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authorOvah <dreadkiller@gmx.de>2020-01-28 06:12:42 +0100
committerShauren <shauren.trinity@gmail.com>2021-12-20 23:56:45 +0100
commit5c258c1bbddc366df68e486691afa2898989531b (patch)
treead926a413e56e21770e7815788a3e922af64b1c9 /src
parent64fc549be83a2be920c969c11ec20d3f2a2c8e85 (diff)
Core/Scripting: fixed build. Re-enable ModifyVehiclePassengerExitPos for CreatureScript to allow scripted creatures that already have an AI to benefit from its functionality as well
(cherry picked from commit f0485cea394a84e93ebacc24f3535d5eb14a4053)
Diffstat (limited to 'src')
-rw-r--r--src/server/game/Scripting/ScriptMgr.h2
1 files changed, 2 insertions, 0 deletions
diff --git a/src/server/game/Scripting/ScriptMgr.h b/src/server/game/Scripting/ScriptMgr.h
index 708c51d7196..20f7ca37715 100644
--- a/src/server/game/Scripting/ScriptMgr.h
+++ b/src/server/game/Scripting/ScriptMgr.h
@@ -423,6 +423,8 @@ class TC_GAME_API CreatureScript : public ScriptObject
CreatureScript(char const* name);
public:
+ // Called when an unit exits a vehicle
+ virtual void ModifyVehiclePassengerExitPos(Unit* /*passenger*/, Vehicle* /*vehicle*/, Position& /*pos*/) { }
// Called when a CreatureAI object is needed for the creature.
virtual CreatureAI* GetAI(Creature* /*creature*/) const = 0;