Core/SmartAI: allow SMART_ACTION_SEND_GOSSIP_MENU to override default gossip
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@@ -73,6 +73,8 @@ SmartAI::SmartAI(Creature* c) : CreatureAI(c)
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mJustReset = false;
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mConditionsTimer = 0;
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mHasConditions = sConditionMgr->HasConditionsForNotGroupedEntry(CONDITION_SOURCE_TYPE_CREATURE_TEMPLATE_VEHICLE, c->GetEntry());
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_gossipReturn = false;
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}
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bool SmartAI::IsAIControlled() const
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@@ -797,14 +799,16 @@ void SmartAI::SetEvadeDisabled(bool disable)
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bool SmartAI::GossipHello(Player* player)
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{
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_gossipReturn = false;
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GetScript()->ProcessEventsFor(SMART_EVENT_GOSSIP_HELLO, player);
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return false;
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return _gossipReturn;
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}
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bool SmartAI::GossipSelect(Player* player, uint32 menuId, uint32 gossipListId)
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{
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_gossipReturn = false;
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GetScript()->ProcessEventsFor(SMART_EVENT_GOSSIP_SELECT, player, menuId, gossipListId);
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return false;
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return _gossipReturn;
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}
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bool SmartAI::GossipSelectCode(Player* /*player*/, uint32 /*menuId*/, uint32 /*gossipListId*/, const char* /*code*/)
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@@ -975,9 +979,9 @@ void SmartGameObjectAI::Reset()
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// Called when a player opens a gossip dialog with the gameobject.
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bool SmartGameObjectAI::GossipHello(Player* player)
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{
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TC_LOG_DEBUG("scripts.ai", "SmartGameObjectAI::GossipHello");
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_gossipReturn = false;
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GetScript()->ProcessEventsFor(SMART_EVENT_GOSSIP_HELLO, player, 0, 0, false, nullptr, me);
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return false;
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return _gossipReturn;
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}
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bool SmartGameObjectAI::OnReportUse(Player* player)
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@@ -990,8 +994,9 @@ bool SmartGameObjectAI::OnReportUse(Player* player)
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// Called when a player selects a gossip item in the gameobject's gossip menu.
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bool SmartGameObjectAI::GossipSelect(Player* player, uint32 menuId, uint32 gossipListId)
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{
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_gossipReturn = false;
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GetScript()->ProcessEventsFor(SMART_EVENT_GOSSIP_SELECT, player, menuId, gossipListId, false, nullptr, me);
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return false;
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return _gossipReturn;
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}
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// Called when a player selects a gossip with a code in the gameobject's gossip menu.
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