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* Modify PlayerScript::OnChat hook. Now it takes one optional parameter of type void *. Value of this parameter depends on chat type.
* Modify chat and emote hook in PlayerScript to take Player parameter insted on WorldSession (this is player script, isn't it?) * Move calls of OnChat hooks after validation of parameters and before actual call to chat methods. It's more logical because otherwise it will be necessary to repeat validation inside hooks. * Make use of new PlayeScript hooks. Move chat logging logic into separate script. * Add one path to scripts CMakeLists to make ChatLogScript happy. --HG-- branch : trunk
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@@ -1112,19 +1112,19 @@ void ScriptMgr::OnPlayerReputationChange(Player *player, uint32 factionID, int32
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FOREACH_SCRIPT(PlayerScript)->OnReputationChange(player, factionID, standing, incremental);
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}
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void ScriptMgr::OnPlayerChat(WorldSession *session, uint32 type, uint32 lang, std::string msg, std::string toOrChannel)
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void ScriptMgr::OnPlayerChat(Player* player, uint32 type, uint32 lang, std::string msg, void* param)
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{
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FOREACH_SCRIPT(PlayerScript)->OnChat(session, type, lang, msg, toOrChannel);
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FOREACH_SCRIPT(PlayerScript)->OnChat(player, type, lang, msg, param);
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}
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void ScriptMgr::OnPlayerEmote(WorldSession *session, uint32 emote)
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void ScriptMgr::OnPlayerEmote(Player* player, uint32 emote)
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{
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FOREACH_SCRIPT(PlayerScript)->OnEmote(session, emote);
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FOREACH_SCRIPT(PlayerScript)->OnEmote(player, emote);
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}
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void ScriptMgr::OnPlayerTextEmote(WorldSession *session, uint32 text_emote, uint32 emoteNum, uint64 guid)
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void ScriptMgr::OnPlayerTextEmote(Player* player, uint32 text_emote, uint32 emoteNum, uint64 guid)
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{
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FOREACH_SCRIPT(PlayerScript)->OnTextEmote(session, text_emote, emoteNum, guid);
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FOREACH_SCRIPT(PlayerScript)->OnTextEmote(player, text_emote, emoteNum, guid);
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}
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SpellHandlerScript::SpellHandlerScript(const char* name)
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