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[10299] Add new script call ProcessEventId
Let script library know when some event is about to start. Event id's may be found in several sources, such as spells, GO's and transport/taxi paths. Database scripts may be prevented by returning true from script side whenever needed. If false, DB script will run like normal. New database table event_id_scripts will need a ScriptName for the event id, in same way as for example areatrigger_scripts. Signed-off-by: NoFantasy <nofantasy@nf.no>
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16 changed files with 180 additions and 11 deletions
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@ -3096,7 +3096,9 @@ void Spell::EffectSendEvent(SpellEffectIndex effectIndex)
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we do not handle a flag dropping or clicking on flag in battleground by sendevent system
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*/
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DEBUG_FILTER_LOG(LOG_FILTER_SPELL_CAST, "Spell ScriptStart %u for spellid %u in EffectSendEvent ", m_spellInfo->EffectMiscValue[effectIndex], m_spellInfo->Id);
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m_caster->GetMap()->ScriptsStart(sEventScripts, m_spellInfo->EffectMiscValue[effectIndex], m_caster, focusObject);
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if (!Script->ProcessEventId(m_spellInfo->EffectMiscValue[effectIndex], m_caster, focusObject, false))
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m_caster->GetMap()->ScriptsStart(sEventScripts, m_spellInfo->EffectMiscValue[effectIndex], m_caster, focusObject);
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}
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void Spell::EffectPowerBurn(SpellEffectIndex eff_idx)
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