Core/Spells: Autorepeat casting fixes
Port From (https://github.com/TrinityCore/TrinityCore/commit/de592386dcd6ac85feb11d2af85538d62c192696)
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@@ -215,6 +215,8 @@ namespace Game.Entities
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void _UpdateSpells(uint diff)
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{
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_spellHistory.Update();
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if (GetCurrentSpell(CurrentSpellTypes.AutoRepeat) != null)
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_UpdateAutoRepeatSpell();
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@@ -264,8 +266,6 @@ namespace Game.Entities
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}
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}
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}
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_spellHistory.Update();
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}
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public void HandleEmoteCommand(Emote emoteId, Player target = null, uint[] spellVisualKitIds = null, int sequenceVariation = 0)
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@@ -1568,17 +1568,11 @@ namespace Game.Entities
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// cancel wand shoot
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if (autoRepeatSpellInfo.Id != 75)
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InterruptSpell(CurrentSpellTypes.AutoRepeat);
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m_AutoRepeatFirstCast = true;
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return;
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}
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// apply delay (Auto Shot (spellID 75) not affected)
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if (m_AutoRepeatFirstCast && GetAttackTimer(WeaponAttackType.RangedAttack) < 500 && autoRepeatSpellInfo.Id != 75)
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SetAttackTimer(WeaponAttackType.RangedAttack, 500);
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m_AutoRepeatFirstCast = false;
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// castroutine
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if (IsAttackReady(WeaponAttackType.RangedAttack))
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if (IsAttackReady(WeaponAttackType.RangedAttack) && GetCurrentSpell(CurrentSpellTypes.AutoRepeat).GetState() != SpellState.Preparing)
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{
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// Check if able to cast
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SpellCastResult result = m_currentSpells[CurrentSpellTypes.AutoRepeat].CheckCast(true);
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@@ -1593,11 +1587,8 @@ namespace Game.Entities
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}
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// we want to shoot
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Spell spell = new(this, autoRepeatSpellInfo, TriggerCastFlags.FullMask);
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Spell spell = new(this, autoRepeatSpellInfo, TriggerCastFlags.IgnoreGCD);
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spell.Prepare(m_currentSpells[CurrentSpellTypes.AutoRepeat].m_targets);
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// all went good, reset attack
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ResetAttackTimer(WeaponAttackType.RangedAttack);
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}
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}
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