Add "On" to some gossip methods in AI
Port From (https://github.com/TrinityCore/TrinityCore/commit/bc04acb72652882290cef49b2055d3cf1ab12f36)
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@@ -77,7 +77,7 @@ namespace Game
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creature.SetHomePosition(creature.GetPosition());
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_player.PlayerTalkClass.ClearMenus();
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if (creature.GetAI().GossipHello(_player))
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if (creature.GetAI().OnGossipHello(_player))
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return;
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GetPlayer().PrepareGossipMenu(creature, creature.GetCreatureTemplate().GossipMenuId, true);
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@@ -379,7 +379,7 @@ namespace Game
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_player.PlayerTalkClass.ClearMenus();
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Creature creatureQGiver = obj.ToCreature();
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if (creatureQGiver != null)
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creatureQGiver.GetAI().QuestReward(_player, quest, packet.Choice.LootItemType, packet.Choice.Item.ItemID);
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creatureQGiver.GetAI().OnQuestReward(_player, quest, packet.Choice.LootItemType, packet.Choice.Item.ItemID);
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break;
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}
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case TypeId.GameObject:
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@@ -400,7 +400,7 @@ namespace Game
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}
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_player.PlayerTalkClass.ClearMenus();
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questGiver.GetAI().QuestReward(_player, quest, packet.Choice.LootItemType, packet.Choice.Item.ItemID);
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questGiver.GetAI().OnQuestReward(_player, quest, packet.Choice.LootItemType, packet.Choice.Item.ItemID);
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break;
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}
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default:
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