Core/Creature: Added possibility to give creatures multiple gossip menu ids and control them via conditions
Port From (https://github.com/TrinityCore/TrinityCore/commit/36044a9470e9c39a71916e908ab6cf4f95677793)
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@@ -28,7 +28,7 @@ namespace Game.Entities
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bool _isMissingCanSwimFlagOutOfCombat;
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uint? _gossipMenuId;
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uint _gossipMenuId;
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uint? _trainerId;
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public ulong m_PlayerDamageReq;
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@@ -1140,13 +1140,10 @@ namespace Game.Entities
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public uint GetGossipMenuId()
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{
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if (_gossipMenuId.HasValue)
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return _gossipMenuId.Value;
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return GetCreatureTemplate().GossipMenuId;
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return _gossipMenuId;
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}
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public void SetGossipMenuId(uint? gossipMenuId)
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public void SetGossipMenuId(uint gossipMenuId)
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{
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_gossipMenuId = gossipMenuId;
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}
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@@ -21,7 +21,7 @@ namespace Game.Entities
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public string SubName;
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public string TitleAlt;
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public string IconName;
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public uint GossipMenuId;
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public List<uint> GossipMenuIds = new();
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public Dictionary<Difficulty, CreatureLevelScaling> scalingStorage = new();
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public int HealthScalingExpansion;
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public uint RequiredExpansion;
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