Core/Unit: Spell focusing now no longer nonsensical. HasSpellFocus always const. Error logs for various stuff.
Port From (https://github.com/TrinityCore/TrinityCore/commit/14c38a1c529e634b068a67b3e7475ddcf599086b)
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@@ -27,11 +27,7 @@ namespace Game.Entities
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CreatureTemplate m_creatureInfo;
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CreatureData m_creatureData;
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Spell _focusSpell; // Locks the target during spell cast for proper facing
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uint _spellFocusDelay;
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bool _shouldReacquireSpellFocusTarget;
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ObjectGuid _suppressedSpellFocusTarget; // Stores the creature's "real" target while casting
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float _suppressedSpellFocusOrientation; // Stores the creature's "real" orientation while casting
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SpellFocusInfo _spellFocusInfo;
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long _lastDamagedTime; // Part of Evade mechanics
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MultiMap<byte, byte> m_textRepeat = new();
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@@ -104,4 +100,12 @@ namespace Game.Entities
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Active, // in move list
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Inactive // in move list but should not move
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}
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struct SpellFocusInfo
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{
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public Spell spell;
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public uint delay; // ms until the creature's target should snap back (0 = no snapback scheduled)
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public ObjectGuid target; // the creature's "real" target while casting
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public float orientation; // the creature's "real" orientation while casting
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}
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}
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