Add "On" to some gossip methods in AI

Port From (https://github.com/TrinityCore/TrinityCore/commit/bc04acb72652882290cef49b2055d3cf1ab12f36)
This commit is contained in:
hondacrx
2022-05-04 09:26:05 -04:00
parent db947e947c
commit 52ce6b2700
10 changed files with 73 additions and 73 deletions
+5 -5
View File
@@ -527,22 +527,22 @@ namespace Game.AI
}
// Called when a player opens a gossip dialog with the creature.
public virtual bool GossipHello(Player player) { return false; }
public virtual bool OnGossipHello(Player player) { return false; }
// Called when a player selects a gossip item in the creature's gossip menu.
public virtual bool GossipSelect(Player player, uint menuId, uint gossipListId) { return false; }
public virtual bool OnGossipSelect(Player player, uint menuId, uint gossipListId) { return false; }
// Called when a player selects a gossip with a code in the creature's gossip menu.
public virtual bool GossipSelectCode(Player player, uint menuId, uint gossipListId, string code)
public virtual bool OnGossipSelectCode(Player player, uint menuId, uint gossipListId, string code)
{
return false;
}
// Called when a player accepts a quest from the creature.
public virtual void QuestAccept(Player player, Quest quest) { }
public virtual void OnQuestAccept(Player player, Quest quest) { }
// Called when a player completes a quest and is rewarded, opt is the selected item's index or 0
public virtual void QuestReward(Player player, Quest quest, LootItemType type, uint opt) { }
public virtual void OnQuestReward(Player player, Quest quest, LootItemType type, uint opt) { }
/// == Waypoints system =============================
///