Core/Scripts: Remove now-unused WaypointPathStarted hook. WaypointStarted does everything it used to do, anyway.

Port From (https://github.com/TrinityCore/TrinityCore/commit/fc094509e9df59e055840936ba3389504fba87df)
This commit is contained in:
hondacrx
2022-04-28 10:37:51 -04:00
parent ec88268d0f
commit 7a7c3a3a1f
3 changed files with 0 additions and 12 deletions
-2
View File
@@ -546,8 +546,6 @@ namespace Game.AI
/// == Waypoints system =============================
///
public virtual void WaypointPathStarted(uint pathId) { }
public virtual void WaypointStarted(uint nodeId, uint pathId) { }
public virtual void WaypointReached(uint nodeId, uint pathId) { }
-5
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@@ -390,11 +390,6 @@ namespace Game.AI
return true;
}
public override void WaypointPathStarted(uint pathId)
{
// SmartAI::WaypointStarted() already handles the case of starting the 1st waypoint
}
public override void WaypointStarted(uint nodeId, uint pathId)
{
GetScript().ProcessEventsFor(SmartEvents.WaypointStart, null, nodeId, pathId);
@@ -119,11 +119,6 @@ namespace Game.Movement
owner.StopMoving();
_nextMoveTime.Reset(1000);
// inform AI
CreatureAI ai = owner.GetAI();
if (ai != null)
ai.WaypointPathStarted(_path.id);
}
public override void DoReset(Creature owner)