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* VehicleScript is now bound to the database (`creature_template`.`ScriptName`) and only works for creature vehicles.
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extra : rebase_source : 9c77e524badeccac0c2adbe68110f741b5a3549b
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* TransportScript::OnUpdate is now called on every tick, not just on movement update.
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* Added missing call to FormulaScript::OnZeroDifferenceCalculation.
* Pass GridMap pointer into MapScript::OnLoadGridMap/OnUnloadGridMap.
* Fire map hooks for all map types, not only instances.
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* Converted Zangarmash to new script system (I think I'm going to write a tool for converting)
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consistency. Thanks Paradox for pointing it out.
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Fixes issue #2609
Fixes issue #2982
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* Removed on_events.cpp from VS project file
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* Fix some compile errors made in previous commits.
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* Converted area trigger scripts.
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* Added function AddCustomScripts() - this is where all non-TC scripts should be added.
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purposes for the rest of the team).
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* Removed the misdesigned on_events script/hooks.
* Lots of related cleanups and assertions.
* The interface is now fully object-oriented.
** Scripts no longer use function pointers.
** Scripts no longer use the general-purpose Script struct for everything.
** Script types are split into separate classes which must be inherited depending on what functionality is desired.
* Several script types have been added to allow extending functionality in a code-only manner (some script types require
assignment in the recently added ScriptName columns in the database, though).
** SpellHandlerScript: Wrapper around spell scripts (returns new SpellScript objects (`spell_script_names`.`ScriptName`)).
** ServerScript: Allows scripting events that occur in the network layer.
** WorldScript: Allows scripting certain world-global events.
** FormulaScript: Allows hooking and interfering with core formulas.
** *MapScript: Allows hooking different map types (including world, instance, and battleground maps (`instance_template`.`ScriptName`)).
** ItemScript: Allows scripting of items (like the old interface (`item_template`.`ScriptName`)).
** CreatureScript: Allows scripting of creatures/AI (like the old interface (`creature_template`.`ScriptName`)).
** GameObjectScript: Allows scripting of gameobjects (like the old interface (`gameobject_template`.`ScriptName`)).
** AreaTriggerScript: Allows scripting triggered area triggers (like the old interface (`areatrigger_scripts`.`ScriptName`)).
** OutdoorPvPScript: Script which should return OutdoorPvP objects for use by OutdoorPvPMgr (`outdoorpvp_template`.`ScriptName`).
** CommandScript: Allows extending the in-core command table.
** WeatherScript: Allows scripting of weather changes (`game_weather`.`ScriptName`).
** AuctionHouseScript: Allows scripting of auction events.
** ConditionScript: Allows scripting of conditions (`conditions`.`ScriptName`).
** DynamicObjectScript: Allows scripting of dynamicobjects.
** TransportScript: Allows scripting of transport events (`transports`.`ScriptName`).
* OutdoorPvP objects are now created through scripts. This effectively means that they'll need to be moved to scripts
before the they're functional again.
* The whole idea with this new interface is to allow expanding core functionality without touching core code. If further
hooks are needed to expand functionality of the core, let us know; we'll add them, if we agree that it is appropriate
to do so.
*** NOTE: The scripts project will _not_ build before it has been adapted to the new interface.
*** Thanks to everyone who helped out with related preparations and suggestions!
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* Added DISABLE_TYPE_OUTDOORPVP (5) which can disable outdoorpvp_template entries.
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Fixed timed achievements timer restarting on every map change
Added missed change in instance_template format
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out. Closes issue #3257
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access_requirement rewrite)
Fixed build issues with my previous commit
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Fixes issue #3212
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* Remove references to AuctionHouseBot files from win project.
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* Remove references to AuctionHouseBot files from win project.
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