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Core/Scripts: Implement script name reloading
* Authored by Seyden * Co-authored by Naios * We thank Shauren for your helpful feedback
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@@ -901,6 +901,12 @@ class TC_GAME_API ScriptMgr
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_script_loader_callback = script_loader_callback;
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}
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public: /* Updating script ids */
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/// Inform the ScriptMgr that an entity has a changed script id
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void NotifyScriptIDUpdate();
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/// Synchronize all scripts with their current ids
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void SyncScripts();
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public: /* Script contexts */
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/// Set the current script context, which allows the ScriptMgr
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/// to accept new scripts in this context.
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@@ -989,10 +995,12 @@ class TC_GAME_API ScriptMgr
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public: /* CreatureScript */
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bool CanCreateCreatureAI(uint32 scriptId) const;
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CreatureAI* GetCreatureAI(Creature* creature);
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public: /* GameObjectScript */
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bool CanCreateGameObjectAI(uint32 scriptId) const;
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GameObjectAI* GetGameObjectAI(GameObject* go);
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public: /* AreaTriggerScript */
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@@ -1130,6 +1138,7 @@ class TC_GAME_API ScriptMgr
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public: /* AreaTriggerEntityScript */
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bool CanCreateAreaTriggerAI(uint32 scriptId) const;
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AreaTriggerAI* GetAreaTriggerAI(AreaTrigger* areaTrigger);
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public: /* ConversationScript */
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@@ -1152,6 +1161,7 @@ class TC_GAME_API ScriptMgr
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private:
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uint32 _scriptCount;
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bool _scriptIdUpdated;
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ScriptLoaderCallbackType _script_loader_callback;
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