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Core/SmartScript: Allow flag to be added to spell to determine combat movement.
Greatly simplifies SAI combat scripting.
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@@ -516,7 +516,26 @@ void SmartScript::ProcessAction(SmartScriptHolder& e, Unit* unit, uint32 var0, u
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if (e.action.cast.flags & SMARTCAST_INTERRUPT_PREVIOUS)
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me->InterruptNonMeleeSpells(false);
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if (e.action.cast.flags & SMARTCAST_COMBAT_MOVE)
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{
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// If cast flag SMARTCAST_COMBAT_MOVE is set combat movement will not be allowed
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// unless target is outside spell range, out of mana, or LOS.
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bool _allowMove = false;
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SpellInfo const* spellInfo = sSpellMgr->GetSpellInfo(e.action.cast.spell);
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int32 mana = me->GetPower(POWER_MANA);
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if (me->GetDistance((*itr)->ToUnit()) > spellInfo->GetMaxRange(true) ||
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me->GetDistance((*itr)->ToUnit()) < spellInfo->GetMinRange(true) ||
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!me->ToUnit()->IsWithinLOSInMap((*itr)->ToUnit()) ||
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mana < spellInfo->CalcPowerCost(me, spellInfo->GetSchoolMask()))
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_allowMove = true;
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CAST_AI(SmartAI, me->AI())->SetCombatMove(_allowMove);
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}
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me->CastSpell((*itr)->ToUnit(), e.action.cast.spell, (e.action.cast.flags & SMARTCAST_TRIGGERED));
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TC_LOG_DEBUG("scripts.ai", "SmartScript::ProcessAction:: SMART_ACTION_CAST:: Creature %u casts spell %u on target %u with castflags %u",
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me->GetGUIDLow(), e.action.cast.spell, (*itr)->GetGUIDLow(), e.action.cast.flags);
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}
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