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Return proper default quest status from ScriptMgr::GetDialogStatus if a creature/gameobject script was present but GetDialogStatus was not overridden.
This should fix problems with creature/gameobject quest givers not giving appropriate quest (update)s --HG-- branch : trunk
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@@ -434,7 +434,7 @@ class CreatureScript : public ScriptObject, 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 0; }
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virtual uint32 GetDialogStatus(Player* player, Creature* creature) { return 100; }
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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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@@ -469,7 +469,7 @@ 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 0; }
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virtual uint32 GetDialogStatus(Player* player, GameObject* go) { return 100; }
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// Called when the gameobject is destroyed (destructible buildings only).
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virtual void OnDestroyed(Player* player, GameObject* go, uint32 eventId) { }
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