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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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@@ -1014,7 +1014,7 @@ class spell_dk_blood_boil : public SpellScript
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bool Load() override
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{
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_executed = false;
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return GetCaster()->GetTypeId() == TYPEID_PLAYER && GetCaster()->getClass() == CLASS_DEATH_KNIGHT;
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return GetCaster()->GetTypeId() == TYPEID_PLAYER && GetCaster()->IsClass(CLASS_DEATH_KNIGHT, CLASS_CONTEXT_ABILITY);
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}
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void HandleAfterHit()
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@@ -1258,7 +1258,7 @@ class spell_dk_death_gate : public SpellScript
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SpellCastResult CheckClass()
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{
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if (GetCaster()->getClass() != CLASS_DEATH_KNIGHT)
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if (!GetCaster()->IsClass(CLASS_DEATH_KNIGHT, CLASS_CONTEXT_ABILITY))
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{
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SetCustomCastResultMessage(SPELL_CUSTOM_ERROR_MUST_BE_DEATH_KNIGHT);
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return SPELL_FAILED_CUSTOM_ERROR;
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