[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>
This commit is contained in:
zergtmn 2010-12-29 21:48:06 +05:00
parent 918e646ca2
commit ec6089bbd8
32 changed files with 454 additions and 435 deletions

View file

@ -23,6 +23,7 @@
#include "World.h"
#include "Database/DatabaseEnv.h"
#include "Config/Config.h"
#include "Platform/Define.h"
#include "SystemConfig.h"
#include "Log.h"
#include "Opcodes.h"
@ -44,7 +45,6 @@
#include "LootMgr.h"
#include "ItemEnchantmentMgr.h"
#include "MapManager.h"
#include "ScriptCalls.h"
#include "ScriptMgr.h"
#include "CreatureAIRegistry.h"
#include "Policies/SingletonImp.h"
@ -1250,11 +1250,7 @@ void World::SetInitialWorldSettings()
sEventAIMgr.LoadCreatureEventAI_Scripts();
sLog.outString( "Initializing Scripts..." );
if(!LoadScriptingModule())
{
Log::WaitBeforeContinueIfNeed();
exit(1); // Error message displayed in function already
}
sScriptMgr.LoadScriptLibrary(MANGOS_SCRIPT_NAME);
///- Initialize game time and timers
sLog.outString( "DEBUG:: Initialize game time and timers" );