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[8923] Restructure gossip menus and make it possible to build selections by database
As result, gossip for GO is now possible. Moved related data structures and remove useless from code. Please note that after some time, table npc_gossip will be fully removed (use menuId in _template in relation to gossip_menu as replacement). Special thanks to GriffonHeart for help with research, discussions and ideas of code and thanks to Vladimir for helpful input. Signed-off-by: NoFantasy <nofantasy@nf.no>
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19 changed files with 689 additions and 455 deletions
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@ -110,7 +110,7 @@ Unit(), i_AI(NULL),
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lootForPickPocketed(false), lootForBody(false), m_groupLootTimer(0), lootingGroupLeaderGUID(0),
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m_lootMoney(0), m_lootRecipient(0),
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m_deathTimer(0), m_respawnTime(0), m_respawnDelay(25), m_corpseDelay(60), m_respawnradius(0.0f),
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m_gossipOptionLoaded(false), m_isPet(false), m_isVehicle(false), m_isTotem(false),
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m_isPet(false), m_isVehicle(false), m_isTotem(false),
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m_defaultMovementType(IDLE_MOTION_TYPE), m_DBTableGuid(0), m_equipmentId(0),
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m_AlreadyCallAssistance(false), m_AlreadySearchedAssistance(false),
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m_regenHealth(true), m_AI_locked(false), m_isDeadByDefault(false), m_meleeDamageSchoolMask(SPELL_SCHOOL_MASK_NORMAL),
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@ -744,21 +744,6 @@ bool Creature::isCanTrainingAndResetTalentsOf(Player* pPlayer) const
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&& pPlayer->getClass() == GetCreatureInfo()->trainer_class;
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}
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void Creature::LoadGossipOptions()
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{
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if(m_gossipOptionLoaded)
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return;
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uint32 npcflags=GetUInt32Value(UNIT_NPC_FLAGS);
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CacheNpcOptionList const& noList = sObjectMgr.GetNpcOptions ();
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for (CacheNpcOptionList::const_iterator i = noList.begin (); i != noList.end (); ++i)
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if(i->NpcFlag & npcflags)
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addGossipOption(*i);
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m_gossipOptionLoaded = true;
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}
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void Creature::AI_SendMoveToPacket(float x, float y, float z, uint32 time, MonsterMovementFlags flags, uint8 type)
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{
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/* uint32 timeElap = getMSTime();
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