Game/Scripting: Add OnPlayerRepop hook
Called when a player presses release when he died
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@@ -4734,6 +4734,9 @@ void Player::BuildPlayerRepop()
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// set and clear other
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SetByteValue(UNIT_FIELD_BYTES_1, UNIT_BYTES_1_OFFSET_ANIM_TIER, UNIT_BYTE1_FLAG_ALWAYS_STAND);
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// OnPlayerRepop hook
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sScriptMgr->OnPlayerRepop(this);
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}
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void Player::ResurrectPlayer(float restore_percent, bool applySickness)
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@@ -2158,6 +2158,11 @@ void ScriptMgr::OnQuestStatusChange(Player* player, uint32 questId)
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FOREACH_SCRIPT(PlayerScript)->OnQuestStatusChange(player, questId);
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}
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void ScriptMgr::OnPlayerRepop(Player* player)
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{
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FOREACH_SCRIPT(PlayerScript)->OnPlayerRepop(player);
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}
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// Account
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void ScriptMgr::OnAccountLogin(uint32 accountId)
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{
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@@ -740,6 +740,9 @@ class TC_GAME_API PlayerScript : public UnitScript
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// Called after a player's quest status has been changed
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virtual void OnQuestStatusChange(Player* /*player*/, uint32 /*questId*/) { }
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// Called when a player presses release when he died
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virtual void OnPlayerRepop(Player* /*player*/) { }
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};
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class TC_GAME_API AccountScript : public ScriptObject
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@@ -1070,6 +1073,7 @@ class TC_GAME_API ScriptMgr
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void OnPlayerBindToInstance(Player* player, Difficulty difficulty, uint32 mapid, bool permanent, uint8 extendState);
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void OnPlayerUpdateZone(Player* player, uint32 newZone, uint32 newArea);
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void OnQuestStatusChange(Player* player, uint32 questId);
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void OnPlayerRepop(Player* player);
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public: /* AccountScript */
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