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[10935] Move script calls to ScriptMgr
- Script library presence is now optional. - Some script hooks have new names. Scripting libraries need to be adjusted accordingly. Signed-off-by: zergtmn <zerg@myisp.com>
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commit
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32 changed files with 454 additions and 435 deletions
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@ -39,7 +39,7 @@
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#include "Formulas.h"
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#include "BattleGround.h"
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#include "CreatureAI.h"
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#include "ScriptCalls.h"
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#include "ScriptMgr.h"
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#include "Util.h"
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#include "GridNotifiers.h"
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#include "GridNotifiersImpl.h"
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@ -1903,7 +1903,7 @@ void Aura::TriggerSpell()
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{
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if (Unit* caster = GetCaster())
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{
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if (triggerTarget->GetTypeId() != TYPEID_UNIT || !Script->EffectDummyCreature(caster, GetId(), GetEffIndex(), (Creature*)triggerTarget))
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if (triggerTarget->GetTypeId() != TYPEID_UNIT || !sScriptMgr.OnEffectDummy(caster, GetId(), GetEffIndex(), (Creature*)triggerTarget))
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sLog.outError("Aura::TriggerSpell: Spell %u have 0 in EffectTriggered[%d], not handled custom case?",GetId(),GetEffIndex());
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}
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}
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@ -2804,7 +2804,7 @@ void Aura::HandleAuraDummy(bool apply, bool Real)
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// script has to "handle with care", only use where data are not ok to use in the above code.
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if (target->GetTypeId() == TYPEID_UNIT)
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Script->EffectAuraDummy(this, apply);
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sScriptMgr.OnAuraDummy(this, apply);
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}
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void Aura::HandleAuraMounted(bool apply, bool Real)
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