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Core/Scripts: move npc_shadowfang_prisoner gossip option to DB
Getting rid of one more incorrect and hardcoded text which now will be read correct and from the DB instead. Wrong text: "Thanks, I'll follow you to the door." (core) Correct text: "Please unlock the courtyard door." (DB) Thanks to @Aokromes, @r00ty, @velinath, @Nayd, @Treeston, @Zedron and lots of other regular TrinityCore developers and members for the inspiration and motivation, as well as helpfulness along the way.
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@@ -63,8 +63,6 @@ enum Creatures
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NPC_ASH = 3850
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};
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#define GOSSIP_ITEM_DOOR "Thanks, I'll follow you to the door."
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class npc_shadowfang_prisoner : public CreatureScript
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{
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public:
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@@ -93,7 +91,7 @@ public:
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InstanceScript* instance = creature->GetInstanceScript();
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if (instance && instance->GetData(TYPE_FREE_NPC) != DONE && instance->GetData(TYPE_RETHILGORE) == DONE)
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player->ADD_GOSSIP_ITEM(GOSSIP_ICON_CHAT, GOSSIP_ITEM_DOOR, GOSSIP_SENDER_MAIN, GOSSIP_ACTION_INFO_DEF + 1);
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player->ADD_GOSSIP_ITEM_DB(Player::GetDefaultGossipMenuForSource(creature), 0, GOSSIP_SENDER_MAIN, GOSSIP_ACTION_INFO_DEF + 1);
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player->SEND_GOSSIP_MENU(player->GetGossipTextId(creature), creature->GetGUID());
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