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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@@ -247,7 +247,7 @@ struct boss_netherspiteAI : public ScriptedAI
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Door->SetGoState(open ? GO_STATE_ACTIVE : GO_STATE_READY);
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}
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void Aggro(Unit * /*who*/)
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void EnterCombat(Unit * /*who*/)
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{
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HandleDoors(false);
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SwitchToPortalPhase();
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@@ -109,7 +109,7 @@ struct boss_aranAI : public ScriptedAI
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uint32 FireCooldown;
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uint32 FrostCooldown;
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uint32 DrinkInturruptTimer;
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uint32 DrinkInterruptTimer;
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bool ElementalsSpawned;
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bool Drinking;
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@@ -133,7 +133,7 @@ struct boss_aranAI : public ScriptedAI
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FireCooldown = 0;
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FrostCooldown = 0;
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DrinkInturruptTimer = 10000;
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DrinkInterruptTimer = 10000;
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ElementalsSpawned = false;
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Drinking = false;
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@@ -261,11 +261,11 @@ struct boss_aranAI : public ScriptedAI
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DoCast(me, SPELL_CONJURE, false);
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DoCast(me, SPELL_DRINK, false);
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me->SetStandState(UNIT_STAND_STATE_SIT);
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DrinkInturruptTimer = 10000;
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DrinkInterruptTimer = 10000;
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}
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}
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//Drink Inturrupt
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//Drink Interrupt
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if (Drinking && DrinkInturrupted)
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{
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Drinking = false;
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@@ -275,10 +275,10 @@ struct boss_aranAI : public ScriptedAI
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DoCast(me, SPELL_POTION, false);
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}
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//Drink Inturrupt Timer
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//Drink Interrupt Timer
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if (Drinking && !DrinkInturrupted)
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if (DrinkInturruptTimer >= diff)
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DrinkInturruptTimer -= diff;
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if (DrinkInterruptTimer >= diff)
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DrinkInterruptTimer -= diff;
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else
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{
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me->SetStandState(UNIT_STAND_STATE_STAND);
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@@ -476,13 +476,13 @@ struct boss_aranAI : public ScriptedAI
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void SpellHit(Unit* /*pAttacker*/, const SpellEntry* Spell)
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{
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//We only care about inturrupt effects and only if they are durring a spell currently being casted
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//We only care about interrupt effects and only if they are durring a spell currently being casted
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if ((Spell->Effect[0] != SPELL_EFFECT_INTERRUPT_CAST &&
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Spell->Effect[1] != SPELL_EFFECT_INTERRUPT_CAST &&
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Spell->Effect[2] != SPELL_EFFECT_INTERRUPT_CAST) || !me->IsNonMeleeSpellCasted(false))
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return;
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//Inturrupt effect
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//Interrupt effect
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me->InterruptNonMeleeSpells(false);
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//Normally we would set the cooldown equal to the spell duration
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