diff options
author | joschiwald <joschiwald@online.de> | 2012-05-28 04:27:51 +0200 |
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committer | joschiwald <joschiwald@online.de> | 2012-05-28 04:27:51 +0200 |
commit | cd7ab6f3a5e86e51d19621ce5ab5560cd7eb62bc (patch) | |
tree | 3e13fd8e4472a3dece8e6691df794f87bfe3e59d /src/server/game/Scripting/ScriptMgr.h | |
parent | ca07f30d0359bf5a6eecba8b9cc68702eca4071b (diff) | |
parent | 9c417ff931a98a2ba35b30e76f8967c7f841e868 (diff) |
Merge branch 'master' of github.com:joschiwald/TrinityCore into spellscripts
Conflicts:
src/server/game/Entities/Unit/Unit.cpp
src/server/game/Spells/Auras/SpellAuraEffects.cpp
src/server/game/Spells/Spell.cpp
src/server/game/Spells/SpellEffects.cpp
src/server/scripts/Spells/spell_paladin.cpp
Diffstat (limited to 'src/server/game/Scripting/ScriptMgr.h')
-rwxr-xr-x | src/server/game/Scripting/ScriptMgr.h | 8 |
1 files changed, 8 insertions, 0 deletions
diff --git a/src/server/game/Scripting/ScriptMgr.h b/src/server/game/Scripting/ScriptMgr.h index 6fe058d336a..b3d445af0c6 100755 --- a/src/server/game/Scripting/ScriptMgr.h +++ b/src/server/game/Scripting/ScriptMgr.h @@ -473,6 +473,12 @@ class GameObjectScript : public ScriptObject, public UpdatableScript<GameObject> // Called when the game object is damaged (destructible buildings only). virtual void OnDamaged(GameObject* /*go*/, Player* /*player*/) { } + // Called when the game object loot state is changed. + virtual void OnLootStateChanged(GameObject* /*go*/, uint32 /*state*/, Unit* /*unit*/) { } + + // Called when the game object state is changed. + virtual void OnGameObjectStateChanged(GameObject* /*go*/, uint32 /*state*/) { } + // Called when a GameObjectAI object is needed for the gameobject. virtual GameObjectAI* GetAI(GameObject* /*go*/) const { return NULL; } }; @@ -914,6 +920,8 @@ class ScriptMgr uint32 GetDialogStatus(Player* player, GameObject* go); void OnGameObjectDestroyed(GameObject* go, Player* player); void OnGameObjectDamaged(GameObject* go, Player* player); + void OnGameObjectLootStateChanged(GameObject* go, uint32 state, Unit* unit); + void OnGameObjectStateChanged(GameObject* go, uint32 state); void OnGameObjectUpdate(GameObject* go, uint32 diff); GameObjectAI* GetGameObjectAI(GameObject* go); |