Core/Spells: improved spell finish reason enum naming for finished channeled spells

This commit is contained in:
Ovahlord
2020-10-01 20:23:40 +02:00
parent 40afd8a20e
commit d753df4ae9
6 changed files with 6 additions and 6 deletions

View File

@@ -776,7 +776,7 @@ class npc_ignacious : public CreatureScript
void OnSpellCastFinished(SpellInfo const* spell, SpellFinishReason reason) override
{
if (spell->Id == SPELL_RISING_FLAMES && (reason == SPELL_FINISHED_CANCELED || reason == SPELL_FINISHED_FINISHED))
if (spell->Id == SPELL_RISING_FLAMES && (reason == SPELL_FINISHED_CANCELED || reason == SPELL_FINISHED_CHANNELING_COMPLETE))
me->MakeInterruptable(false);
}

View File

@@ -324,7 +324,7 @@ struct boss_maloriak : public BossAI
switch (spell->Id)
{
case SPELL_ARCANE_STORM:
if (reason == SPELL_FINISHED_FINISHED || reason == SPELL_FINISHED_CANCELED)
if (reason == SPELL_FINISHED_CHANNELING_COMPLETE || reason == SPELL_FINISHED_CANCELED)
{
me->MakeInterruptable(false);
me->m_Events.KillAllEvents(true);

View File

@@ -138,7 +138,7 @@ struct boss_baron_ashbury : public BossAI
if (spell->Id == SPELL_STAY_OF_EXECUTION)
{
// Failing achievement when Baron Ashbury finished channeling Stay of Execution
if (reason == SPELL_FINISHED_FINISHED && IsHeroic())
if (reason == SPELL_FINISHED_CHANNELING_COMPLETE && IsHeroic())
_pardonDenied = false;
me->SetReactState(REACT_AGGRESSIVE);

View File

@@ -568,7 +568,7 @@ struct boss_stormcaller_brundir : public ScriptedAI
void OnSpellCastFinished(SpellInfo const* spell, SpellFinishReason reason) override
{
if (spell->Id == SPELL_OVERLOAD && (reason == SPELL_FINISHED_FINISHED || reason == SPELL_FINISHED_CANCELED))
if (spell->Id == SPELL_OVERLOAD && (reason == SPELL_FINISHED_CHANNELING_COMPLETE || reason == SPELL_FINISHED_CANCELED))
_summons.DespawnAll();
}