[7845] Implement reload support for creature eventAI tables. Author: evilstar

--HG--
branch : trunk
This commit is contained in:
megamage
2009-05-18 15:09:34 -05:00
parent bd87c96f4c
commit 2cdb3865aa
4 changed files with 51 additions and 7 deletions

View File

@@ -53,6 +53,7 @@
#include "InstanceSaveMgr.h"
#include "InstanceData.h"
#include "AuctionHouseBot.h"
#include "CreatureEventAIMgr.h"
bool ChatHandler::HandleAHBotOptionsCommand(const char* args)
{
@@ -531,6 +532,7 @@ bool ChatHandler::HandleReloadAllCommand(const char*)
HandleReloadAllAchievementCommand("");
HandleReloadAllAreaCommand("");
HandleReloadAllEventAICommand("");
HandleReloadAllLootCommand("");
HandleReloadAllNpcCommand("");
HandleReloadAllQuestCommand("");
@@ -612,6 +614,14 @@ bool ChatHandler::HandleReloadAllScriptsCommand(const char*)
return true;
}
bool ChatHandler::HandleReloadAllEventAICommand(const char*)
{
HandleReloadEventAITextsCommand("a");
HandleReloadEventAISummonsCommand("a");
HandleReloadEventAIScriptsCommand("a");
return true;
}
bool ChatHandler::HandleReloadAllSpellCommand(const char*)
{
HandleReloadSkillDiscoveryTemplateCommand("a");
@@ -1135,6 +1145,31 @@ bool ChatHandler::HandleReloadWpScriptsCommand(const char* arg)
return true;
}
bool ChatHandler::HandleReloadEventAITextsCommand(const char* arg)
{
sLog.outString( "Re-Loading Texts from `creature_ai_texts`...");
CreatureEAI_Mgr.LoadCreatureEventAI_Texts();
SendGlobalSysMessage("DB table `creature_ai_texts` reloaded.");
return true;
}
bool ChatHandler::HandleReloadEventAISummonsCommand(const char* arg)
{
sLog.outString( "Re-Loading Summons from `creature_ai_summons`...");
CreatureEAI_Mgr.LoadCreatureEventAI_Summons();
SendGlobalSysMessage("DB table `creature_ai_summons` reloaded.");
return true;
}
bool ChatHandler::HandleReloadEventAIScriptsCommand(const char* arg)
{
sLog.outString( "Re-Loading Scripts from `creature_ai_scripts`...");
CreatureEAI_Mgr.LoadCreatureEventAI_Scripts();
SendGlobalSysMessage("DB table `creature_ai_scripts` reloaded.");
return true;
}
bool ChatHandler::HandleReloadQuestEndScriptsCommand(const char* arg)
{
if(sWorld.IsScriptScheduled())