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authorvisagalis <none@none>2008-11-14 17:03:03 -0600
committervisagalis <none@none>2008-11-14 17:03:03 -0600
commitbfa9e7516177af9e13391a09d4e1356c74a4c2ba (patch)
treeb4b4c98fac8e547db4a165e5e8cc0fb03c21c005 /src/game/GameObject.h
parentd1e759479b3f31cccc270e40d3e6af13204eb627 (diff)
[svn] *** Source: MaNGOS ***
* Implement localization of creature/gameobject name that say/yell. Author: evilstar (rewrited by: Vladimir) * Fix auth login queue. Author: Derex * Allowed switching INVTYPE_HOLDABLE items during combat, used correct spells for triggering global cooldown at weapon switch. Author: mobel/simak * Fixed some format arg type/value pairs. Other warnings. Author: Vladimir * [238_world.sql] Allow have team dependent graveyards at entrance map for instances. Author: Vladimir NOTE: Entrance map graveyards selected by same way as local (by distance from entrance) Until DB support will work in old way base at current DB data. --HG-- branch : trunk
Diffstat (limited to 'src/game/GameObject.h')
-rw-r--r--src/game/GameObject.h3
1 files changed, 3 insertions, 0 deletions
diff --git a/src/game/GameObject.h b/src/game/GameObject.h
index 5ed3cfd1e6e..7dc5a879913 100644
--- a/src/game/GameObject.h
+++ b/src/game/GameObject.h
@@ -445,6 +445,9 @@ class TRINITY_DLL_SPEC GameObject : public WorldObject
void TextEmote(int32 textId, uint64 TargetGuid) { MonsterTextEmote(textId,TargetGuid); }
void Whisper(int32 textId, uint64 receiver) { MonsterWhisper(textId,receiver); }
+ // overwrite WorldObject function for proper name localization
+ const char* GetNameForLocaleIdx(int32 locale_idx) const;
+
void SaveToDB();
void SaveToDB(uint32 mapid, uint8 spawnMask);
bool LoadFromDB(uint32 guid, Map *map);