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Core/Scripts: Change PlayerScript and CreatureScript inheritance (#23048)
Remove UnitScript from PlayerScript and CreatureScript classes as that's how the original system that was PR'd worked, see https://github.com/TrinityCore/TrinityCore/pull/7867 for reference. Please note these are used as global hooks and should really just invoke stateless functions. If you need to hook methods from PlayerScript/CreatureScript and UnitScript, just define 2 different scripts (this is how the original system worked and how it was designed to work)
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@@ -390,7 +390,7 @@ class TC_GAME_API UnitScript : public ScriptObject
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{
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protected:
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UnitScript(char const* name, bool addToScripts = true);
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UnitScript(char const* name);
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public:
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// Called when a unit deals healing to another unit
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@@ -409,7 +409,7 @@ class TC_GAME_API UnitScript : public ScriptObject
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virtual void ModifySpellDamageTaken(Unit* /*target*/, Unit* /*attacker*/, int32& /*damage*/) { }
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};
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class TC_GAME_API CreatureScript : public UnitScript
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class TC_GAME_API CreatureScript : public ScriptObject
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{
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protected:
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@@ -606,7 +606,7 @@ class TC_GAME_API AchievementCriteriaScript : public ScriptObject
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virtual bool OnCheck(Player* source, Unit* target) = 0;
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};
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class TC_GAME_API PlayerScript : public UnitScript
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class TC_GAME_API PlayerScript : public ScriptObject
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{
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protected:
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