[7845] Implement reload support for creature eventAI tables.

Signed-off-by: VladimirMangos <vladimir@getmangos.com>
This commit is contained in:
evilstar 2009-05-18 12:24:14 +04:00 committed by VladimirMangos
parent 75d7a4c0cb
commit 4617ac1dc1
5 changed files with 52 additions and 8 deletions

View file

@ -49,6 +49,7 @@
#include "BattleGroundMgr.h"
#include "InstanceSaveMgr.h"
#include "InstanceData.h"
#include "CreatureEventAIMgr.h"
//reload commands
bool ChatHandler::HandleReloadAllCommand(const char*)
@ -57,6 +58,7 @@ bool ChatHandler::HandleReloadAllCommand(const char*)
HandleReloadAllAchievementCommand("");
HandleReloadAllAreaCommand("");
HandleReloadAllEventAICommand("");
HandleReloadAllLootCommand("");
HandleReloadAllNpcCommand("");
HandleReloadAllQuestCommand("");
@ -137,6 +139,14 @@ bool ChatHandler::HandleReloadAllScriptsCommand(const char*)
return true;
}
bool ChatHandler::HandleReloadAllEventAICommand(const char*)
{
HandleReloadEventAITextsCommand("a");
HandleReloadEventAISummonsCommand("a");
HandleReloadEventAIScriptsCommand("a");
return true;
}
bool ChatHandler::HandleReloadAllSpellCommand(const char*)
{
HandleReloadSkillDiscoveryTemplateCommand("a");
@ -614,6 +624,31 @@ bool ChatHandler::HandleReloadEventScriptsCommand(const char* arg)
return true;
}
bool ChatHandler::HandleReloadEventAITextsCommand(const char* arg)
{
sLog.outString( "Re-Loading Texts from `creature_ai_texts`...");
CreatureEAI_Mgr.LoadCreatureEventAI_Texts();
SendGlobalSysMessage("DB table `creature_ai_texts` reloaded.");
return true;
}
bool ChatHandler::HandleReloadEventAISummonsCommand(const char* arg)
{
sLog.outString( "Re-Loading Summons from `creature_ai_summons`...");
CreatureEAI_Mgr.LoadCreatureEventAI_Summons();
SendGlobalSysMessage("DB table `creature_ai_summons` reloaded.");
return true;
}
bool ChatHandler::HandleReloadEventAIScriptsCommand(const char* arg)
{
sLog.outString( "Re-Loading Scripts from `creature_ai_scripts`...");
CreatureEAI_Mgr.LoadCreatureEventAI_Scripts();
SendGlobalSysMessage("DB table `creature_ai_scripts` reloaded.");
return true;
}
bool ChatHandler::HandleReloadQuestEndScriptsCommand(const char* arg)
{
if(sWorld.IsScriptScheduled())