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authorMachiavelli <none@none>2010-08-15 14:00:51 +0200
committerMachiavelli <none@none>2010-08-15 14:00:51 +0200
commit96144752be826028ba3aa1f2ff663b5a0fc4dcb0 (patch)
tree2192f49f835ac57ec0d1a950ff2489b806317fde /src/server/game/Scripting/ScriptMgr.h
parente3b8a5923d5e5512cfe6e0f02246d22146691008 (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.h4
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) { }