Core/Quests: Added stuff missing in previous commit

This commit is contained in:
Shauren
2013-12-25 12:17:23 +01:00
parent 293915db39
commit 8bcde41538
3 changed files with 8 additions and 4 deletions

View File

@@ -51,7 +51,7 @@ class GameObjectAI
virtual bool GossipSelectCode(Player* /*player*/, uint32 /*sender*/, uint32 /*action*/, char const* /*code*/) { return false; }
virtual bool QuestAccept(Player* /*player*/, Quest const* /*quest*/) { return false; }
virtual bool QuestReward(Player* /*player*/, Quest const* /*quest*/, uint32 /*opt*/) { return false; }
virtual uint32 GetDialogStatus(Player* /*player*/) { return 100; }
virtual uint32 GetDialogStatus(Player* /*player*/) { return DIALOG_STATUS_SCRIPTED_NO_STATUS; }
virtual void Destroyed(Player* /*player*/, uint32 /*eventId*/) { }
virtual uint32 GetData(uint32 /*id*/) const { return 0; }
virtual void SetData64(uint32 /*id*/, uint64 /*value*/) { }

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@@ -905,7 +905,10 @@ bool SmartGameObjectAI::QuestReward(Player* player, Quest const* quest, uint32 o
}
// Called when the dialog status between a player and the gameobject is requested.
uint32 SmartGameObjectAI::GetDialogStatus(Player* /*player*/) { return 100; }
uint32 SmartGameObjectAI::GetDialogStatus(Player* /*player*/)
{
return DIALOG_STATUS_SCRIPTED_NO_STATUS;
}
// Called when the gameobject is destroyed (destructible buildings only).
void SmartGameObjectAI::Destroyed(Player* player, uint32 eventId)

View File

@@ -24,6 +24,7 @@
#include <ace/Atomic_Op.h>
#include "DBCStores.h"
#include "QuestDef.h"
#include "SharedDefines.h"
#include "World.h"
#include "Weather.h"
@@ -447,7 +448,7 @@ class CreatureScript : public UnitScript, public UpdatableScript<Creature>
virtual bool OnQuestReward(Player* /*player*/, Creature* /*creature*/, Quest const* /*quest*/, uint32 /*opt*/) { return false; }
// Called when the dialog status between a player and the creature is requested.
virtual uint32 GetDialogStatus(Player* /*player*/, Creature* /*creature*/) { return 100; }
virtual uint32 GetDialogStatus(Player* /*player*/, Creature* /*creature*/) { return DIALOG_STATUS_SCRIPTED_NO_STATUS; }
// Called when a CreatureAI object is needed for the creature.
virtual CreatureAI* GetAI(Creature* /*creature*/) const { return NULL; }
@@ -482,7 +483,7 @@ class GameObjectScript : public ScriptObject, public UpdatableScript<GameObject>
virtual bool OnQuestReward(Player* /*player*/, GameObject* /*go*/, Quest const* /*quest*/, uint32 /*opt*/) { return false; }
// Called when the dialog status between a player and the gameobject is requested.
virtual uint32 GetDialogStatus(Player* /*player*/, GameObject* /*go*/) { return 100; }
virtual uint32 GetDialogStatus(Player* /*player*/, GameObject* /*go*/) { return DIALOG_STATUS_SCRIPTED_NO_STATUS; }
// Called when the game object is destroyed (destructible buildings only).
virtual void OnDestroyed(GameObject* /*go*/, Player* /*player*/) { }