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Core/Quests: Added stuff missing in previous commit
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@@ -51,7 +51,7 @@ class GameObjectAI
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virtual bool GossipSelectCode(Player* /*player*/, uint32 /*sender*/, uint32 /*action*/, char const* /*code*/) { return false; }
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virtual bool QuestAccept(Player* /*player*/, Quest const* /*quest*/) { return false; }
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virtual bool QuestReward(Player* /*player*/, Quest const* /*quest*/, uint32 /*opt*/) { return false; }
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virtual uint32 GetDialogStatus(Player* /*player*/) { return 100; }
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virtual uint32 GetDialogStatus(Player* /*player*/) { return DIALOG_STATUS_SCRIPTED_NO_STATUS; }
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virtual void Destroyed(Player* /*player*/, uint32 /*eventId*/) { }
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virtual uint32 GetData(uint32 /*id*/) const { return 0; }
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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
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}
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// Called when the dialog status between a player and the gameobject is requested.
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uint32 SmartGameObjectAI::GetDialogStatus(Player* /*player*/) { return 100; }
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uint32 SmartGameObjectAI::GetDialogStatus(Player* /*player*/)
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{
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return DIALOG_STATUS_SCRIPTED_NO_STATUS;
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}
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// Called when the gameobject is destroyed (destructible buildings only).
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void SmartGameObjectAI::Destroyed(Player* player, uint32 eventId)
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@@ -24,6 +24,7 @@
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#include <ace/Atomic_Op.h>
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#include "DBCStores.h"
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#include "QuestDef.h"
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#include "SharedDefines.h"
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#include "World.h"
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#include "Weather.h"
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@@ -447,7 +448,7 @@ class CreatureScript : public UnitScript, public UpdatableScript<Creature>
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virtual bool OnQuestReward(Player* /*player*/, Creature* /*creature*/, Quest const* /*quest*/, uint32 /*opt*/) { return false; }
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// Called when the dialog status between a player and the creature is requested.
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virtual uint32 GetDialogStatus(Player* /*player*/, Creature* /*creature*/) { return 100; }
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virtual uint32 GetDialogStatus(Player* /*player*/, Creature* /*creature*/) { return DIALOG_STATUS_SCRIPTED_NO_STATUS; }
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// Called when a CreatureAI object is needed for the creature.
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virtual CreatureAI* GetAI(Creature* /*creature*/) const { return NULL; }
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@@ -482,7 +483,7 @@ class GameObjectScript : public ScriptObject, public UpdatableScript<GameObject>
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virtual bool OnQuestReward(Player* /*player*/, GameObject* /*go*/, Quest const* /*quest*/, uint32 /*opt*/) { return false; }
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// Called when the dialog status between a player and the gameobject is requested.
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virtual uint32 GetDialogStatus(Player* /*player*/, GameObject* /*go*/) { return 100; }
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virtual uint32 GetDialogStatus(Player* /*player*/, GameObject* /*go*/) { return DIALOG_STATUS_SCRIPTED_NO_STATUS; }
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// Called when the game object is destroyed (destructible buildings only).
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virtual void OnDestroyed(GameObject* /*go*/, Player* /*player*/) { }
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