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
@@ -1485,7 +1485,7 @@ namespace Game.Entities
playerUser.RemoveAurasByType(AuraType.Mounted);
playerUser.PlayerTalkClass.ClearMenus();
if (GetAI().GossipHello(playerUser))
if (GetAI().OnGossipHello(playerUser))
return;
}
+2 -2
View File
@@ -693,7 +693,7 @@ namespace Game.Entities
{
case TypeId.Unit:
PlayerTalkClass.ClearMenus();
questGiver.ToCreature().GetAI().QuestAccept(this, quest);
questGiver.ToCreature().GetAI().OnQuestAccept(this, quest);
break;
case TypeId.Item:
case TypeId.Container:
@@ -726,7 +726,7 @@ namespace Game.Entities
}
case TypeId.GameObject:
PlayerTalkClass.ClearMenus();
questGiver.ToGameObject().GetAI().QuestAccept(this, quest);
questGiver.ToGameObject().GetAI().OnQuestAccept(this, quest);
break;
default:
break;