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Core/AI: Added CreatureAI hook that is getting triggered when a spell cast has been successfully finished. (#21774)
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@@ -153,6 +153,9 @@ class TC_GAME_API CreatureAI : public UnitAI
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// Called when a spell cast gets interrupted
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virtual void OnSpellCastInterrupt(SpellInfo const* /*spell*/) { }
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// Called when a spell cast has been successfully finished
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virtual void OnSuccessfulSpellCast(SpellInfo const* /*spell*/) { }
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// Called at reaching home after evade
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virtual void JustReachedHome() { }
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@@ -3468,6 +3468,11 @@ void Spell::_cast(bool skipCheck)
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hitMask |= PROC_HIT_NORMAL;
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m_originalCaster->ProcSkillsAndAuras(nullptr, procAttacker, PROC_FLAG_NONE, PROC_SPELL_TYPE_MASK_ALL, PROC_SPELL_PHASE_CAST, hitMask, this, nullptr, nullptr);
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// Call CreatureAI hook OnSuccessfulSpellCast
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if (Creature* caster = m_originalCaster->ToCreature())
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if (caster->IsAIEnabled)
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caster->AI()->OnSuccessfulSpellCast(GetSpellInfo());
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}
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void Spell::handle_immediate()
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