Core/Spells: Rename SpellAttr6 to use official attribute names

Port From (https://github.com/TrinityCore/TrinityCore/commit/94aac14b4da2d6d2b7565dfdb91313f09a87f168)
This commit is contained in:
hondacrx
2022-06-01 15:55:27 -04:00
parent 399d39a4b9
commit 7bc70c02ad
7 changed files with 50 additions and 54 deletions
+4 -4
View File
@@ -884,7 +884,7 @@ namespace Game.Spells
var mapEntry = CliDB.MapStorage.LookupByKey(map_id);
// raid instance limitation
if (HasAttribute(SpellAttr6.NotInRaidInstance))
if (HasAttribute(SpellAttr6.NotInRaidInstances))
{
if (mapEntry == null || mapEntry.IsRaid())
return SpellCastResult.NotInRaidInstance;
@@ -1003,7 +1003,7 @@ namespace Game.Spells
return SpellCastResult.BadTargets;
// check visibility - ignore stealth for implicit (area) targets
if (!HasAttribute(SpellAttr6.CanTargetInvisible) && !caster.CanSeeOrDetect(target, Implicit))
if (!HasAttribute(SpellAttr6.IgnorePhaseShift) && !caster.CanSeeOrDetect(target, Implicit))
return SpellCastResult.BadTargets;
Unit unitTarget = target.ToUnit();
@@ -1095,7 +1095,7 @@ namespace Game.Spells
return SpellCastResult.TargetsDead;
// check this flag only for implicit targets (chain and area), allow to explicitly target units for spells like Shield of Righteousness
if (Implicit && HasAttribute(SpellAttr6.CantTargetCrowdControlled) && !unitTarget.CanFreeMove())
if (Implicit && HasAttribute(SpellAttr6.DoNotChainToCrowdControlledTargets) && !unitTarget.CanFreeMove())
return SpellCastResult.BadTargets;
if (!CheckTargetCreatureType(unitTarget))
@@ -1237,7 +1237,7 @@ namespace Game.Spells
checkMask = VehicleSeatFlags.CanAttack;
var vehicleSeat = vehicle.GetSeatForPassenger(caster);
if (!HasAttribute(SpellAttr6.CastableWhileOnVehicle) && !HasAttribute(SpellAttr0.AllowWhileMounted)
if (!HasAttribute(SpellAttr6.AllowWhileRidingVehicle) && !HasAttribute(SpellAttr0.AllowWhileMounted)
&& (vehicleSeat.Flags & (int)checkMask) != (int)checkMask)
return SpellCastResult.CantDoThatRightNow;