b763603f60)
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@@ -532,7 +532,7 @@ namespace Game.Entities
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GetThreatManager().Update(diff);
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if (m_shouldReacquireTarget && !IsFocusing(null, true))
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if (m_shouldReacquireTarget && !HandleSpellFocus(null, true))
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{
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SetTarget(m_suppressedTarget);
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@@ -932,7 +932,7 @@ namespace Game.Entities
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if (target && _IsTargetAcceptable(target) && CanCreatureAttack(target))
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{
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if (!IsFocusing(null, true))
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if (!HandleSpellFocus(null, true))
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SetInFront(target);
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return target;
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}
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@@ -1121,7 +1121,7 @@ namespace Game.Entities
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return true;
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}
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if (IsFocusing(null, true))
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if (HandleSpellFocus(null, true))
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return true;
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if (HasUnitState(UnitState.Casting))
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@@ -2919,7 +2919,7 @@ namespace Game.Entities
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public override void SetTarget(ObjectGuid guid)
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{
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if (IsFocusing(null, true))
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if (HandleSpellFocus(null, true))
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m_suppressedTarget = guid;
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else
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SetUpdateFieldValue(m_values.ModifyValue(m_unitData).ModifyValue(m_unitData.Target), guid);
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@@ -2953,7 +2953,7 @@ namespace Game.Entities
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return;
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// store pre-cast values for target and orientation (used to later restore)
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if (!IsFocusing(null, true))
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if (!HandleSpellFocus(null, true))
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{ // only overwrite these fields if we aren't transitioning from one spell focus to another
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m_suppressedTarget = GetTarget();
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m_suppressedOrientation = GetOrientation();
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@@ -3001,7 +3001,7 @@ namespace Game.Entities
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AddUnitState(UnitState.Focusing);
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}
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public override bool IsFocusing(Spell focusSpell = null, bool withDelay = false)
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public override bool HandleSpellFocus(Spell focusSpell = null, bool withDelay = false)
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{
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if (!IsAlive()) // dead creatures cannot focus
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{
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@@ -1041,7 +1041,7 @@ namespace Game.Entities
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return 0;
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}
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public virtual bool IsFocusing(Spell focusSpell = null, bool withDelay = false) { return false; }
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public virtual bool HandleSpellFocus(Spell focusSpell = null, bool withDelay = false) { return false; }
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/// <summary>
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/// Check if our current channel spell has attribute SPELL_ATTR5_CAN_CHANNEL_WHEN_MOVING
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