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[9891] Implement *_scripts for creature_movement
New field script_id in creature_movement can be filled for each waypoint point and run the corresponding script from creature_movement_scripts. Script_id can be any value and several points/creatures can share the same script (with limits of course, such as script depending on location and other factors). DB projects are advised to move current text, spells and emotes data in creature_movement fields as these fields are strictly no longer needed and may be fully removed in the future. Signed-off-by: NoFantasy <nofantasy@nf.no>
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12 changed files with 110 additions and 9 deletions
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@ -57,6 +57,7 @@ ScriptMapMap sSpellScripts;
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ScriptMapMap sGameObjectScripts;
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ScriptMapMap sEventScripts;
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ScriptMapMap sGossipScripts;
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ScriptMapMap sCreatureMovementScripts;
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bool normalizePlayerName(std::string& name)
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{
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@ -4579,6 +4580,11 @@ void ObjectMgr::LoadGossipScripts()
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// checks are done in LoadGossipMenuItems
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}
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void ObjectMgr::LoadCreatureMovementScripts()
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{
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LoadScripts(sCreatureMovementScripts, "creature_movement_scripts");
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}
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void ObjectMgr::LoadPageTexts()
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{
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sPageTextStore.Free(); // for reload case
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@ -8477,6 +8483,7 @@ void ObjectMgr::LoadDbScriptStrings()
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CheckScripts(sGameObjectScripts,ids);
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CheckScripts(sEventScripts,ids);
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CheckScripts(sGossipScripts,ids);
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CheckScripts(sCreatureMovementScripts,ids);
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sWaypointMgr.CheckTextsExistance(ids);
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