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authorMykhailo Redko <ovitnez@gmail.com>2024-02-13 16:55:37 +0200
committerGitHub <noreply@github.com>2024-02-13 15:55:37 +0100
commitca1560f043df275d9241055adbf61a393666a533 (patch)
tree594263c2cce9d067bc9e550e785c355740ecf465 /src/server/game/Scripting/ScriptMgr.h
parent1b878209354723138d2f5d969ee53255e6db94d4 (diff)
Core/Players: Improvements for talent reset logic. (#29580)
* Clean up Player::ResetTalents() from unnecessary logic, such as withdrawing money. Move it to more suitable places. * Implemented SMSG_TALENTS_INVOLUNTARILY_RESET and use it instead of old trinity_string. * Do not reset the accumulated talent reset cost if CONFIG_NO_RESET_TALENT_COST is enabled.
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 d43b8e1c8b8..e329fbaeeb3 100644
--- a/src/server/game/Scripting/ScriptMgr.h
+++ b/src/server/game/Scripting/ScriptMgr.h
@@ -641,7 +641,7 @@ class TC_GAME_API PlayerScript : public ScriptObject
virtual void OnFreeTalentPointsChanged(Player* player, uint32 points);
// Called when a player's talent points are reset (right before the reset is done)
- virtual void OnTalentsReset(Player* player, bool noCost);
+ virtual void OnTalentsReset(Player* player, bool involuntarily);
// Called when a player's money is modified (before the modification is done)
virtual void OnMoneyChanged(Player* player, int32& amount);
@@ -1009,7 +1009,7 @@ class TC_GAME_API ScriptMgr
void OnPlayerKilledByCreature(Creature* killer, Player* killed);
void OnPlayerLevelChanged(Player* player, uint8 oldLevel);
void OnPlayerFreeTalentPointsChanged(Player* player, uint32 newPoints);
- void OnPlayerTalentsReset(Player* player, bool noCost);
+ void OnPlayerTalentsReset(Player* player, bool involuntarily);
void OnPlayerMoneyChanged(Player* player, int32& amount);
void OnPlayerMoneyLimit(Player* player, int32 amount);
void OnGivePlayerXP(Player* player, uint32& amount, Unit* victim);