Core/Spells: Rename confusing SpellState enum values

* SPELL_STATE_CASTING -> SPELL_STATE_CHANNELING (was used for "channel in progress")
* SPELL_STATE_DELAYED -> SPELL_STATE_LAUNCHED
This commit is contained in:
Shauren
2025-04-20 15:41:58 +02:00
parent 7eaa695581
commit 2e79d3524f
8 changed files with 49 additions and 56 deletions

View File

@@ -2465,7 +2465,7 @@ class spell_yogg_saron_diminsh_power : public SpellScriptLoader // 64148
{
PreventDefaultAction();
if (Spell* spell = GetTarget()->GetCurrentSpell(CURRENT_CHANNELED_SPELL))
if (spell->getState() == SPELL_STATE_CASTING)
if (spell->getState() == SPELL_STATE_CHANNELING)
GetTarget()->InterruptSpell(CURRENT_CHANNELED_SPELL);
}

View File

@@ -743,12 +743,7 @@ struct npc_greyheart_spellbinder : public ScriptedAI
{
if (Player* i_pl = itr->GetSource())
{
bool isCasting = false;
for (uint8 i = 0; i < CURRENT_MAX_SPELL; ++i)
if (i_pl->GetCurrentSpell(i))
isCasting = true;
if (isCasting)
if (i_pl->IsNonMeleeSpellCast(false, false, true))
{
DoCast(i_pl, SPELL_EARTHSHOCK);
break;