refactor: extract SpellHandler::resetAllState from selectCharacter

selectCharacter had 30+ if(spellHandler_) guards reaching into
SpellHandler internals (knownSpells_, spellCooldowns_, playerAuras_,
etc.) to clear per-character state. Consolidated into resetAllState()
so SpellHandler owns its own reset logic and new state fields don't
require editing GameHandler.
This commit is contained in:
Kelsi 2026-03-29 18:46:42 -07:00
parent fc2c6bab40
commit 3f37ffcea3

View file

@ -188,6 +188,9 @@ public:
void stopCasting();
void resetCastState();
void resetTalentState();
// Full per-character reset (spells, cooldowns, auras, cast state, talents).
// Called from GameHandler::selectCharacter so spell state doesn't bleed between characters.
void resetAllState();
void clearUnitCaches();
// Aura duration