Core/Auras: Update AuraState enum and implement missing new ones
Port From (https://github.com/TrinityCore/TrinityCore/commit/69e0b9a98516a0cac14bc3f985a2deb2fe79205f)
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@@ -1729,16 +1729,12 @@ namespace Game.Entities
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switch (reactive)
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{
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case ReactiveType.Defense:
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if (HasAuraState(AuraStateType.Defense))
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ModifyAuraState(AuraStateType.Defense, false);
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if (HasAuraState(AuraStateType.Defensive))
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ModifyAuraState(AuraStateType.Defensive, false);
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break;
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case ReactiveType.HunterParry:
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if (GetClass() == Class.Hunter && HasAuraState(AuraStateType.HunterParry))
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ModifyAuraState(AuraStateType.HunterParry, false);
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break;
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case ReactiveType.OverPower:
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if (GetClass() == Class.Warrior && IsTypeId(TypeId.Player))
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ToPlayer().ClearComboPoints();
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case ReactiveType.Defense2:
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if (HasAuraState(AuraStateType.Defensive2))
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ModifyAuraState(AuraStateType.Defensive2, false);
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break;
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}
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}
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@@ -1836,12 +1832,10 @@ namespace Game.Entities
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for (ReactiveType i = 0; i < ReactiveType.Max; ++i)
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m_reactiveTimer[i] = 0;
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if (HasAuraState(AuraStateType.Defense))
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ModifyAuraState(AuraStateType.Defense, false);
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if (GetClass() == Class.Hunter && HasAuraState(AuraStateType.HunterParry))
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ModifyAuraState(AuraStateType.HunterParry, false);
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if (GetClass() == Class.Warrior && IsTypeId(TypeId.Player))
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ToPlayer().ClearComboPoints();
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if (HasAuraState(AuraStateType.Defensive))
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ModifyAuraState(AuraStateType.Defensive, false);
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if (HasAuraState(AuraStateType.Defensive2))
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ModifyAuraState(AuraStateType.Defensive2, false);
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}
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public virtual bool CanUseAttackType(WeaponAttackType attacktype)
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