From f913f3bb8977c127d200d5d4a608ab434b21bbcd Mon Sep 17 00:00:00 2001 From: ariel- Date: Mon, 1 May 2017 18:19:36 -0300 Subject: Core/Scripts: unified scripted gossip/quest api - Changed self-accessor on GameObjectAI to "me", like UnitAI - Moved all related functions to AI, now Unit and GameObject have the same function names with identical behaviour - Remove "OnUpdate" from CreatureScript/GameObjectScript, was never used and we already have AI Update method - Quest methods no longer return a bool, the return value was used to call the AI version if the ScriptMgr one returned false - Implemented GameObjectAI::Destroyed hook (was never called), implemented Damaged method - Rename OnStateChanged to OnLootStateChanged to reflect when it's really called, and created a new hook OnStateChanged that only gets called on GOState change - Since the functions are now only getting called from AI, made GetAI methods full virtual. (CanSpawn method is anyways going to be used on creatures with AI) --- src/server/game/Events/GameEventMgr.cpp | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) (limited to 'src/server/game/Events') diff --git a/src/server/game/Events/GameEventMgr.cpp b/src/server/game/Events/GameEventMgr.cpp index 0d59f6731af..b126eb9c644 100644 --- a/src/server/game/Events/GameEventMgr.cpp +++ b/src/server/game/Events/GameEventMgr.cpp @@ -1635,7 +1635,7 @@ public: { for (auto const& p : creatureMap) if (p.second->IsInWorld() && p.second->IsAIEnabled) - p.second->AI()->sOnGameEvent(_activate, _eventId); + p.second->AI()->OnGameEvent(_activate, _eventId); } void Visit(std::unordered_map& gameObjectMap) -- cgit v1.2.3