Core/ScriptSystem: Add compile time type check of function assigned to hooks - prevents incorrect function calls. Since this rev you have to put PrepareSpellScript(<yourscriptclassnamehere>) at the beginning of every spell script. Yes, i know it's unhandy, but unfortunately C++ preprocessor is very limited, so you have to do that extra work each time you write a script:(.
--HG-- branch : trunk
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@@ -46,6 +46,7 @@ public:
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class spell_pal_blessing_of_faith_SpellScript : public SpellScript
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{
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PrepareSpellScript(spell_pal_blessing_of_faith_SpellScript)
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bool Validate(SpellEntry const * /*spellEntry*/)
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{
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if (!sSpellStore.LookupEntry(SPELL_BLESSING_OF_LOWER_CITY_DRUID))
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@@ -141,6 +142,7 @@ public:
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class spell_pal_guarded_by_the_light_SpellScript : public SpellScript
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{
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PrepareSpellScript(spell_pal_guarded_by_the_light_SpellScript)
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bool Validate(SpellEntry const * /*spellEntry*/)
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{
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if (!sSpellStore.LookupEntry(PALADIN_SPELL_DIVINE_PLEA))
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@@ -174,6 +176,7 @@ public:
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class spell_pal_holy_shock_SpellScript : public SpellScript
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{
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PrepareSpellScript(spell_pal_holy_shock_SpellScript)
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bool Validate(SpellEntry const *spellEntry)
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{
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if (!sSpellStore.LookupEntry(PALADIN_SPELL_HOLY_SHOCK_R1))
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@@ -227,6 +230,7 @@ public:
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class spell_pal_judgement_of_command_SpellScript : public SpellScript
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{
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PrepareSpellScript(spell_pal_judgement_of_command_SpellScript)
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void HandleDummy(SpellEffIndex /*effIndex*/)
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{
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if (Unit *unitTarget = GetHitUnit())
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