Add "On" to some gossip methods in AI
Port From (https://github.com/TrinityCore/TrinityCore/commit/bc04acb72652882290cef49b2055d3cf1ab12f36)
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@@ -55,27 +55,27 @@ namespace Game.AI
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/// <summary>
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/// Called when a player opens a gossip dialog with the gameobject.
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/// </summary>
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public virtual bool GossipHello(Player player) { return false; }
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public virtual bool OnGossipHello(Player player) { return false; }
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/// <summary>
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/// Called when a player selects a gossip item in the gameobject's gossip menu.
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/// </summary>
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public virtual bool GossipSelect(Player player, uint menuId, uint gossipListId) { return false; }
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public virtual bool OnGossipSelect(Player player, uint menuId, uint gossipListId) { return false; }
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/// <summary>
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/// Called when a player selects a gossip with a code in the gameobject's gossip menu.
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/// </summary>
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public virtual bool GossipSelectCode(Player player, uint sender, uint action, string code) { return false; }
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public virtual bool OnGossipSelectCode(Player player, uint sender, uint action, string code) { return false; }
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/// <summary>
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/// Called when a player accepts a quest from the gameobject.
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/// </summary>
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public virtual void QuestAccept(Player player, Quest quest) { }
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public virtual void OnQuestAccept(Player player, Quest quest) { }
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/// <summary>
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/// Called when a player completes a quest and is rewarded, opt is the selected item's index or 0
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/// </summary>
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public virtual void QuestReward(Player player, Quest quest, LootItemType type, uint opt) { }
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public virtual void OnQuestReward(Player player, Quest quest, LootItemType type, uint opt) { }
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// Called when a Player clicks a GameObject, before GossipHello
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// prevents achievement tracking if returning true
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