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authorKandera <KanderaDev@gmail.com>2012-05-16 08:47:43 -0400
committerKandera <KanderaDev@gmail.com>2012-05-16 08:47:43 -0400
commitc70792df02858a93c156ac00b4a1fdd366c994ec (patch)
tree2c9615346ea55f423358e65f7004122555502424 /src/server/game/Entities/GameObject
parentc05c16a8dee97a485e0d6a4e73c750e1d140f227 (diff)
Core/Scripting: add the ability to access loot/go state changed events for gameobjects from cpp scripting. (malcrom's idea)
Diffstat (limited to 'src/server/game/Entities/GameObject')
-rwxr-xr-xsrc/server/game/Entities/GameObject/GameObject.cpp2
1 files changed, 2 insertions, 0 deletions
diff --git a/src/server/game/Entities/GameObject/GameObject.cpp b/src/server/game/Entities/GameObject/GameObject.cpp
index e871f99b38c..10136c5fbd7 100755
--- a/src/server/game/Entities/GameObject/GameObject.cpp
+++ b/src/server/game/Entities/GameObject/GameObject.cpp
@@ -1910,6 +1910,7 @@ void GameObject::SetLootState(LootState state, Unit* unit)
{
m_lootState = state;
AI()->OnStateChanged(state, unit);
+ sScriptMgr->OnGameObjectLootStateChanged(this, state, unit);
if (m_model)
{
// startOpen determines whether we are going to add or remove the LoS on activation
@@ -1929,6 +1930,7 @@ void GameObject::SetLootState(LootState state, Unit* unit)
void GameObject::SetGoState(GOState state)
{
SetByteValue(GAMEOBJECT_BYTES_1, 0, state);
+ sScriptMgr->OnGameObjectStateChanged(this, state);
if (m_model)
{
if (!IsInWorld())