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Creature/Scripting: Move CreatureAI::CanRespawn to CreatureScript::CanSpawn. Now also applies to initial spawn. Dynamic spawning prep.
(cherry picked from commitb3d44d6c36) Game/Scripting: Follow-up tob3d44d6. Fix script selection for creatures on difficulty > 0. (cherry picked from commit91c2b3162d) Build fix. (cherry picked from commita9f1151f2c) Fine, this time I actually built it. Promise. (cherry picked from commit0c2c88ed50)
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@@ -68,6 +68,8 @@ struct AreaTriggerEntry;
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struct AuctionEntry;
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struct ConditionSourceInfo;
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struct Condition;
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struct CreatureTemplate;
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struct CreatureData;
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struct ItemTemplate;
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struct MapEntry;
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struct OutdoorPvPData;
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@@ -436,6 +438,9 @@ class TC_GAME_API CreatureScript : public UnitScript, public UpdatableScript<Cre
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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 DIALOG_STATUS_SCRIPTED_NO_STATUS; }
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// Called when the creature tries to spawn. Return false to block spawn and re-evaluate on next tick.
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virtual bool CanSpawn(ObjectGuid::LowType /*spawnId*/, uint32 /*entry*/, CreatureTemplate const* /*baseTemplate*/, CreatureTemplate const* /*actTemplate*/, CreatureData const* /*cData*/, Map const* /*map*/) const { return true; }
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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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};
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@@ -1016,6 +1021,7 @@ class TC_GAME_API ScriptMgr
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bool OnQuestSelect(Player* player, Creature* creature, Quest const* quest);
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bool OnQuestReward(Player* player, Creature* creature, Quest const* quest, uint32 opt);
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uint32 GetDialogStatus(Player* player, Creature* creature);
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bool CanSpawn(ObjectGuid::LowType spawnId, uint32 entry, CreatureTemplate const* actTemplate, CreatureData const* cData, Map const* map);
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CreatureAI* GetCreatureAI(Creature* creature);
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void OnCreatureUpdate(Creature* creature, uint32 diff);
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