Core/Spells: Autorepeat casting fixes
Port From (https://github.com/TrinityCore/TrinityCore/commit/de592386dcd6ac85feb11d2af85538d62c192696)
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@@ -1627,14 +1627,13 @@ namespace Game.Entities
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if (pSpell == GetCurrentSpell(CSpellType)) // avoid breaking self
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return;
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// break same type spell if it is not delayed
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InterruptSpell(CSpellType, false);
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// special breakage effects:
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switch (CSpellType)
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{
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case CurrentSpellTypes.Generic:
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{
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InterruptSpell(CurrentSpellTypes.Generic, false);
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// generic spells always break channeled not delayed spells
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if (GetCurrentSpell(CurrentSpellTypes.Channeled) != null && !GetCurrentSpell(CurrentSpellTypes.Channeled).GetSpellInfo().HasAttribute(SpellAttr5.AllowActionsDuringChannel))
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InterruptSpell(CurrentSpellTypes.Channeled, false);
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@@ -1645,7 +1644,6 @@ namespace Game.Entities
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// break autorepeat if not Auto Shot
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if (m_currentSpells[CurrentSpellTypes.AutoRepeat].m_spellInfo.Id != 75)
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InterruptSpell(CurrentSpellTypes.AutoRepeat);
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m_AutoRepeatFirstCast = true;
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}
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if (pSpell.m_spellInfo.CalcCastTime() > 0)
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AddUnitState(UnitState.Casting);
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@@ -1668,6 +1666,9 @@ namespace Game.Entities
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}
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case CurrentSpellTypes.AutoRepeat:
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{
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if (GetCurrentSpell(CSpellType) && GetCurrentSpell(CSpellType).GetState() == SpellState.Idle)
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GetCurrentSpell(CSpellType).SetState(SpellState.Finished);
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// only Auto Shoot does not break anything
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if (pSpell.m_spellInfo.Id != 75)
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{
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@@ -1675,9 +1676,6 @@ namespace Game.Entities
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InterruptSpell(CurrentSpellTypes.Generic, false);
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InterruptSpell(CurrentSpellTypes.Channeled, false);
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}
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// special action: set first cast flag
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m_AutoRepeatFirstCast = true;
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break;
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}
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default:
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