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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@@ -491,43 +491,11 @@ namespace Game.AI
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public virtual void HealDone(Unit to, uint addhealth) { }
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public virtual void SpellInterrupted(uint spellId, uint unTimeMs) { }
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/// <summary>
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/// Called when a player opens a gossip dialog with the creature.
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/// </summary>
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public virtual bool GossipHello(Player player) { return false; }
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/// <summary>
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/// Called when a player selects a gossip item in the creature's gossip menu.
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/// </summary>
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public virtual bool GossipSelect(Player player, uint menuId, uint gossipListId) { return false; }
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/// <summary>
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/// Called when a player selects a gossip with a code in the creature's gossip menu.
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/// </summary>
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public virtual bool GossipSelectCode(Player player, uint menuId, uint gossipListId, string code) { return false; }
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/// <summary>
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/// Called when a player accepts a quest from the creature.
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/// </summary>
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public virtual void QuestAccept(Player player, Quest quest) { }
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/// <summary>
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/// Called when a player completes a quest and is rewarded, opt is the selected item's index or 0
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/// </summary>
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public virtual void QuestReward(Player player, Quest quest, uint opt)
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{
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QuestReward(player, quest, LootItemType.Item, opt);
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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 a game event starts or ends
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/// </summary>
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public virtual void OnGameEvent(bool start, ushort eventId) { }
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// Called when the dialog status between a player and the creature is requested.
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public virtual QuestGiverStatus GetDialogStatus(Player player) { return QuestGiverStatus.ScriptedDefault; }
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public virtual void WaypointPathStarted(uint nodeId, uint pathId) { }
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public virtual void WaypointStarted(uint nodeId, uint pathId) { }
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