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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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@ -1185,6 +1185,9 @@ void World::SetInitialWorldSettings()
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sLog.outString( "Loading Trainers..." );
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sObjectMgr.LoadTrainerSpell(); // must be after load CreatureTemplate
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sLog.outString( "Loading Waypoint scripts..." ); // before loading from creature_movement
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sObjectMgr.LoadCreatureMovementScripts();
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sLog.outString( "Loading Waypoints..." );
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sLog.outString();
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sWaypointMgr.Load();
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