Core/AI: Kick Gossip functions upstairs, from UnitAI to CreatureAI - they only make sense for Creatures anyway.
Port From (https://github.com/TrinityCore/TrinityCore/commit/0aed5a35efd0305c1c3046430a1b348f2049a1c5)
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@@ -47,6 +47,11 @@ namespace Game.AI
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public virtual void SetGUID(ObjectGuid guid, int id = 0) { }
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public virtual ObjectGuid GetGUID(int id = 0) { return ObjectGuid.Empty; }
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/// <summary>
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/// Called when the dialog status between a player and the gameobject is requested.
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/// </summary>
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public virtual QuestGiverStatus? GetDialogStatus(Player player) { return null; }
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/// <summary>
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/// Called when a player opens a gossip dialog with the gameobject.
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/// </summary>
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@@ -76,11 +81,6 @@ namespace Game.AI
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}
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public virtual void QuestReward(Player player, Quest quest, LootItemType type, uint opt) { }
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/// <summary>
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/// Called when the dialog status between a player and the gameobject is requested.
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/// </summary>
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public virtual QuestGiverStatus GetDialogStatus(Player player) { return QuestGiverStatus.ScriptedDefault; }
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// Called when a Player clicks a GameObject, before GossipHello
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// prevents achievement tracking if returning true
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public virtual bool OnReportUse(Player player) { return false; }
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