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)
This commit is contained in:
Giacomo Pozzoni
2019-02-15 20:29:14 +01:00
committed by GitHub
parent a0056951f7
commit 5b7ead65bb
2 changed files with 7 additions and 13 deletions

View File

@@ -390,7 +390,7 @@ class TC_GAME_API UnitScript : public ScriptObject
{
protected:
UnitScript(char const* name, bool addToScripts = true);
UnitScript(char const* name);
public:
// Called when a unit deals healing to another unit
@@ -409,7 +409,7 @@ class TC_GAME_API UnitScript : public ScriptObject
virtual void ModifySpellDamageTaken(Unit* /*target*/, Unit* /*attacker*/, int32& /*damage*/) { }
};
class TC_GAME_API CreatureScript : public UnitScript
class TC_GAME_API CreatureScript : public ScriptObject
{
protected:
@@ -606,7 +606,7 @@ class TC_GAME_API AchievementCriteriaScript : public ScriptObject
virtual bool OnCheck(Player* source, Unit* target) = 0;
};
class TC_GAME_API PlayerScript : public UnitScript
class TC_GAME_API PlayerScript : public ScriptObject
{
protected: