Core/Spells: Rename SpellAttr2 to use official attribute names

* Corrected implementation of SPELL_ATTR1_ALLOW_WHILE_STEALTHED
* Implemented SPELL_ATTR2_RETAIN_ITEM_CAST
* Implemented SPELL_ATTR2_ALLOW_WHILE_INVISIBLE
* Implemented SPELL_ATTR0_PROC_FAILURE_BURNS_CHARGE
* Implemented SPELL_ATTR2_PROC_COOLDOWN_ON_FAILURE
* Implemented SPELL_ATTR2_NO_TARGET_PER_SECOND_COSTS
* Implemented SPELL_ATTR2_DO_NOT_REPORT_SPELL_FAILURE
* Implemented SPELL_ATTR1_REQUIRE_ALL_TARGETS
* Implemented SPELL_ATTR2_CHAIN_FROM_CASTER
* Implemented SPELL_ATTR2_NO_ACTIVE_PETS
* Implemented SPELL_ATTR2_ENCHANT_OWN_ITEM_ONLY
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Shauren authored and Ovahlord committed 2022-09-13 14:36:32 +02:00
1 parent 6224558c8c
commit ea4bc6c02a
15 files changed
+282 -175

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@@ -4872,7 +4872,8 @@ class spell_item_blind_spot : public SpellScript
if (AuraEffect const* effect = target->GetAuraEffect(spellId, EFFECT_0, target->GetGUID()))
{
std::chrono::steady_clock::time_point now = std::chrono::steady_clock::now();
effect->GetBase()->AddProcCooldown(now + 30s);
if (SpellProcEntry const* procEntry = sSpellMgr->GetSpellProcEntry(spellId))
effect->GetBase()->AddProcCooldown(procEntry, now + 30s);
}
}