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feat(Core/Unit): New helper IsClass and script hook OnPlayerIsClass (#18243)
* Class Comparison Logic Encapsulation - Parity * Add Context to IsClass * Add Unit IsClass script hook * Replace additional getClass with IsClass * Update CanUseItem to replace getClass with IsClass * Add separate context for pet vs ability * Change Create to Init since not all referenced contexts are creation * Align spacing in ClassContext * Drop context on LFGManager max power * Update IsClass context that wraps around Missle Barrage * Rename context for swapping weapons * Be more specific than CLASS_CONTEXT_TALENT * Remove duplicate context * Moved IsClass Hook to Player * Removed unused parameter in virtual base function * Added maybe_unused to IsClass virtual in order to compile To match the override signature, the virtual base needs to include the parameter in question, so using [maybe_unused] to signal to the compiler to allow it * Remove extra blank line * Add ABILITY_REACTIVE context * Add context for PET_CHARM * Remove explicit nullopt check per review * Code Readability - Change if to if else in pet Due to the return pattern, this doesn't change functionality in any way * Add OnPlayer to disambiguate --------- Co-authored-by: NathanHandley <nathanhandley@protonmail.com>
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@@ -401,6 +401,7 @@ public: /* PlayerScript */
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bool CanGiveMailRewardAtGiveLevel(Player* player, uint8 level);
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void OnDeleteFromDB(CharacterDatabaseTransaction trans, uint32 guid);
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bool CanRepopAtGraveyard(Player* player);
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std::optional<bool> OnPlayerIsClass(Player const* player, Classes playerClass, ClassContext context);
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void OnGetMaxSkillValue(Player* player, uint32 skill, int32& result, bool IsPure);
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bool OnPlayerHasActivePowerType(Player const* player, Powers power);
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void OnUpdateGatheringSkill(Player* player, uint32 skillId, uint32 currentLevel, uint32 gray, uint32 green, uint32 yellow, uint32& gain);
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