Creature/Scripting: Move CreatureAI::CanRespawn to CreatureScript::CanSpawn. Now also applies to initial spawn. Dynamic spawning prep.

This commit is contained in:
treeston
2016-09-09 16:21:27 +02:00
committed by Aokromes
parent 219fd84f1e
commit 5bd9d82c9d
6 changed files with 22 additions and 15 deletions

View File

@@ -1603,6 +1603,14 @@ uint32 ScriptMgr::GetDialogStatus(Player* player, Creature* creature)
return tmpscript->GetDialogStatus(player, creature);
}
bool ScriptMgr::CanSpawn(ObjectGuid::LowType spawnId, CreatureTemplate const* cTemplate, CreatureData const* cData, Map const* map)
{
ASSERT(cTemplate);
GET_SCRIPT_RET(CreatureScript, cTemplate->ScriptID, tmpscript, true);
return tmpscript->CanSpawn(spawnId, cTemplate, cData, map);
}
CreatureAI* ScriptMgr::GetCreatureAI(Creature* creature)
{
ASSERT(creature);