Core/Auras: Update AuraState enum and implement missing new ones
Port From (https://github.com/TrinityCore/TrinityCore/commit/69e0b9a98516a0cac14bc3f985a2deb2fe79205f)
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@@ -3986,6 +3986,8 @@ namespace Game.Spells
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return;
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target.RemoveUnitFlag(UnitFlags.Preparation);
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}
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target.ModifyAuraState(AuraStateType.ArenaPreparation, apply);
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}
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[AuraEffectHandler(AuraType.NoReagentUse)]
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@@ -1354,45 +1354,25 @@ namespace Game.Spells
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{
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_auraState = AuraStateType.None;
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// Seals
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if (GetSpellSpecific() == SpellSpecificType.Seal)
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_auraState = AuraStateType.Judgement;
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// Conflagrate aura state on Immolate and Shadowflame
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if (SpellFamilyName == SpellFamilyNames.Warlock &&
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// Immolate
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(SpellFamilyFlags[0].HasAnyFlag(4u) ||
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// Shadowflame
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SpellFamilyFlags[2].HasAnyFlag(2u)))
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_auraState = AuraStateType.Conflagrate;
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// Faerie Fire (druid versions)
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if (SpellFamilyName == SpellFamilyNames.Druid && SpellFamilyFlags[0].HasAnyFlag(0x400u))
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_auraState = AuraStateType.FaerieFire;
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// Sting (hunter's pet ability)
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// Faerie Fire
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if (GetCategory() == 1133)
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_auraState = AuraStateType.FaerieFire;
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// Victorious
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if (SpellFamilyName == SpellFamilyNames.Warrior && SpellFamilyFlags[1].HasAnyFlag(0x40000u))
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_auraState = AuraStateType.WarriorVictoryRush;
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// Swiftmend state on Regrowth & Rejuvenation
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if (SpellFamilyName == SpellFamilyNames.Druid && SpellFamilyFlags[0].HasAnyFlag(0x50u))
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_auraState = AuraStateType.Swiftmend;
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// Swiftmend state on Regrowth, Rejuvenation, Wild Growth
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if (SpellFamilyName == SpellFamilyNames.Druid && (SpellFamilyFlags[0].HasAnyFlag(0x50u) || SpellFamilyFlags[1].HasAnyFlag(0x4000000u)))
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_auraState = AuraStateType.DruidPeriodicHeal;
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// Deadly poison aura state
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if (SpellFamilyName == SpellFamilyNames.Rogue && SpellFamilyFlags[0].HasAnyFlag(0x10000u))
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_auraState = AuraStateType.DeadlyPoison;
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_auraState = AuraStateType.RoguePoisoned;
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// Enrage aura state
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if (Dispel == DispelType.Enrage)
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_auraState = AuraStateType.Enrage;
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_auraState = AuraStateType.Enraged;
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// Bleeding aura state
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if (Convert.ToBoolean(GetAllEffectsMechanicMask() & 1 << (int)Mechanics.Bleed))
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_auraState = AuraStateType.Bleeding;
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_auraState = AuraStateType.Bleed;
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if (Convert.ToBoolean(GetSchoolMask() & SpellSchoolMask.Frost))
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{
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@@ -1403,16 +1383,49 @@ namespace Game.Spells
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switch (Id)
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{
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case 1064: // Dazed
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_auraState = AuraStateType.Dazed;
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break;
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case 32216: // Victorious
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_auraState = AuraStateType.Victorious;
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break;
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case 71465: // Divine Surge
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case 50241: // Evasive Charges
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_auraState = AuraStateType.Unk22;
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_auraState = AuraStateType.RaidEncounter;
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break;
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case 9991: // Touch of Zanzil
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case 35325: // Glowing Blood
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case 35328: // Lambent Blood
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case 35329: // Vibrant Blood
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case 35331: // Black Blood
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case 49163: // Perpetual Instability
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case 6950: // Faerie Fire
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case 9806: // Phantom Strike
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case 9991: // Touch of Zanzil
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case 13424: // Faerie Fire
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case 13752: // Faerie Fire
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case 16432: // Plague Mist
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case 20656: // Faerie Fire
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case 25602: // Faerie Fire
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case 32129: // Faerie Fire
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case 35325: // Glowing Blood
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case 35328: // Lambent Blood
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case 35329: // Vibrant Blood
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case 35331: // Black Blood
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case 49163: // Perpetual Instability
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case 65863: // Faerie Fire
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case 79559: // Luxscale Light
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case 82855: // Dazzling
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case 102953: // In the Rumpus
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case 127907: // Phosphorescence
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case 127913: // Phosphorescence
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case 129007: // Zijin Sting
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case 130159: // Fae Touch
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case 142537: // Spotter Smoke
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case 168455: // Spotted!
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case 176905: // Super Sticky Glitter Bomb
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case 189502: // Marked
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case 201785: // Intruder Alert!
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case 201786: // Intruder Alert!
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case 201935: // Spotted!
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case 239233: // Smoke Bomb
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case 319400: // Glitter Burst
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case 321470: // Dimensional Shifter Mishap
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case 331134: // Spotted
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_auraState = AuraStateType.FaerieFire;
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break;
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default:
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