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)
This commit is contained in:
hondacrx
2021-04-28 10:53:26 -04:00
parent 4f650d6e90
commit cb471274e8
6 changed files with 48 additions and 51 deletions
+8 -6
View File
@@ -1854,18 +1854,20 @@ namespace Game.Entities
{
case TypeId.GameObject:
{
QuestGiverStatus questStatus = questgiver.ToGameObject().GetAI().GetDialogStatus(this);
if (questStatus != QuestGiverStatus.ScriptedDefault)
return questStatus;
QuestGiverStatus? questStatus = questgiver.ToGameObject().GetAI().GetDialogStatus(this);
if (questStatus.HasValue)
return questStatus.Value;
qr = Global.ObjectMgr.GetGOQuestRelationBounds(questgiver.GetEntry());
qir = Global.ObjectMgr.GetGOQuestInvolvedRelationBounds(questgiver.GetEntry());
break;
}
case TypeId.Unit:
{
QuestGiverStatus questStatus = questgiver.ToCreature().GetAI().GetDialogStatus(this);
if (questStatus != QuestGiverStatus.ScriptedDefault)
return questStatus;
QuestGiverStatus? questStatus = questgiver.ToCreature().GetAI().GetDialogStatus(this);
if (questStatus.HasValue)
return questStatus.Value;
qr = Global.ObjectMgr.GetCreatureQuestRelationBounds(questgiver.GetEntry());
qir = Global.ObjectMgr.GetCreatureQuestInvolvedRelationBounds(questgiver.GetEntry());
break;