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Reverting: Game/Scripting: Add OnGameEvent hook for game objects.
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@@ -28,7 +28,6 @@
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#include "BattlegroundMgr.h"
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#include "UnitAI.h"
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#include "GameObjectAI.h"
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#include "ScriptMgr.h"
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GameEventMgr* GameEventMgr::instance()
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{
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@@ -1642,13 +1641,8 @@ public:
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void Visit(std::unordered_map<ObjectGuid, GameObject*>& gameObjectMap)
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{
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for (auto const& p : gameObjectMap)
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{
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if (p.second->IsInWorld())
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{
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p.second->AI()->OnGameEvent(_activate, _eventId);
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sScriptMgr->OnGameEvent(_activate, _eventId);
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}
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}
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}
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template<class T>
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@@ -1776,11 +1776,6 @@ void ScriptMgr::OnGameObjectUpdate(GameObject* go, uint32 diff)
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tmpscript->OnUpdate(go, diff);
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}
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void ScriptMgr::OnGameEvent(bool start, uint16 eventId)
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{
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FOREACH_SCRIPT(GameObjectScript)->OnGameEvent(start, eventId);
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}
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bool ScriptMgr::OnDummyEffect(Unit* caster, uint32 spellId, SpellEffIndex effIndex, GameObject* target)
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{
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ASSERT(caster);
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@@ -485,9 +485,6 @@ class TC_GAME_API GameObjectScript : public ScriptObject, public UpdatableScript
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// Called when a GameObjectAI object is needed for the gameobject.
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virtual GameObjectAI* GetAI(GameObject* /*go*/) const { return NULL; }
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// Called when specific game event starts.
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virtual void OnGameEvent(bool /*start*/, uint16 /*eventId*/) { }
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};
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class TC_GAME_API AreaTriggerScript : public ScriptObject
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@@ -988,7 +985,6 @@ class TC_GAME_API ScriptMgr
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void OnGameObjectStateChanged(GameObject* go, uint32 state);
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void OnGameObjectUpdate(GameObject* go, uint32 diff);
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GameObjectAI* GetGameObjectAI(GameObject* go);
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void OnGameEvent(bool start, uint16 eventId);
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public: /* AreaTriggerScript */
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