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authorLiberate <none@none>2010-05-24 16:37:37 +0200
committerLiberate <none@none>2010-05-24 16:37:37 +0200
commitc7ff7de08bfacf87a49b51b7470c02386a2bfb40 (patch)
tree17d0d9f01dac0f737afe2cec74d001d1abea4ca9 /src/game/NPCHandler.cpp
parentd9dae8a0511e4746c9fb8aab1da2e0344029ff9e (diff)
Makes npc's not give kill credit when talking with it. A gossip script will have to do the thing.
Fixes issue 1209 --HG-- branch : trunk
Diffstat (limited to 'src/game/NPCHandler.cpp')
-rw-r--r--src/game/NPCHandler.cpp2
1 files changed, 1 insertions, 1 deletions
diff --git a/src/game/NPCHandler.cpp b/src/game/NPCHandler.cpp
index 1e5fc70d9b8..e490e82e372 100644
--- a/src/game/NPCHandler.cpp
+++ b/src/game/NPCHandler.cpp
@@ -332,7 +332,7 @@ void WorldSession::HandleGossipHelloOpcode(WorldPacket & recv_data)
if (!sScriptMgr.GossipHello(_player, unit))
{
- _player->TalkedToCreature(unit->GetEntry(), unit->GetGUID());
+// _player->TalkedToCreature(unit->GetEntry(), unit->GetGUID());
_player->PrepareGossipMenu(unit, unit->GetCreatureInfo()->GossipMenuId);
_player->SendPreparedGossip(unit);
}