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author | Ovah <dreadkiller@gmx.de> | 2020-01-28 06:12:42 +0100 |
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committer | Shauren <shauren.trinity@gmail.com> | 2021-12-20 23:56:45 +0100 |
commit | 5c258c1bbddc366df68e486691afa2898989531b (patch) | |
tree | ad926a413e56e21770e7815788a3e922af64b1c9 | |
parent | 64fc549be83a2be920c969c11ec20d3f2a2c8e85 (diff) |
Core/Scripting: fixed build. Re-enable ModifyVehiclePassengerExitPos for CreatureScript to allow scripted creatures that already have an AI to benefit from its functionality as well
(cherry picked from commit f0485cea394a84e93ebacc24f3535d5eb14a4053)
-rw-r--r-- | src/server/game/Scripting/ScriptMgr.h | 2 |
1 files changed, 2 insertions, 0 deletions
diff --git a/src/server/game/Scripting/ScriptMgr.h b/src/server/game/Scripting/ScriptMgr.h index 708c51d7196..20f7ca37715 100644 --- a/src/server/game/Scripting/ScriptMgr.h +++ b/src/server/game/Scripting/ScriptMgr.h @@ -423,6 +423,8 @@ class TC_GAME_API CreatureScript : public ScriptObject CreatureScript(char const* name); public: + // Called when an unit exits a vehicle + virtual void ModifyVehiclePassengerExitPos(Unit* /*passenger*/, Vehicle* /*vehicle*/, Position& /*pos*/) { } // Called when a CreatureAI object is needed for the creature. virtual CreatureAI* GetAI(Creature* /*creature*/) const = 0; |