Core/Scripts: unified scripted gossip/quest api
Port From (https://github.com/TrinityCore/TrinityCore/commit/6604849716bc73d82a4cdbf8c66bb188086ceae4)
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@@ -194,22 +194,34 @@ namespace Scripts.Northrend.Nexus.Nexus
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{
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public containment_sphere() : base("containment_sphere") { }
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public override bool OnGossipHello(Player player, GameObject go)
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class containment_sphereAI : GameObjectAI
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{
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InstanceScript instance = go.GetInstanceScript();
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Creature pKeristrasza = ObjectAccessor.GetCreature(go, instance.GetGuidData(DataTypes.Keristrasza));
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if (pKeristrasza && pKeristrasza.IsAlive())
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public containment_sphereAI(GameObject go) : base(go)
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{
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// maybe these are hacks :(
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go.AddFlag(GameObjectFlags.NotSelectable);
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go.SetGoState(GameObjectState.Active);
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((boss_keristrasza)pKeristrasza.GetAI()).CheckContainmentSpheres(true);
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instance = go.GetInstanceScript();
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}
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return true;
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public override bool GossipHello(Player player, bool reportUse)
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{
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Creature pKeristrasza = ObjectAccessor.GetCreature(me, instance.GetGuidData(DataTypes.Keristrasza));
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if (pKeristrasza && pKeristrasza.IsAlive())
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{
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// maybe these are hacks :(
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me.AddFlag(GameObjectFlags.NotSelectable);
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me.SetGoState(GameObjectState.Active);
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((boss_keristrasza)pKeristrasza.GetAI()).CheckContainmentSpheres(true);
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}
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return true;
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}
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InstanceScript instance;
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}
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public override GameObjectAI GetAI(GameObject go)
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{
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return GetInstanceAI<containment_sphereAI>(go);
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}
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}
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[Script]
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