Core/Spells: improved spell finish reason enum naming for finished channeled spells
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@@ -3957,7 +3957,7 @@ void Spell::update(uint32 difftime)
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if (Creature* creatureCaster = m_caster->ToCreature())
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if (creatureCaster->IsAIEnabled)
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creatureCaster->AI()->OnSpellCastFinished(m_spellInfo, SPELL_FINISHED_FINISHED);
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creatureCaster->AI()->OnSpellCastFinished(m_spellInfo, SPELL_FINISHED_CHANNELING_COMPLETE);
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}
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break;
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}
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@@ -114,7 +114,7 @@ enum SpellFinishReason : uint8
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{
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SPELL_FINISHED_SUCCESSFUL_CAST = 0, // spell has sucessfully launched
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SPELL_FINISHED_CANCELED = 1, // spell has been canceled (interrupts)
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SPELL_FINISHED_FINISHED = 2 // spell has been finished (channeling finished)
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SPELL_FINISHED_CHANNELING_COMPLETE = 2 // spell channeling has been finished
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};
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struct TC_GAME_API SpellDestination
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@@ -776,7 +776,7 @@ class npc_ignacious : public CreatureScript
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void OnSpellCastFinished(SpellInfo const* spell, SpellFinishReason reason) override
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{
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if (spell->Id == SPELL_RISING_FLAMES && (reason == SPELL_FINISHED_CANCELED || reason == SPELL_FINISHED_FINISHED))
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if (spell->Id == SPELL_RISING_FLAMES && (reason == SPELL_FINISHED_CANCELED || reason == SPELL_FINISHED_CHANNELING_COMPLETE))
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me->MakeInterruptable(false);
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}
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+1
-1
@@ -324,7 +324,7 @@ struct boss_maloriak : public BossAI
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switch (spell->Id)
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{
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case SPELL_ARCANE_STORM:
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if (reason == SPELL_FINISHED_FINISHED || reason == SPELL_FINISHED_CANCELED)
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if (reason == SPELL_FINISHED_CHANNELING_COMPLETE || reason == SPELL_FINISHED_CANCELED)
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{
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me->MakeInterruptable(false);
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me->m_Events.KillAllEvents(true);
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@@ -138,7 +138,7 @@ struct boss_baron_ashbury : public BossAI
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if (spell->Id == SPELL_STAY_OF_EXECUTION)
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{
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// Failing achievement when Baron Ashbury finished channeling Stay of Execution
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if (reason == SPELL_FINISHED_FINISHED && IsHeroic())
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if (reason == SPELL_FINISHED_CHANNELING_COMPLETE && IsHeroic())
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_pardonDenied = false;
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me->SetReactState(REACT_AGGRESSIVE);
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@@ -568,7 +568,7 @@ struct boss_stormcaller_brundir : public ScriptedAI
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void OnSpellCastFinished(SpellInfo const* spell, SpellFinishReason reason) override
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{
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if (spell->Id == SPELL_OVERLOAD && (reason == SPELL_FINISHED_FINISHED || reason == SPELL_FINISHED_CANCELED))
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if (spell->Id == SPELL_OVERLOAD && (reason == SPELL_FINISHED_CHANNELING_COMPLETE || reason == SPELL_FINISHED_CANCELED))
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_summons.DespawnAll();
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}
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