* 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
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Co-authored-by: NathanHandley <nathanhandley@protonmail.com>
* revert (core): ChrRace.dbc full implementation
we revert this due to several issues arrising. Although the dbc reading is done in full and correctly. Azerothcore relied on the original handling (althought not propper) for so long that there is
* revert
* Update remove_charrace_dbc.sql
* Update remove_charrace_dbc.sql
* Update remove_charrace_dbc.sql
* Remove unnecessary slang
Removes ZOMG! that is used in the src in logging and notes. Completely Unnecessary. Contributes to nothing useful. Inflates source. Not needed at all in any shape or form. Not Developer Lingo either.
* Further Clean Up
Removed Profanity
* sensible grammar correction
* More ZOMG! removal
- Players should be able to enter the same dungeon if just completed it
- Properly define if the proposal is new
- Set teleport point to the nearest graveyard if teleported to dungeon from other instance
- Display completed encounters when joining LFG in progress (excluding random)
- Closes#5914
- Closes#7388
- Get zone/area IDs from vmap data in the liquid update
- Add new method Map::getFullVMapDataForPosition to get area info and liquid info in a single vmap lookup
- Adjust GetZoneId/GetAreaId on WorldObject to always return these cached fields.
- Clean up liquid state handling on Unit and Player
- Implemented getting area id from gameobject spawns.
- Removed old core related to getting movement flags dependent on environment.
- Movement flags are now processed more precisely and dynamically.
Original source: TrinityCore.
- Closes#5086
- Updates #2208.
This collection of hooks comes from the Maelstrom project. It allows to release modules such as :
- 3v3-soloqueue
- 1v1 arena
- pvestats
and many others