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authorQAston <none@none>2010-10-08 21:33:44 +0200
committerQAston <none@none>2010-10-08 21:33:44 +0200
commit1760e42e2caa99d3de0038d1b52f64a1daeb665a (patch)
tree9d95c4a73c675b3fb59724a1b0a908e5c9c3a490 /src/server/game/Spells/SpellScript.cpp
parente5e53498cede475ae0d80623e89c4a3cbec39b62 (diff)
Core/ScriptSystem: Add compile time type check of function assigned to hooks - prevents incorrect function calls. Since this rev you have to put PrepareSpellScript(<yourscriptclassnamehere>) at the beginning of every spell script. Yes, i know it's unhandy, but unfortunately C++ preprocessor is very limited, so you have to do that extra work each time you write a script:(.
--HG-- branch : trunk
Diffstat (limited to 'src/server/game/Spells/SpellScript.cpp')
-rwxr-xr-xsrc/server/game/Spells/SpellScript.cpp10
1 files changed, 10 insertions, 0 deletions
diff --git a/src/server/game/Spells/SpellScript.cpp b/src/server/game/Spells/SpellScript.cpp
index 355da664f42..ee2c7836f62 100755
--- a/src/server/game/Spells/SpellScript.cpp
+++ b/src/server/game/Spells/SpellScript.cpp
@@ -167,6 +167,16 @@ void SpellScript::EffectHandler::Call(SpellScript * spellScript, SpellEffIndex e
(spellScript->*pEffectHandlerScript)(effIndex);
}
+SpellScript::HitHandler::HitHandler(SpellHitFnType _pHitHandlerScript)
+{
+ pHitHandlerScript = _pHitHandlerScript;
+}
+
+void SpellScript::HitHandler::Call(SpellScript * spellScript)
+{
+ (spellScript->*pHitHandlerScript)();
+}
+
bool SpellScript::_Validate(SpellEntry const * entry)
{
for (std::list<EffectHandler>::iterator itr = OnEffect.begin(); itr != OnEffect.end(); ++itr)