diff options
author | azazel <none@none> | 2010-08-12 22:33:45 +0600 |
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committer | azazel <none@none> | 2010-08-12 22:33:45 +0600 |
commit | ed08bedc6e51bd7ee1bf99170d4b0b63fef7e45d (patch) | |
tree | aead20f6a299023b3b1e7cf81c35d4d5bd5206e1 /src/server/game/Scripting/ScriptMgr.cpp | |
parent | f9997b7eb34004c9d60662c3d87b52b5efd149ce (diff) |
* 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
Diffstat (limited to 'src/server/game/Scripting/ScriptMgr.cpp')
-rw-r--r-- | src/server/game/Scripting/ScriptMgr.cpp | 12 |
1 files changed, 6 insertions, 6 deletions
diff --git a/src/server/game/Scripting/ScriptMgr.cpp b/src/server/game/Scripting/ScriptMgr.cpp index eb907d1e6e4..52781455c96 100644 --- a/src/server/game/Scripting/ScriptMgr.cpp +++ b/src/server/game/Scripting/ScriptMgr.cpp @@ -1112,19 +1112,19 @@ void ScriptMgr::OnPlayerReputationChange(Player *player, uint32 factionID, int32 FOREACH_SCRIPT(PlayerScript)->OnReputationChange(player, factionID, standing, incremental); } -void ScriptMgr::OnPlayerChat(WorldSession *session, uint32 type, uint32 lang, std::string msg, std::string toOrChannel) +void ScriptMgr::OnPlayerChat(Player* player, uint32 type, uint32 lang, std::string msg, void* param) { - FOREACH_SCRIPT(PlayerScript)->OnChat(session, type, lang, msg, toOrChannel); + FOREACH_SCRIPT(PlayerScript)->OnChat(player, type, lang, msg, param); } -void ScriptMgr::OnPlayerEmote(WorldSession *session, uint32 emote) +void ScriptMgr::OnPlayerEmote(Player* player, uint32 emote) { - FOREACH_SCRIPT(PlayerScript)->OnEmote(session, emote); + FOREACH_SCRIPT(PlayerScript)->OnEmote(player, emote); } -void ScriptMgr::OnPlayerTextEmote(WorldSession *session, uint32 text_emote, uint32 emoteNum, uint64 guid) +void ScriptMgr::OnPlayerTextEmote(Player* player, uint32 text_emote, uint32 emoteNum, uint64 guid) { - FOREACH_SCRIPT(PlayerScript)->OnTextEmote(session, text_emote, emoteNum, guid); + FOREACH_SCRIPT(PlayerScript)->OnTextEmote(player, text_emote, emoteNum, guid); } SpellHandlerScript::SpellHandlerScript(const char* name) |