From eacfa9d89afcfad0cbd0715c8a84890c3ccd1c74 Mon Sep 17 00:00:00 2001 From: Treeston Date: Mon, 1 Jan 2018 17:07:39 +0100 Subject: Core/AI: Kick Gossip functions upstairs, from UnitAI to CreatureAI - they only make sense for Creatures anyway. Also change a very ugly hack in GetDialogStatus. Ew. --- src/server/game/Entities/Player/Player.cpp | 10 ++++------ 1 file changed, 4 insertions(+), 6 deletions(-) (limited to 'src/server/game/Entities') diff --git a/src/server/game/Entities/Player/Player.cpp b/src/server/game/Entities/Player/Player.cpp index f8cd9e489f6..c757645606d 100644 --- a/src/server/game/Entities/Player/Player.cpp +++ b/src/server/game/Entities/Player/Player.cpp @@ -15872,18 +15872,16 @@ QuestGiverStatus Player::GetQuestDialogStatus(Object* questgiver) { case TYPEID_GAMEOBJECT: { - QuestGiverStatus questStatus = QuestGiverStatus(questgiver->ToGameObject()->AI()->GetDialogStatus(this)); - if (questStatus != DIALOG_STATUS_SCRIPTED_NO_STATUS) - return questStatus; + if (auto questStatus = questgiver->ToGameObject()->AI()->GetDialogStatus(this)) + return *questStatus; qr = sObjectMgr->GetGOQuestRelationBounds(questgiver->GetEntry()); qir = sObjectMgr->GetGOQuestInvolvedRelationBounds(questgiver->GetEntry()); break; } case TYPEID_UNIT: { - QuestGiverStatus questStatus = QuestGiverStatus(questgiver->ToCreature()->AI()->GetDialogStatus(this)); - if (questStatus != DIALOG_STATUS_SCRIPTED_NO_STATUS) - return questStatus; + if (auto questStatus = questgiver->ToCreature()->AI()->GetDialogStatus(this)) + return *questStatus; qr = sObjectMgr->GetCreatureQuestRelationBounds(questgiver->GetEntry()); qir = sObjectMgr->GetCreatureQuestInvolvedRelationBounds(questgiver->GetEntry()); break; -- cgit v1.2.3