Clean up old (and partially unused) Aggro() function and use EnterCombat() instead + fix some minor enum-typos (INTURRUPT -> INTERRUPT)
(fix by Azazel) --HG-- branch : trunk
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@@ -456,7 +456,7 @@ void CreatureEventAI::ProcessAction(CreatureEventAI_Action const& action, uint32
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caster = target;
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//Allowed to cast only if not casting (unless we interrupt ourself) or if spell is triggered
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bool canCast = !caster->IsNonMeleeSpellCasted(false) || (action.cast.castFlags & (CAST_TRIGGERED | CAST_INTURRUPT_PREVIOUS));
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bool canCast = !caster->IsNonMeleeSpellCasted(false) || (action.cast.castFlags & (CAST_TRIGGERED | CAST_INTERRUPT_PREVIOUS));
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// If cast flag CAST_AURA_NOT_PRESENT is active, check if target already has aura on them
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if (action.cast.castFlags & CAST_AURA_NOT_PRESENT)
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@@ -492,7 +492,7 @@ void CreatureEventAI::ProcessAction(CreatureEventAI_Action const& action, uint32
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else
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{
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//Interrupt any previous spell
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if (caster->IsNonMeleeSpellCasted(false) && action.cast.castFlags & CAST_INTURRUPT_PREVIOUS)
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if (caster->IsNonMeleeSpellCasted(false) && action.cast.castFlags & CAST_INTERRUPT_PREVIOUS)
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caster->InterruptNonMeleeSpells(false);
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caster->CastSpell(target, action.cast.spellId, (action.cast.castFlags & CAST_TRIGGERED));
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@@ -150,7 +150,7 @@ enum Target
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enum CastFlags
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{
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CAST_INTURRUPT_PREVIOUS = 0x01, //Interrupt any spell casting
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CAST_INTERRUPT_PREVIOUS = 0x01, //Interrupt any spell casting
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CAST_TRIGGERED = 0x02, //Triggered (this makes spell cost zero mana and have no cast time)
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CAST_FORCE_CAST = 0x04, //Forces cast even if creature is out of mana or out of range
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CAST_NO_MELEE_IF_OOM = 0x08, //Prevents creature from entering melee if out of mana or out of range
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