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