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Core/Scripts: Added const to GetDialogStatus functions
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@@ -31,7 +31,7 @@ GameObjectAI::GameObjectAI(GameObject* go, uint32 scriptId) : _scriptId(scriptId
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ASSERT(_scriptId, "A GameObjectAI was initialized with an invalid scriptId!");
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}
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Optional<QuestGiverStatus> GameObjectAI::GetDialogStatus(Player* /*player*/)
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Optional<QuestGiverStatus> GameObjectAI::GetDialogStatus(Player const* /*player*/)
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{
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return {};
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}
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@@ -70,7 +70,7 @@ class TC_GAME_API GameObjectAI
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static int32 Permissible(GameObject const* go);
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// Called when the dialog status between a player and the gameobject is requested.
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virtual Optional<QuestGiverStatus> GetDialogStatus(Player* player);
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virtual Optional<QuestGiverStatus> GetDialogStatus(Player const* player);
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// Called when a player opens a gossip dialog with the gameobject.
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virtual bool OnGossipHello(Player* /*player*/) { return false; }
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@@ -324,7 +324,7 @@ bool CreatureAI::_EnterEvadeMode(EvadeReason /*why*/)
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return true;
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}
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Optional<QuestGiverStatus> CreatureAI::GetDialogStatus(Player* /*player*/)
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Optional<QuestGiverStatus> CreatureAI::GetDialogStatus(Player const* /*player*/)
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{
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return {};
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}
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@@ -189,7 +189,7 @@ class TC_GAME_API CreatureAI : public UnitAI
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/// == Gossip system ================================
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// Called when the dialog status between a player and the creature is requested.
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virtual Optional<QuestGiverStatus> GetDialogStatus(Player* player);
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virtual Optional<QuestGiverStatus> GetDialogStatus(Player const* player);
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// Called when a player opens a gossip dialog with the creature.
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virtual bool OnGossipHello(Player* /*player*/) { return false; }
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@@ -16113,7 +16113,7 @@ bool Player::SendQuestUpdate(uint32 questId, bool updateVisiblity /*= true*/)
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return PhasingHandler::OnConditionChange(this, updateVisiblity);
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}
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QuestGiverStatus Player::GetQuestDialogStatus(Object* questgiver)
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QuestGiverStatus Player::GetQuestDialogStatus(Object const* questgiver) const
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{
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QuestRelationResult qr, qir;
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@@ -1616,7 +1616,7 @@ class TC_GAME_API Player : public Unit, public GridObject<Player>
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void RemoveActiveQuest(uint32 questId, bool update = true);
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void RemoveRewardedQuest(uint32 questId, bool update = true);
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bool SendQuestUpdate(uint32 questId, bool updateVisiblity = true);
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QuestGiverStatus GetQuestDialogStatus(Object* questGiver);
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QuestGiverStatus GetQuestDialogStatus(Object const* questGiver) const;
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void SetDailyQuestStatus(uint32 quest_id);
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bool IsDailyQuestDone(uint32 quest_id) const;
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