From 96144752be826028ba3aa1f2ff663b5a0fc4dcb0 Mon Sep 17 00:00:00 2001 From: Machiavelli Date: Sun, 15 Aug 2010 14:00:51 +0200 Subject: Return proper default quest status from ScriptMgr::GetDialogStatus if a creature/gameobject script was present but GetDialogStatus was not overridden. This should fix problems with creature/gameobject quest givers not giving appropriate quest (update)s --HG-- branch : trunk --- src/server/game/Scripting/ScriptMgr.h | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) (limited to 'src') diff --git a/src/server/game/Scripting/ScriptMgr.h b/src/server/game/Scripting/ScriptMgr.h index b580e333957..79ec4e4f816 100644 --- a/src/server/game/Scripting/ScriptMgr.h +++ b/src/server/game/Scripting/ScriptMgr.h @@ -434,7 +434,7 @@ class CreatureScript : public ScriptObject, public UpdatableScript virtual bool OnQuestReward(Player* player, Creature* creature, Quest const* quest, uint32 opt) { return false; } // Called when the dialog status between a player and the creature is requested. - virtual uint32 GetDialogStatus(Player* player, Creature* creature) { return 0; } + virtual uint32 GetDialogStatus(Player* player, Creature* creature) { return 100; } // Called when a CreatureAI object is needed for the creature. virtual CreatureAI* GetAI(Creature* creature) const { return NULL; } @@ -469,7 +469,7 @@ class GameObjectScript : public ScriptObject, public UpdatableScript virtual bool OnQuestReward(Player* player, GameObject* go, Quest const* quest, uint32 opt) { return false; } // Called when the dialog status between a player and the gameobject is requested. - virtual uint32 GetDialogStatus(Player* player, GameObject* go) { return 0; } + virtual uint32 GetDialogStatus(Player* player, GameObject* go) { return 100; } // Called when the gameobject is destroyed (destructible buildings only). virtual void OnDestroyed(Player* player, GameObject* go, uint32 eventId) { } -- cgit v1.2.3