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Core/AI: implemented SmartScripts System (still beta) not 100% complete
WARNING: Use scripts at own risk. You were warned. NOTE0: creature, gameobject, areatrigger type scripts should be fully functional NOTE1: has no effect on any core related stuff if not using any SmartScript NOTE2: all event/action/etc descriptions can be found in SmartScriptMgr.h SmartScripts is a reloadable DB-Sript system, with full control for special scripting, like escorting, following, complex combat handling, pre-stored AI templates(caster, turret, etc) and much more with a total of 66 events, 78 actions, 22 target types, and can be easily extended --HG-- branch : trunk
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@@ -41,6 +41,8 @@ void AddSC_quest_spell_scripts();
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void AddSC_item_spell_scripts();
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void AddSC_example_spell_scripts();
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void AddSC_SmartSCripts();
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#ifdef SCRIPTS
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//world
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void AddSC_areatrigger_scripts();
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@@ -565,6 +567,7 @@ void AddScripts()
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{
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AddExampleScripts();
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AddSpellScripts();
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AddSC_SmartSCripts();
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#ifdef SCRIPTS
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AddWorldScripts();
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AddEasternKingdomsScripts();
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