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authorOvah <dreadkiller@gmx.de>2020-01-28 06:12:42 +0100
committerGitHub <noreply@github.com>2020-01-28 06:12:42 +0100
commitf0485cea394a84e93ebacc24f3535d5eb14a4053 (patch)
tree83cabd2ca75f41c38dafba34fb059e6624502960 /src
parentebf116e6a3381835fd2af885bd2721233485b684 (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
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 69e3f1ee03c..d540c821cea 100644
--- a/src/server/game/Scripting/ScriptMgr.h
+++ b/src/server/game/Scripting/ScriptMgr.h
@@ -419,6 +419,8 @@ 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;