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