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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@@ -153,7 +153,7 @@ namespace Game
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_player.PlayerTalkClass.ClearMenus();
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if (!unit.GetAI().OnGossipHello(_player))
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{
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GetPlayer().PrepareGossipMenu(unit, unit.GetGossipMenuId(), true);
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GetPlayer().PrepareGossipMenu(unit, _player.GetGossipMenuForSource(unit), true);
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GetPlayer().SendPreparedGossip(unit);
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}
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}
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@@ -68,7 +68,7 @@ namespace Game
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if (creature.GetAI().OnGossipHello(_player))
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return;
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GetPlayer().PrepareGossipMenu(creature, creature.GetGossipMenuId(), true);
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GetPlayer().PrepareGossipMenu(creature, _player.GetGossipMenuForSource(creature), true);
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GetPlayer().SendPreparedGossip(creature);
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}
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