diff options
author | Machiavelli <none@none> | 2010-08-15 14:00:51 +0200 |
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committer | Machiavelli <none@none> | 2010-08-15 14:00:51 +0200 |
commit | 96144752be826028ba3aa1f2ff663b5a0fc4dcb0 (patch) | |
tree | 2192f49f835ac57ec0d1a950ff2489b806317fde /src/server/game/Scripting/ScriptMgr.h | |
parent | e3b8a5923d5e5512cfe6e0f02246d22146691008 (diff) |
Return proper default quest status from ScriptMgr::GetDialogStatus if a creature/gameobject script was present but GetDialogStatus was not overridden.
This should fix problems with creature/gameobject quest givers not giving appropriate quest (update)s
--HG--
branch : trunk
Diffstat (limited to 'src/server/game/Scripting/ScriptMgr.h')
-rw-r--r-- | src/server/game/Scripting/ScriptMgr.h | 4 |
1 files changed, 2 insertions, 2 deletions
diff --git a/src/server/game/Scripting/ScriptMgr.h b/src/server/game/Scripting/ScriptMgr.h index b580e333957..79ec4e4f816 100644 --- a/src/server/game/Scripting/ScriptMgr.h +++ b/src/server/game/Scripting/ScriptMgr.h @@ -434,7 +434,7 @@ class CreatureScript : public ScriptObject, public UpdatableScript<Creature> virtual bool OnQuestReward(Player* player, Creature* creature, Quest const* quest, uint32 opt) { return false; } // Called when the dialog status between a player and the creature is requested. - virtual uint32 GetDialogStatus(Player* player, Creature* creature) { return 0; } + virtual uint32 GetDialogStatus(Player* player, Creature* creature) { return 100; } // Called when a CreatureAI object is needed for the creature. virtual CreatureAI* GetAI(Creature* creature) const { return NULL; } @@ -469,7 +469,7 @@ class GameObjectScript : public ScriptObject, public UpdatableScript<GameObject> virtual bool OnQuestReward(Player* player, GameObject* go, Quest const* quest, uint32 opt) { return false; } // Called when the dialog status between a player and the gameobject is requested. - virtual uint32 GetDialogStatus(Player* player, GameObject* go) { return 0; } + virtual uint32 GetDialogStatus(Player* player, GameObject* go) { return 100; } // Called when the gameobject is destroyed (destructible buildings only). virtual void OnDestroyed(Player* player, GameObject* go, uint32 eventId) { } |