[11989] Add support to call spell_scripts in more cases

* Support to script Dummy spells with spell_scripts
* Support to script TriggerSpell spells which have no existing triggered spell
Note that the order which spell-effect actually triggers the DB script is well-defined (SCRIPT_EFFECT before DUMMY before other)

Signed-off-by: Schmoozerd <schmoozerd@scriptdev2.com>
This commit is contained in:
Schmoozerd 2012-05-08 17:28:30 +02:00
parent dd1d913ff2
commit 83d7d86255
9 changed files with 86 additions and 22 deletions

View file

@ -1606,12 +1606,12 @@ void BattleGroundMap::UnloadAll(bool pForce)
}
/// Put scripts in the execution queue
void Map::ScriptsStart(ScriptMapMapName const& scripts, uint32 id, Object* source, Object* target)
bool Map::ScriptsStart(ScriptMapMapName const& scripts, uint32 id, Object* source, Object* target)
{
///- Find the script map
ScriptMapMap::const_iterator s = scripts.second.find(id);
if (s == scripts.second.end())
return;
return false;
// prepare static data
ObjectGuid sourceGuid = source->GetObjectGuid();
@ -1634,6 +1634,8 @@ void Map::ScriptsStart(ScriptMapMapName const& scripts, uint32 id, Object* sourc
///- If one of the effects should be immediate, launch the script execution
if (immedScript)
ScriptsProcess();
return true;
}
void Map::ScriptCommandStart(ScriptInfo const& script, uint32 delay, Object* source, Object* target)