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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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@ -27,6 +27,7 @@
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#include "WorldPacket.h"
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#include "DBCStores.h"
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#include "ProgressBar.h"
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#include "ScriptCalls.h"
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void MapManager::LoadTransports()
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{
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@ -566,6 +567,8 @@ void Transport::DoEventIfAny(WayPointMap::value_type const& node, bool departure
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if (uint32 eventid = departure ? node.second.departureEventID : node.second.arrivalEventID)
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{
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DEBUG_FILTER_LOG(LOG_FILTER_TRANSPORT_MOVES, "Taxi %s event %u of node %u of %s (%s) path", departure ? "departure" : "arrival", eventid, node.first, GetName(), GetObjectGuid().GetString().c_str());
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GetMap()->ScriptsStart(sEventScripts, eventid, this, this);
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if (!Script->ProcessEventId(eventid, this, this, departure))
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GetMap()->ScriptsStart(sEventScripts, eventid, this, this);
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}
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}
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