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
+28 -28
View File
@@ -802,31 +802,31 @@ namespace Game.AI
_evadeDisabled = disable;
}
public override bool GossipHello(Player player)
public override bool OnGossipHello(Player player)
{
_gossipReturn = false;
GetScript().ProcessEventsFor(SmartEvents.GossipHello, player);
return _gossipReturn;
}
public override bool GossipSelect(Player player, uint menuId, uint gossipListId)
public override bool OnGossipSelect(Player player, uint menuId, uint gossipListId)
{
_gossipReturn = false;
GetScript().ProcessEventsFor(SmartEvents.GossipSelect, player, menuId, gossipListId);
return _gossipReturn;
}
public override bool GossipSelectCode(Player player, uint menuId, uint gossipListId, string code)
public override bool OnGossipSelectCode(Player player, uint menuId, uint gossipListId, string code)
{
return false;
}
public override void QuestAccept(Player player, Quest quest)
public override void OnQuestAccept(Player player, Quest quest)
{
GetScript().ProcessEventsFor(SmartEvents.AcceptedQuest, player, quest.Id);
}
public override void QuestReward(Player player, Quest quest, LootItemType type, uint opt)
public override void OnQuestReward(Player player, Quest quest, LootItemType type, uint opt)
{
GetScript().ProcessEventsFor(SmartEvents.RewardQuest, player, quest.Id, opt);
}
@@ -1116,13 +1116,35 @@ namespace Game.AI
GetScript().OnReset();
}
public override bool GossipHello(Player player)
public override bool OnGossipHello(Player player)
{
_gossipReturn = false;
GetScript().ProcessEventsFor(SmartEvents.GossipHello, player, 0, 0, false, null, me);
return _gossipReturn;
}
public override bool OnGossipSelect(Player player, uint menuId, uint gossipListId)
{
_gossipReturn = false;
GetScript().ProcessEventsFor(SmartEvents.GossipSelect, player, menuId, gossipListId, false, null, me);
return _gossipReturn;
}
public override bool OnGossipSelectCode(Player player, uint menuId, uint gossipListId, string code)
{
return false;
}
public override void OnQuestAccept(Player player, Quest quest)
{
GetScript().ProcessEventsFor(SmartEvents.AcceptedQuest, player, quest.Id, 0, false, null, me);
}
public override void OnQuestReward(Player player, Quest quest, LootItemType type, uint opt)
{
GetScript().ProcessEventsFor(SmartEvents.RewardQuest, player, quest.Id, opt, false, null, me);
}
public override bool OnReportUse(Player player)
{
_gossipReturn = false;
@@ -1130,28 +1152,6 @@ namespace Game.AI
return _gossipReturn;
}
public override bool GossipSelect(Player player, uint menuId, uint gossipListId)
{
_gossipReturn = false;
GetScript().ProcessEventsFor(SmartEvents.GossipSelect, player, menuId, gossipListId, false, null, me);
return _gossipReturn;
}
public override bool GossipSelectCode(Player player, uint menuId, uint gossipListId, string code)
{
return false;
}
public override void QuestAccept(Player player, Quest quest)
{
GetScript().ProcessEventsFor(SmartEvents.AcceptedQuest, player, quest.Id, 0, false, null, me);
}
public override void QuestReward(Player player, Quest quest, LootItemType type, uint opt)
{
GetScript().ProcessEventsFor(SmartEvents.RewardQuest, player, quest.Id, opt, false, null, me);
}
public override void Destroyed(WorldObject attacker, uint eventId)
{
GetScript().ProcessEventsFor(SmartEvents.Death, attacker != null ? attacker.ToUnit() : null, eventId, 0, false, null, me);