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[10912] Move scripting related functions from ObjectMgr to ScriptMgr
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commit
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23 changed files with 1297 additions and 1185 deletions
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@ -45,6 +45,7 @@
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#include "ItemEnchantmentMgr.h"
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#include "MapManager.h"
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#include "ScriptCalls.h"
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#include "ScriptMgr.h"
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#include "CreatureAIRegistry.h"
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#include "Policies/SingletonImp.h"
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#include "BattleGroundMgr.h"
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@ -922,7 +923,7 @@ void World::SetInitialWorldSettings()
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sObjectMgr.SetDBCLocaleIndex(GetDefaultDbcLocale()); // Get once for all the locale index of DBC language (console/broadcasts)
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sLog.outString( "Loading Script Names...");
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sObjectMgr.LoadScriptNames();
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sScriptMgr.LoadScriptNames();
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sLog.outString( "Loading InstanceTemplate..." );
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sObjectMgr.LoadInstanceTemplate();
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@ -1080,10 +1081,10 @@ void World::SetInitialWorldSettings()
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sObjectMgr.LoadTavernAreaTriggers();
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sLog.outString( "Loading AreaTrigger script names..." );
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sObjectMgr.LoadAreaTriggerScripts();
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sScriptMgr.LoadAreaTriggerScripts();
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sLog.outString( "Loading event id script names..." );
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sObjectMgr.LoadEventIdScripts();
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sScriptMgr.LoadEventIdScripts();
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sLog.outString( "Loading Graveyard-zone links...");
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sObjectMgr.LoadGraveyardZones();
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@ -1150,7 +1151,7 @@ void World::SetInitialWorldSettings()
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sObjectMgr.LoadNpcTextId(); // must be after load Creature and LoadGossipText
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sLog.outString( "Loading Gossip scripts..." );
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sObjectMgr.LoadGossipScripts(); // must be before gossip menu options
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sScriptMgr.LoadGossipScripts(); // must be before gossip menu options
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sLog.outString( "Loading Gossip menus..." );
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sObjectMgr.LoadGossipMenu();
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@ -1167,7 +1168,7 @@ void World::SetInitialWorldSettings()
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sObjectMgr.LoadTrainers(); // must be after load CreatureTemplate, TrainerTemplate
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sLog.outString( "Loading Waypoint scripts..." ); // before loading from creature_movement
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sObjectMgr.LoadCreatureMovementScripts();
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sScriptMgr.LoadCreatureMovementScripts();
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sLog.outString( "Loading Waypoints..." );
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sLog.outString();
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@ -1228,16 +1229,16 @@ void World::SetInitialWorldSettings()
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///- Load and initialize scripts
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sLog.outString( "Loading Scripts..." );
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sLog.outString();
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sObjectMgr.LoadQuestStartScripts(); // must be after load Creature/Gameobject(Template/Data) and QuestTemplate
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sObjectMgr.LoadQuestEndScripts(); // must be after load Creature/Gameobject(Template/Data) and QuestTemplate
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sObjectMgr.LoadSpellScripts(); // must be after load Creature/Gameobject(Template/Data)
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sObjectMgr.LoadGameObjectScripts(); // must be after load Creature/Gameobject(Template/Data)
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sObjectMgr.LoadEventScripts(); // must be after load Creature/Gameobject(Template/Data)
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sScriptMgr.LoadQuestStartScripts(); // must be after load Creature/Gameobject(Template/Data) and QuestTemplate
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sScriptMgr.LoadQuestEndScripts(); // must be after load Creature/Gameobject(Template/Data) and QuestTemplate
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sScriptMgr.LoadSpellScripts(); // must be after load Creature/Gameobject(Template/Data)
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sScriptMgr.LoadGameObjectScripts(); // must be after load Creature/Gameobject(Template/Data)
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sScriptMgr.LoadEventScripts(); // must be after load Creature/Gameobject(Template/Data)
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sLog.outString( ">>> Scripts loaded" );
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sLog.outString();
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sLog.outString( "Loading Scripts text locales..." ); // must be after Load*Scripts calls
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sObjectMgr.LoadDbScriptStrings();
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sScriptMgr.LoadDbScriptStrings();
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sLog.outString( "Loading CreatureEventAI Texts...");
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sEventAIMgr.LoadCreatureEventAI_Texts(false); // false, will checked in LoadCreatureEventAI_Scripts
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