Remove reportUse parameter on GameObjectAI::GossipHello and give it its own event.

Ported from 3.3.5
This commit is contained in:
Krudor
2017-12-10 13:59:13 +01:00
parent 843c21048a
commit c8aeadc949
48 changed files with 99 additions and 87 deletions

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@@ -34,7 +34,7 @@ public:
{
go_shadowforge_brazierAI(GameObject* go) : GameObjectAI(go) { }
bool GossipHello(Player* /*player*/, bool /*reportUse*/) override
bool GossipHello(Player* /*player*/) override
{
if (InstanceScript* instance = me->GetInstanceScript())
{

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@@ -182,7 +182,7 @@ class go_orb_of_domination : public GameObjectScript
{
go_orb_of_dominationAI(GameObject* go) : GameObjectAI(go) { }
bool GossipHello(Player* player, bool /*reportUse*/) override
bool GossipHello(Player* player) override
{
if (InstanceScript* instance = me->GetInstanceScript())
if (instance->GetData(DATA_EGG_EVENT) != DONE)

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@@ -423,7 +423,7 @@ class go_blackened_urn : public GameObjectScript
{
go_blackened_urnAI(GameObject* go) : GameObjectAI(go) { }
bool GossipHello(Player* /*player*/, bool /*reportUse*/) override
bool GossipHello(Player* /*player*/) override
{
if (me->HasFlag(GAMEOBJECT_FLAGS, GO_FLAG_IN_USE))
return false;

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@@ -327,7 +327,7 @@ public:
{
go_acherus_soul_prisonAI(GameObject* go) : GameObjectAI(go) { }
bool GossipHello(Player* player, bool /*reportUse*/) override
bool GossipHello(Player* player) override
{
if (Creature* anchor = me->FindNearestCreature(29521, 15))
if (ObjectGuid prisonerGUID = anchor->AI()->GetGUID())

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@@ -884,7 +884,7 @@ class go_loosely_turned_soil : public GameObjectScript
{
go_loosely_turned_soilAI(GameObject* go) : GameObjectAI(go) { }
bool GossipHello(Player* player, bool /*reportUse*/) override
bool GossipHello(Player* player) override
{
if (InstanceScript* instance = player->GetInstanceScript())
if (instance->GetBossState(DATA_HORSEMAN_EVENT) == IN_PROGRESS || player->GetQuestStatus(QUEST_CALL_THE_HEADLESS_HORSEMAN) != QUEST_STATUS_COMPLETE)

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@@ -284,7 +284,7 @@ class go_brazier_of_the_herald : public GameObjectScript
{
go_brazier_of_the_heraldAI(GameObject* go) : GameObjectAI(go) { }
bool GossipHello(Player* player, bool /*reportUse*/) override
bool GossipHello(Player* player) override
{
me->UseDoorOrButton();
me->PlayDirectSound(SOUND_SCREECH, 0);

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@@ -51,7 +51,7 @@ public:
{
go_gauntlet_gateAI(GameObject* go) : GameObjectAI(go) { }
bool GossipHello(Player* player, bool /*reportUse*/) override
bool GossipHello(Player* player) override
{
InstanceScript* instance = me->GetInstanceScript();

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@@ -71,7 +71,7 @@ class go_atalai_statue : public GameObjectScript
{
go_atalai_statueAI(GameObject* go) : GameObjectAI(go) { }
bool GossipHello(Player* player, bool /*reportUse*/) override
bool GossipHello(Player* player) override
{
if (InstanceScript* instance = player->GetInstanceScript())
instance->SetData(EVENT_STATE, me->GetEntry());

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@@ -541,7 +541,7 @@ public:
{
kalecgos_teleporterAI(GameObject* go) : GameObjectAI(go) { }
bool GossipHello(Player* player, bool /*reportUse*/) override
bool GossipHello(Player* player) override
{
#if MAX_PLAYERS_IN_SPECTRAL_REALM > 0
uint8 SpectralPlayers = 0;

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@@ -367,7 +367,7 @@ class go_orb_of_the_blue_flight : public GameObjectScript
{
go_orb_of_the_blue_flightAI(GameObject* go) : GameObjectAI(go) { }
bool GossipHello(Player* player, bool /*reportUse*/) override
bool GossipHello(Player* player) override
{
if (me->GetFaction() == 35)
{

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@@ -401,7 +401,7 @@ class go_altar_of_archaedas : public GameObjectScript
{
go_altar_of_archaedasAI(GameObject* go) : GameObjectAI(go) { }
bool GossipHello(Player* player, bool /*reportUse*/) override
bool GossipHello(Player* player) override
{
InstanceScript* instance = player->GetInstanceScript();
if (!instance)

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@@ -124,7 +124,7 @@ class go_keystone_chamber : public GameObjectScript
{
go_keystone_chamberAI(GameObject* go) : GameObjectAI(go) { }
bool GossipHello(Player* /*player*/, bool /*reportUse*/) override
bool GossipHello(Player* /*player*/) override
{
if (InstanceScript* instance = me->GetInstanceScript())
instance->SetData(DATA_IRONAYA_SEAL, IN_PROGRESS); //door animation and save state.

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@@ -43,7 +43,7 @@ class go_blackfathom_altar : public GameObjectScript
{
go_blackfathom_altarAI(GameObject* go) : GameObjectAI(go) { }
bool GossipHello(Player* player, bool /*reportUse*/) override
bool GossipHello(Player* player) override
{
if (!player->HasAura(SPELL_BLESSING_OF_BLACKFATHOM))
player->AddAura(SPELL_BLESSING_OF_BLACKFATHOM, player);
@@ -66,7 +66,7 @@ class go_blackfathom_fire : public GameObjectScript
{
go_blackfathom_fireAI(GameObject* go) : GameObjectAI(go) { }
bool GossipHello(Player* /*player*/, bool /*reportUse*/) override
bool GossipHello(Player* /*player*/) override
{
if (InstanceScript* instance = me->GetInstanceScript())
{

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@@ -42,7 +42,7 @@ public:
{
go_barrel_old_hillsbradAI(GameObject* go) : GameObjectAI(go) { }
bool GossipHello(Player* /*player*/, bool /*reportUse*/) override
bool GossipHello(Player* /*player*/) override
{
if (InstanceScript* instance = me->GetInstanceScript())
{

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@@ -379,7 +379,7 @@ class go_gong : public GameObjectScript
{
go_gongAI(GameObject* go) : GameObjectAI(go) { }
bool GossipHello(Player* /*player*/, bool /*reportUse*/) override
bool GossipHello(Player* /*player*/) override
{
InstanceScript* instance = me->GetInstanceScript();

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@@ -283,7 +283,7 @@ class go_ossirian_crystal : public GameObjectScript
{
go_ossirian_crystalAI(GameObject* go) : GameObjectAI(go) { }
bool GossipHello(Player* player, bool /*reportUse*/) override
bool GossipHello(Player* player) override
{
InstanceScript* Instance = player->GetInstanceScript();
if (!Instance)

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@@ -210,7 +210,7 @@ public:
{
go_troll_cageAI(GameObject* go) : GameObjectAI(go) { }
bool GossipHello(Player* /*player*/, bool /*reportUse*/) override
bool GossipHello(Player* /*player*/) override
{
if (InstanceScript* instance = me->GetInstanceScript())
{
@@ -417,7 +417,7 @@ class go_shallow_grave : public GameObjectScript
{
go_shallow_graveAI(GameObject* go) : GameObjectAI(go) { }
bool GossipHello(Player* /*player*/, bool /*reportUse*/) override
bool GossipHello(Player* /*player*/) override
{
// randomly summon a zombie or dead hero the first time a grave is used
if (me->GetUseCount() == 0)

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@@ -332,7 +332,7 @@ class go_naga_brazier : public GameObjectScript
{
go_naga_brazierAI(GameObject* go) : GameObjectAI(go) { }
bool GossipHello(Player* /*player*/, bool /*reportUse*/) override
bool GossipHello(Player* /*player*/) override
{
if (Creature* creature = GetClosestCreatureWithEntry(me, NPC_MUGLASH, INTERACTION_DISTANCE * 2))
{

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@@ -636,7 +636,7 @@ class go_ravager_cage : public GameObjectScript
{
go_ravager_cageAI(GameObject* go) : GameObjectAI(go) { }
bool GossipHello(Player* player, bool /*reportUse*/) override
bool GossipHello(Player* player) override
{
me->UseDoorOrButton();
if (player->GetQuestStatus(QUEST_STRENGTH_ONE) == QUEST_STATUS_INCOMPLETE)

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@@ -1130,7 +1130,7 @@ class go_wind_stone : public GameObjectScript
{
go_wind_stoneAI(GameObject* go) : GameObjectAI(go) { }
bool GossipHello(Player* player, bool /*reportUse*/) override
bool GossipHello(Player* player) override
{
uint8 rank = GetPlayerRank(player);

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@@ -569,7 +569,7 @@ class go_elune_fire : public GameObjectScript
{
go_elune_fireAI(GameObject* go) : GameObjectAI(go) { }
bool GossipHello(Player* /*player*/, bool /*reportUse*/) override
bool GossipHello(Player* /*player*/) override
{
// Check if we are using the torches or the altar
bool isAltar = false;

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@@ -385,7 +385,7 @@ class go_prince_taldaram_sphere : public GameObjectScript
{
go_prince_taldaram_sphereAI(GameObject* go) : GameObjectAI(go) { }
bool GossipHello(Player* /*player*/, bool /*reportUse*/) override
bool GossipHello(Player* /*player*/) override
{
InstanceScript* instance = me->GetInstanceScript();
if (!instance)

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@@ -1364,7 +1364,7 @@ class go_twilight_portal : public GameObjectScript
}
}
bool GossipHello(Player* player, bool /*reportUse*/) override
bool GossipHello(Player* player) override
{
if (_spellId != 0)
player->CastSpell(player, _spellId, true);

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@@ -355,7 +355,7 @@ class go_gundrak_altar : public GameObjectScript
{
go_gundrak_altarAI(GameObject* go) : GameObjectAI(go) { }
bool GossipHello(Player* /*player*/, bool /*reportUse*/) override
bool GossipHello(Player* /*player*/) override
{
me->SetFlag(GAMEOBJECT_FLAGS, GO_FLAG_NOT_SELECTABLE);
me->SetGoState(GO_STATE_ACTIVE);

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@@ -229,7 +229,7 @@ public:
{
containment_sphereAI(GameObject* go) : GameObjectAI(go) { }
bool GossipHello(Player* /*player*/, bool /*reportUse*/) override
bool GossipHello(Player* /*player*/) override
{
InstanceScript* instance = me->GetInstanceScript();

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@@ -979,7 +979,7 @@ class go_celestial_planetarium_access : public GameObjectScript
{
}
bool GossipHello(Player* player, bool /*reportUse*/) override
bool GossipHello(Player* player) override
{
if (me->HasFlag(GAMEOBJECT_FLAGS, GO_FLAG_IN_USE))
return true;

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@@ -1650,7 +1650,7 @@ class go_mimiron_hardmode_button : public GameObjectScript
{
go_mimiron_hardmode_buttonAI(GameObject* go) : GameObjectAI(go) { }
bool GossipHello(Player* /*player*/, bool /*reportUse*/) override
bool GossipHello(Player* /*player*/) override
{
if (me->HasFlag(GAMEOBJECT_FLAGS, GO_FLAG_NOT_SELECTABLE))
return true;

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@@ -321,7 +321,7 @@ class go_razorscale_harpoon : public GameObjectScript
{
go_razorscale_harpoonAI(GameObject* go) : GameObjectAI(go) { }
bool GossipHello(Player* /*player*/, bool /*reportUse*/) override
bool GossipHello(Player* /*player*/) override
{
if (InstanceScript* instance = me->GetInstanceScript())
if (instance->GetCreature(BOSS_RAZORSCALE))

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@@ -560,7 +560,7 @@ public:
{
go_palehoof_sphereAI(GameObject* go) : GameObjectAI(go) { }
bool GossipHello(Player* /*player*/, bool /*reportUse*/) override
bool GossipHello(Player* /*player*/) override
{
if (InstanceScript* instance = me->GetInstanceScript())
{

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@@ -1315,7 +1315,7 @@ class go_activation_crystal : public GameObjectScript
{
go_blackfathom_altarAI(GameObject* go) : GameObjectAI(go) { }
bool GossipHello(Player* player, bool /*reportUse*/) override
bool GossipHello(Player* player) override
{
player->CastSpell(player, SPELL_CRYSTAL_ACTIVATION, true);
return false;

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@@ -309,7 +309,7 @@ class go_scourge_enclosure : public GameObjectScript
{
go_scourge_enclosureAI(GameObject* go) : GameObjectAI(go) { }
bool GossipHello(Player* player, bool /*reportUse*/) override
bool GossipHello(Player* player) override
{
me->UseDoorOrButton();
if (player->GetQuestStatus(QUEST_OUR_ONLY_HOPE) == QUEST_STATUS_INCOMPLETE)
@@ -595,7 +595,7 @@ class go_finklesteins_cauldron : public GameObjectScript
{
go_finklesteins_cauldronAI(GameObject* go) : GameObjectAI(go) { }
bool GossipHello(Player* player, bool /*reportUse*/) override
bool GossipHello(Player* player) override
{
player->CastSpell(player, SPELL_POT_CHECK);
return true;

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@@ -177,7 +177,7 @@ class go_najentus_spine : public GameObjectScript
{
go_najentus_spineAI(GameObject* go) : GameObjectAI(go) { }
bool GossipHello(Player* player, bool /*reportUse*/) override
bool GossipHello(Player* player) override
{
if (InstanceScript* instance = me->GetInstanceScript())
if (Creature* najentus = instance->GetCreature(DATA_HIGH_WARLORD_NAJENTUS))

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@@ -439,7 +439,7 @@ class go_strange_pool : public GameObjectScript
{
go_strange_poolAI(GameObject* go) : GameObjectAI(go) { }
bool GossipHello(Player* player, bool /*reportUse*/) override
bool GossipHello(Player* player) override
{
// 25%
if (InstanceScript* instanceScript = me->GetInstanceScript())

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@@ -69,7 +69,7 @@ class go_bridge_console : public GameObjectScript
{
go_bridge_consoleAI(GameObject* go) : GameObjectAI(go) { }
bool GossipHello(Player* /*player*/, bool /*reportUse*/) override
bool GossipHello(Player* /*player*/) override
{
InstanceScript* instance = me->GetInstanceScript();

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@@ -29,7 +29,7 @@ class go_main_chambers_access_panel : public GameObjectScript
{
go_main_chambers_access_panelAI(GameObject* go) : GameObjectAI(go) { }
bool GossipHello(Player* /*player*/, bool /*reportUse*/) override
bool GossipHello(Player* /*player*/) override
{
InstanceScript* instance = me->GetInstanceScript();
if (!instance)

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@@ -132,7 +132,7 @@ class go_broggok_lever : public GameObjectScript
{
go_broggok_leverAI(GameObject* go) : GameObjectAI(go) { }
bool GossipHello(Player* /*player*/, bool /*reportUse*/) override
bool GossipHello(Player* /*player*/) override
{
if (InstanceScript* instance = me->GetInstanceScript())
if (instance->GetBossState(DATA_BROGGOK) != DONE && instance->GetBossState(DATA_BROGGOK) != IN_PROGRESS)

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@@ -468,7 +468,7 @@ class go_manticron_cube : public GameObjectScript
{
go_manticron_cubeAI(GameObject* go) : GameObjectAI(go) { }
bool GossipHello(Player* player, bool /*reportUse*/) override
bool GossipHello(Player* player) override
{
if (player->HasAura(SPELL_MIND_EXHAUSTION) || player->HasAura(SPELL_SHADOW_GRASP))
return true;

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@@ -305,7 +305,7 @@ class go_legion_obelisk : public GameObjectScript
{
go_legion_obeliskAI(GameObject* go) : GameObjectAI(go) { }
bool GossipHello(Player* player, bool /*reportUse*/) override
bool GossipHello(Player* player) override
{
if (player->GetQuestStatus(QUEST_YOURE_FIRED) == QUEST_STATUS_INCOMPLETE)
{
@@ -892,7 +892,7 @@ class go_simon_cluster : public GameObjectScript
{
go_simon_clusterAI(GameObject* go) : GameObjectAI(go) { }
bool GossipHello(Player* player, bool /*reportUse*/) override
bool GossipHello(Player* player) override
{
if (Creature* bunny = me->FindNearestCreature(NPC_SIMON_BUNNY, 12.0f, true))
bunny->AI()->SetData(me->GetEntry(), 0);
@@ -928,7 +928,7 @@ class go_apexis_relic : public GameObjectScript
{
go_apexis_relicAI(GameObject* go) : GameObjectAI(go) { }
bool GossipHello(Player* player, bool /*reportUse*/) override
bool GossipHello(Player* player) override
{
player->PrepareGossipMenu(me, me->GetGOInfo()->questgiver.gossipID);
player->SendPreparedGossip(me);

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@@ -291,7 +291,7 @@ class go_corkis_prison : public GameObjectScript
{
go_corkis_prisonAI(GameObject* go) : GameObjectAI(go) { }
bool GossipHello(Player* player, bool /*reportUse*/) override
bool GossipHello(Player* player) override
{
me->SetGoState(GO_STATE_READY);
if (me->GetEntry() == GO_CORKIS_PRISON)
@@ -609,7 +609,7 @@ class go_warmaul_prison : public GameObjectScript
{
go_warmaul_prisonAI(GameObject* go) : GameObjectAI(go) { }
bool GossipHello(Player* player, bool /*reportUse*/) override
bool GossipHello(Player* player) override
{
me->UseDoorOrButton();
if (player->GetQuestStatus(QUEST_FINDING_THE_SURVIVORS) != QUEST_STATUS_INCOMPLETE)

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@@ -685,7 +685,7 @@ class go_captain_tyralius_prison : public GameObjectScript
{
go_captain_tyralius_prisonAI(GameObject* go) : GameObjectAI(go) { }
bool GossipHello(Player* player, bool /*reportUse*/) override
bool GossipHello(Player* player) override
{
me->UseDoorOrButton();
if (Creature* tyralius = me->FindNearestCreature(NPC_CAPTAIN_TYRALIUS, 1.0f))

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@@ -551,7 +551,7 @@ class go_skull_pile : public GameObjectScript
return true;
}
bool GossipHello(Player* player, bool /*reportUse*/) override
bool GossipHello(Player* player) override
{
if ((player->GetQuestStatus(ADVERSARIAL_BLOOD) == QUEST_STATUS_INCOMPLETE) || player->GetQuestRewardStatus(ADVERSARIAL_BLOOD))
{

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@@ -72,7 +72,7 @@ class go_cat_figurine : public GameObjectScript
{
go_cat_figurineAI(GameObject* go) : GameObjectAI(go) { }
bool GossipHello(Player* player, bool /*reportUse*/) override
bool GossipHello(Player* player) override
{
player->CastSpell(player, SPELL_SUMMON_GHOST_SABER, true);
return false;
@@ -98,7 +98,7 @@ class go_barov_journal : public GameObjectScript
{
go_barov_journalAI(GameObject* go) : GameObjectAI(go) { }
bool GossipHello(Player* player, bool /*reportUse*/) override
bool GossipHello(Player* player) override
{
if (player->HasSkill(SKILL_TAILORING) && player->GetBaseSkillValue(SKILL_TAILORING) >= 280 && !player->HasSpell(26086))
player->CastSpell(player, 26095, false);
@@ -132,7 +132,7 @@ class go_gilded_brazier : public GameObjectScript
{
go_gilded_brazierAI(GameObject* go) : GameObjectAI(go) { }
bool GossipHello(Player* player, bool /*reportUse*/) override
bool GossipHello(Player* player) override
{
if (me->GetGoType() == GAMEOBJECT_TYPE_GOOBER)
{
@@ -165,7 +165,7 @@ class go_orb_of_command : public GameObjectScript
{
go_orb_of_commandAI(GameObject* go) : GameObjectAI(go) { }
bool GossipHello(Player* player, bool /*reportUse*/) override
bool GossipHello(Player* player) override
{
if (player->GetQuestRewardStatus(7761))
player->CastSpell(player, 23460, true);
@@ -193,7 +193,7 @@ class go_tablet_of_madness : public GameObjectScript
{
go_tablet_of_madnessAI(GameObject* go) : GameObjectAI(go) { }
bool GossipHello(Player* player, bool /*reportUse*/) override
bool GossipHello(Player* player) override
{
if (player->HasSkill(SKILL_ALCHEMY) && player->GetSkillValue(SKILL_ALCHEMY) >= 300 && !player->HasSpell(24266))
player->CastSpell(player, 24267, false);
@@ -222,7 +222,7 @@ class go_tablet_of_the_seven : public GameObjectScript
go_tablet_of_the_sevenAI(GameObject* go) : GameObjectAI(go) { }
/// @todo use gossip option ("Transcript the Tablet") instead, if Trinity adds support.
bool GossipHello(Player* player, bool /*reportUse*/) override
bool GossipHello(Player* player) override
{
if (me->GetGoType() != GAMEOBJECT_TYPE_QUESTGIVER)
return true;
@@ -253,7 +253,7 @@ class go_jump_a_tron : public GameObjectScript
{
go_jump_a_tronAI(GameObject* go) : GameObjectAI(go) { }
bool GossipHello(Player* player, bool /*reportUse*/) override
bool GossipHello(Player* player) override
{
if (player->GetQuestStatus(10111) == QUEST_STATUS_INCOMPLETE)
player->CastSpell(player, 33382, true);
@@ -297,7 +297,7 @@ class go_ethereum_prison : public GameObjectScript
{
go_ethereum_prisonAI(GameObject* go) : GameObjectAI(go) { }
bool GossipHello(Player* player, bool /*reportUse*/) override
bool GossipHello(Player* player) override
{
me->UseDoorOrButton();
int Random = rand32() % (sizeof(NpcPrisonEntry) / sizeof(uint32));
@@ -357,7 +357,7 @@ class go_ethereum_stasis : public GameObjectScript
{
go_ethereum_stasisAI(GameObject* go) : GameObjectAI(go) { }
bool GossipHello(Player* player, bool /*reportUse*/) override
bool GossipHello(Player* player) override
{
me->UseDoorOrButton();
int Random = rand32() % (sizeof(NpcStasisEntry) / sizeof(uint32));
@@ -393,7 +393,7 @@ class go_resonite_cask : public GameObjectScript
{
go_resonite_caskAI(GameObject* go) : GameObjectAI(go) { }
bool GossipHello(Player* /*player*/, bool /*reportUse*/) override
bool GossipHello(Player* /*player*/) override
{
if (me->GetGoType() == GAMEOBJECT_TYPE_GOOBER)
me->SummonCreature(NPC_GOGGEROC, 0.0f, 0.0f, 0.0f, 0.0f, TEMPSUMMON_TIMED_DESPAWN_OUT_OF_COMBAT, 300000);
@@ -426,7 +426,7 @@ class go_sacred_fire_of_life : public GameObjectScript
{
go_sacred_fire_of_lifeAI(GameObject* go) : GameObjectAI(go) { }
bool GossipHello(Player* player, bool /*reportUse*/) override
bool GossipHello(Player* player) override
{
if (me->GetGoType() == GAMEOBJECT_TYPE_GOOBER)
player->SummonCreature(NPC_ARIKARA, -5008.338f, -2118.894f, 83.657f, 0.874f, TEMPSUMMON_TIMED_DESPAWN_OUT_OF_COMBAT, 30000);
@@ -464,7 +464,7 @@ class go_shrine_of_the_birds : public GameObjectScript
{
go_shrine_of_the_birdsAI(GameObject* go) : GameObjectAI(go) { }
bool GossipHello(Player* player, bool /*reportUse*/) override
bool GossipHello(Player* player) override
{
uint32 BirdEntry = 0;
@@ -517,7 +517,7 @@ class go_southfury_moonstone : public GameObjectScript
{
go_southfury_moonstoneAI(GameObject* go) : GameObjectAI(go) { }
bool GossipHello(Player* player, bool /*reportUse*/) override
bool GossipHello(Player* player) override
{
//implicitTarget=48 not implemented as of writing this code, and manual summon may be just ok for our purpose
//player->CastSpell(player, SPELL_SUMMON_RIZZLE, false);
@@ -556,7 +556,7 @@ class go_tele_to_dalaran_crystal : public GameObjectScript
{
go_tele_to_dalaran_crystalAI(GameObject* go) : GameObjectAI(go) { }
bool GossipHello(Player* player, bool /*reportUse*/) override
bool GossipHello(Player* player) override
{
if (player->GetQuestRewardStatus(QUEST_TELE_CRYSTAL_FLAG))
return false;
@@ -586,7 +586,7 @@ class go_tele_to_violet_stand : public GameObjectScript
{
go_tele_to_violet_standAI(GameObject* go) : GameObjectAI(go) { }
bool GossipHello(Player* player, bool /*reportUse*/) override
bool GossipHello(Player* player) override
{
if (player->GetQuestRewardStatus(QUEST_LEARN_LEAVE_RETURN) || player->GetQuestStatus(QUEST_LEARN_LEAVE_RETURN) == QUEST_STATUS_INCOMPLETE)
return false;
@@ -626,7 +626,7 @@ class go_fel_crystalforge : public GameObjectScript
{
go_fel_crystalforgeAI(GameObject* go) : GameObjectAI(go) { }
bool GossipHello(Player* player, bool /*reportUse*/) override
bool GossipHello(Player* player) override
{
if (me->GetGoType() == GAMEOBJECT_TYPE_QUESTGIVER) /* != GAMEOBJECT_TYPE_QUESTGIVER) */
player->PrepareQuestMenu(me->GetGUID()); /* return true*/
@@ -696,7 +696,7 @@ class go_bashir_crystalforge : public GameObjectScript
{
go_bashir_crystalforgeAI(GameObject* go) : GameObjectAI(go) { }
bool GossipHello(Player* player, bool /*reportUse*/) override
bool GossipHello(Player* player) override
{
if (me->GetGoType() == GAMEOBJECT_TYPE_QUESTGIVER) /* != GAMEOBJECT_TYPE_QUESTGIVER) */
player->PrepareQuestMenu(me->GetGUID()); /* return true*/
@@ -771,7 +771,7 @@ class go_matrix_punchograph : public GameObjectScript
{
go_matrix_punchographAI(GameObject* go) : GameObjectAI(go) { }
bool GossipHello(Player* player, bool /*reportUse*/) override
bool GossipHello(Player* player) override
{
switch (me->GetEntry())
{
@@ -834,7 +834,7 @@ class go_scourge_cage : public GameObjectScript
{
go_scourge_cageAI(GameObject* go) : GameObjectAI(go) { }
bool GossipHello(Player* player, bool /*reportUse*/) override
bool GossipHello(Player* player) override
{
me->UseDoorOrButton();
if (Creature* pNearestPrisoner = me->FindNearestCreature(NPC_SCOURGE_PRISONER, 5.0f, true))
@@ -872,7 +872,7 @@ class go_arcane_prison : public GameObjectScript
{
go_arcane_prisonAI(GameObject* go) : GameObjectAI(go) { }
bool GossipHello(Player* player, bool /*reportUse*/) override
bool GossipHello(Player* player) override
{
if (player->GetQuestStatus(QUEST_PRISON_BREAK) == QUEST_STATUS_INCOMPLETE)
{
@@ -909,7 +909,7 @@ class go_blood_filled_orb : public GameObjectScript
{
go_blood_filled_orbAI(GameObject* go) : GameObjectAI(go) { }
bool GossipHello(Player* player, bool /*reportUse*/) override
bool GossipHello(Player* player) override
{
if (me->GetGoType() == GAMEOBJECT_TYPE_GOOBER)
player->SummonCreature(NPC_ZELEMAR, -369.746f, 166.759f, -21.50f, 5.235f, TEMPSUMMON_TIMED_DESPAWN_OUT_OF_COMBAT, 30000);
@@ -950,7 +950,7 @@ class go_jotunheim_cage : public GameObjectScript
{
go_jotunheim_cageAI(GameObject* go) : GameObjectAI(go) { }
bool GossipHello(Player* player, bool /*reportUse*/) override
bool GossipHello(Player* player) override
{
me->UseDoorOrButton();
Creature* pPrisoner = me->FindNearestCreature(NPC_EBON_BLADE_PRISONER_HUMAN, 5.0f, true);
@@ -1010,7 +1010,7 @@ class go_table_theka : public GameObjectScript
{
go_table_thekaAI(GameObject* go) : GameObjectAI(go) { }
bool GossipHello(Player* player, bool /*reportUse*/) override
bool GossipHello(Player* player) override
{
if (player->GetQuestStatus(QUEST_SPIDER_GOLD) == QUEST_STATUS_INCOMPLETE)
player->AreaExploredOrEventHappens(QUEST_SPIDER_GOLD);
@@ -1046,7 +1046,7 @@ class go_inconspicuous_landmark : public GameObjectScript
{
go_inconspicuous_landmarkAI(GameObject* go) : GameObjectAI(go) { }
bool GossipHello(Player* player, bool /*reportUse*/) override
bool GossipHello(Player* player) override
{
if (player->HasItemCount(ITEM_CUERGOS_KEY))
return false;
@@ -1082,7 +1082,7 @@ class go_soulwell : public GameObjectScript
/// _and_ CMSG_GAMEOBJECT_REPORT_USE, this GossipHello hook is called
/// twice. The script's handling is fine as it won't remove two charges
/// on the well. We have to find how to segregate REPORT_USE and USE.
bool GossipHello(Player* player, bool /*reportUse*/) override
bool GossipHello(Player* player) override
{
Unit* owner = me->GetOwner();
if (!owner || owner->GetTypeId() != TYPEID_PLAYER || !player->IsInSameRaidWith(owner->ToPlayer()))
@@ -1120,7 +1120,7 @@ class go_dragonflayer_cage : public GameObjectScript
{
go_dragonflayer_cageAI(GameObject* go) : GameObjectAI(go) { }
bool GossipHello(Player* player, bool /*reportUse*/) override
bool GossipHello(Player* player) override
{
me->UseDoorOrButton();
if (player->GetQuestStatus(QUEST_PRISONERS_OF_WYRMSKULL) != QUEST_STATUS_INCOMPLETE)
@@ -1186,7 +1186,7 @@ class go_amberpine_outhouse : public GameObjectScript
{
go_amberpine_outhouseAI(GameObject* go) : GameObjectAI(go) { }
bool GossipHello(Player* player, bool /*reportUse*/) override
bool GossipHello(Player* player) override
{
QuestStatus status = player->GetQuestStatus(QUEST_DOING_YOUR_DUTY);
if (status == QUEST_STATUS_INCOMPLETE || status == QUEST_STATUS_COMPLETE || status == QUEST_STATUS_REWARDED)
@@ -1253,7 +1253,7 @@ class go_hive_pod : public GameObjectScript
{
go_hive_podAI(GameObject* go) : GameObjectAI(go) { }
bool GossipHello(Player* player, bool /*reportUse*/) override
bool GossipHello(Player* player) override
{
player->SendLoot(me->GetGUID(), LOOT_CORPSE);
me->SummonCreature(NPC_HIVE_AMBUSHER, me->GetPositionX() + 1, me->GetPositionY(), me->GetPositionZ(), me->GetAngle(player), TEMPSUMMON_TIMED_OR_DEAD_DESPAWN, 60000);
@@ -1277,7 +1277,7 @@ class go_massive_seaforium_charge : public GameObjectScript
{
go_massive_seaforium_chargeAI(GameObject* go) : GameObjectAI(go) { }
bool GossipHello(Player* /*player*/, bool /*reportUse*/) override
bool GossipHello(Player* /*player*/) override
{
me->SetLootState(GO_JUST_DEACTIVATED);
return true;
@@ -1310,7 +1310,7 @@ class go_veil_skith_cage : public GameObjectScript
{
go_veil_skith_cageAI(GameObject* go) : GameObjectAI(go) { }
bool GossipHello(Player* player, bool /*reportUse*/) override
bool GossipHello(Player* player) override
{
me->UseDoorOrButton();
if (player->GetQuestStatus(QUEST_MISSING_FRIENDS) == QUEST_STATUS_INCOMPLETE)
@@ -1357,7 +1357,7 @@ class go_frostblade_shrine : public GameObjectScript
{
go_frostblade_shrineAI(GameObject* go) : GameObjectAI(go) { }
bool GossipHello(Player* player, bool /*reportUse*/) override
bool GossipHello(Player* player) override
{
me->UseDoorOrButton(10);
if (!player->HasAura(SPELL_RECENT_MEDITATION))
@@ -1394,7 +1394,7 @@ class go_midsummer_bonfire : public GameObjectScript
{
go_midsummer_bonfireAI(GameObject* go) : GameObjectAI(go) { }
bool GossipHello(Player* player, bool /*reportUse*/) override
bool GossipHello(Player* player) override
{
player->CastSpell(player, STAMP_OUT_BONFIRE_QUEST_COMPLETE, true);
CloseGossipMenuFor(player);
@@ -1425,7 +1425,7 @@ class go_midsummer_ribbon_pole : public GameObjectScript
{
go_midsummer_ribbon_poleAI(GameObject* go) : GameObjectAI(go) { }
bool GossipHello(Player* player, bool /*reportUse*/) override
bool GossipHello(Player* player) override
{
if (Creature* creature = me->FindNearestCreature(NPC_POLE_RIBBON_BUNNY, 10.0f))
{