Add "On" to some gossip methods in AI
Port From (https://github.com/TrinityCore/TrinityCore/commit/bc04acb72652882290cef49b2055d3cf1ab12f36)
This commit is contained in:
@@ -802,31 +802,31 @@ namespace Game.AI
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_evadeDisabled = disable;
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}
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public override bool GossipHello(Player player)
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public override bool OnGossipHello(Player player)
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{
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_gossipReturn = false;
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GetScript().ProcessEventsFor(SmartEvents.GossipHello, player);
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return _gossipReturn;
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}
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public override bool GossipSelect(Player player, uint menuId, uint gossipListId)
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public override bool OnGossipSelect(Player player, uint menuId, uint gossipListId)
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{
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_gossipReturn = false;
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GetScript().ProcessEventsFor(SmartEvents.GossipSelect, player, menuId, gossipListId);
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return _gossipReturn;
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}
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public override bool GossipSelectCode(Player player, uint menuId, uint gossipListId, string code)
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public override bool OnGossipSelectCode(Player player, uint menuId, uint gossipListId, string code)
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{
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return false;
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}
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public override void QuestAccept(Player player, Quest quest)
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public override void OnQuestAccept(Player player, Quest quest)
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{
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GetScript().ProcessEventsFor(SmartEvents.AcceptedQuest, player, quest.Id);
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}
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public override void QuestReward(Player player, Quest quest, LootItemType type, uint opt)
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public override void OnQuestReward(Player player, Quest quest, LootItemType type, uint opt)
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{
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GetScript().ProcessEventsFor(SmartEvents.RewardQuest, player, quest.Id, opt);
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}
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@@ -1116,13 +1116,35 @@ namespace Game.AI
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GetScript().OnReset();
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}
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public override bool GossipHello(Player player)
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public override bool OnGossipHello(Player player)
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{
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_gossipReturn = false;
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GetScript().ProcessEventsFor(SmartEvents.GossipHello, player, 0, 0, false, null, me);
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return _gossipReturn;
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}
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public override bool OnGossipSelect(Player player, uint menuId, uint gossipListId)
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{
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_gossipReturn = false;
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GetScript().ProcessEventsFor(SmartEvents.GossipSelect, player, menuId, gossipListId, false, null, me);
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return _gossipReturn;
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}
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public override bool OnGossipSelectCode(Player player, uint menuId, uint gossipListId, string code)
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{
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return false;
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}
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public override void OnQuestAccept(Player player, Quest quest)
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{
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GetScript().ProcessEventsFor(SmartEvents.AcceptedQuest, player, quest.Id, 0, false, null, me);
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}
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public override void OnQuestReward(Player player, Quest quest, LootItemType type, uint opt)
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{
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GetScript().ProcessEventsFor(SmartEvents.RewardQuest, player, quest.Id, opt, false, null, me);
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}
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public override bool OnReportUse(Player player)
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{
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_gossipReturn = false;
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@@ -1130,28 +1152,6 @@ namespace Game.AI
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return _gossipReturn;
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}
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public override bool GossipSelect(Player player, uint menuId, uint gossipListId)
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{
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_gossipReturn = false;
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GetScript().ProcessEventsFor(SmartEvents.GossipSelect, player, menuId, gossipListId, false, null, me);
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return _gossipReturn;
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}
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public override bool GossipSelectCode(Player player, uint menuId, uint gossipListId, string code)
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{
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return false;
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}
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public override void QuestAccept(Player player, Quest quest)
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{
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GetScript().ProcessEventsFor(SmartEvents.AcceptedQuest, player, quest.Id, 0, false, null, me);
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}
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public override void QuestReward(Player player, Quest quest, LootItemType type, uint opt)
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{
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GetScript().ProcessEventsFor(SmartEvents.RewardQuest, player, quest.Id, opt, false, null, me);
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}
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public override void Destroyed(WorldObject attacker, uint eventId)
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{
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GetScript().ProcessEventsFor(SmartEvents.Death, attacker != null ? attacker.ToUnit() : null, eventId, 0, false, null, me);
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