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Scripts/AreaTrigger: Rename OnlyOnceAreaTriggerScript::_OnTrigger to TryHandleOnce, and make its return value useful.
(cherry picked from commit 0c7f6ac89f)
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@@ -2439,14 +2439,14 @@ AreaTriggerScript::AreaTriggerScript(char const* name)
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bool OnlyOnceAreaTriggerScript::OnTrigger(Player* player, AreaTriggerEntry const* trigger)
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{
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uint32 const triggerId = trigger->ID;
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if (InstanceScript* instance = player->GetInstanceScript())
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{
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if (instance->IsAreaTriggerDone(triggerId))
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return true;
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else
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instance->MarkAreaTriggerDone(triggerId);
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}
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return _OnTrigger(player, trigger);
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InstanceScript* instance = player->GetInstanceScript();
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if (instance && instance->IsAreaTriggerDone(triggerId))
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return true;
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if (TryHandleOnce(player, trigger) && instance)
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instance->MarkAreaTriggerDone(triggerId);
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return true;
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}
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void OnlyOnceAreaTriggerScript::ResetAreaTriggerDone(InstanceScript* script, uint32 triggerId) { script->ResetAreaTriggerDone(triggerId); }
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void OnlyOnceAreaTriggerScript::ResetAreaTriggerDone(Player const* player, AreaTriggerEntry const* trigger) { if (InstanceScript* instance = player->GetInstanceScript()) ResetAreaTriggerDone(instance, trigger->ID); }
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@@ -469,9 +469,10 @@ class TC_GAME_API OnlyOnceAreaTriggerScript : public AreaTriggerScript
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bool OnTrigger(Player* player, AreaTriggerEntry const* trigger) final;
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protected:
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virtual bool _OnTrigger(Player* player, AreaTriggerEntry const* trigger) = 0;
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void ResetAreaTriggerDone(InstanceScript* instance, uint32 triggerId);
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void ResetAreaTriggerDone(Player const* player, AreaTriggerEntry const* trigger);
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// returns true if the trigger was successfully handled, false if we should try again next time
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virtual bool TryHandleOnce(Player* /*player*/, AreaTriggerEntry const* /*trigger*/) = 0;
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void ResetAreaTriggerDone(InstanceScript* /*instance*/, uint32 /*triggerId*/);
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void ResetAreaTriggerDone(Player const* /*player*/, AreaTriggerEntry const* /*trigger*/);
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};
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class TC_GAME_API BattlefieldScript : public ScriptObject
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