Core/Scripting: Get rid of ModifyVehiclePassengerExitPos
Port From (https://github.com/TrinityCore/TrinityCore/commit/7a0268d4f12914280ffa0de36100a11781f14f45)
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@@ -304,9 +304,6 @@ namespace Game.Scripting
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// Called when Spell Damage is being Dealt
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public virtual void ModifySpellDamageTaken(Unit target, Unit attacker, ref int damage, SpellInfo spellInfo) { }
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// Called when an unit exits a vehicle
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public virtual void ModifyVehiclePassengerExitPos(Unit passenger, Vehicle vehicle, Position pos) { }
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}
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public class GenericCreatureScript<AI> : CreatureScript where AI : CreatureAI
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@@ -336,9 +333,6 @@ namespace Game.Scripting
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public override bool IsDatabaseBound() { return true; }
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// Called when an unit exits a vehicle
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public virtual void ModifyVehiclePassengerExitPos(Unit passenger, Vehicle vehicle, Position pos) { }
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// Called when a CreatureAI object is needed for the creature.
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public virtual CreatureAI GetAI(Creature creature) { return null; }
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}
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@@ -1118,11 +1118,6 @@ namespace Game.Scripting
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ForEach<UnitScript>(p => p.ModifySpellDamageTaken(target, attacker, ref dmg, spellInfo));
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damage = dmg;
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}
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public void ModifyVehiclePassengerExitPos(Unit passenger, Vehicle vehicle, Position pos)
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{
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ForEach<UnitScript>(p => p.ModifyVehiclePassengerExitPos(passenger, vehicle, pos));
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ForEach<CreatureScript>(p => p.ModifyVehiclePassengerExitPos(passenger, vehicle, pos));
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}
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// AreaTriggerEntityScript
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public AreaTriggerAI GetAreaTriggerAI(AreaTrigger areaTrigger)
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