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[11663] Check at EventAI scripts load diff reqs for event ai real call
* Script existence <-> `creature_template`.`AIName`="EventAI" * In strict DB check mode: script existence conflict with setting `creature_template`.`ScriptName`
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2 changed files with 18 additions and 1 deletions
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@ -815,6 +815,23 @@ void CreatureEventAIMgr::LoadCreatureEventAI_Scripts()
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delete result;
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// post check
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for (uint32 i = 1; i < sCreatureStorage.MaxEntry; ++i)
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{
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if (CreatureInfo const* cInfo = sCreatureStorage.LookupEntry<CreatureInfo>(i))
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{
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bool ainame = strcmp(cInfo->AIName, "EventAI") == 0;
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bool hasevent = m_CreatureEventAI_Event_Map.find(i) != m_CreatureEventAI_Event_Map.end();
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if (ainame && !hasevent)
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sLog.outErrorDb("CreatureEventAI: EventAI not has script for creature entry (%u), but AIName = '%s'.", i, cInfo->AIName);
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else if (!ainame && hasevent)
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sLog.outErrorDb("CreatureEventAI: EventAI has script for creature entry (%u), but AIName = '%s' instead 'EventAI'.", i, cInfo->AIName);
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if (hasevent && cInfo->ScriptID && !sLog.HasLogFilter(LOG_FILTER_DB_STRICTED_CHECK))
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sLog.outErrorDb("CreatureEventAI: EventAI has script for creature entry (%u), but it have associated library script: %s.", i, sScriptMgr.GetScriptName(cInfo->ScriptID));
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}
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}
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CheckUnusedAITexts();
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CheckUnusedAISummons();
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@ -1,4 +1,4 @@
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#ifndef __REVISION_NR_H__
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#define __REVISION_NR_H__
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#define REVISION_NR "11662"
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#define REVISION_NR "11663"
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#endif // __REVISION_NR_H__
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