From a3bdaf7e6d614f081ddc073aa6cec3e158f8617f Mon Sep 17 00:00:00 2001 From: Shauren Date: Sat, 14 Apr 2012 17:49:51 +0200 Subject: Core/Scripts: Added support for creating custom GameObjectAI classes, similar to how creature scripts work. --- src/server/game/Scripting/ScriptMgr.h | 5 +++++ 1 file changed, 5 insertions(+) (limited to 'src/server/game/Scripting/ScriptMgr.h') diff --git a/src/server/game/Scripting/ScriptMgr.h b/src/server/game/Scripting/ScriptMgr.h index 3b65a5cf256..6fe058d336a 100755 --- a/src/server/game/Scripting/ScriptMgr.h +++ b/src/server/game/Scripting/ScriptMgr.h @@ -39,6 +39,7 @@ class Creature; class CreatureAI; class DynamicObject; class GameObject; +class GameObjectAI; class Guild; class GridMap; class Group; @@ -471,6 +472,9 @@ class GameObjectScript : public ScriptObject, public UpdatableScript // Called when the game object is damaged (destructible buildings only). virtual void OnDamaged(GameObject* /*go*/, Player* /*player*/) { } + + // Called when a GameObjectAI object is needed for the gameobject. + virtual GameObjectAI* GetAI(GameObject* /*go*/) const { return NULL; } }; class AreaTriggerScript : public ScriptObject @@ -911,6 +915,7 @@ class ScriptMgr void OnGameObjectDestroyed(GameObject* go, Player* player); void OnGameObjectDamaged(GameObject* go, Player* player); void OnGameObjectUpdate(GameObject* go, uint32 diff); + GameObjectAI* GetGameObjectAI(GameObject* go); public: /* AreaTriggerScript */ -- cgit v1.2.3