Scripts/SmartAI: SetData now has an invoker (if the setting is done b…

…y something using SmartAI).

Also, some refactors.
This commit is contained in:
Aokromes committed 2018-09-03 14:25:57 +02:00
1 parent dda4a2f8d7
commit 48dd914478
5 files changed
+54 -24

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@@ -759,9 +759,9 @@ uint32 SmartAI::GetData(uint32 /*id*/) const
return 0;
}
void SmartAI::SetData(uint32 id, uint32 value)
void SmartAI::SetData(uint32 id, uint32 value, Unit* invoker)
{
GetScript()->ProcessEventsFor(SMART_EVENT_DATA_SET, nullptr, id, value);
GetScript()->ProcessEventsFor(SMART_EVENT_DATA_SET, invoker, id, value);
}
void SmartAI::SetGUID(ObjectGuid const& /*guid*/, int32 /*id*/) { }
@@ -1024,9 +1024,9 @@ void SmartGameObjectAI::Destroyed(Player* player, uint32 eventId)
GetScript()->ProcessEventsFor(SMART_EVENT_DEATH, player, eventId, 0, false, nullptr, me);
}
void SmartGameObjectAI::SetData(uint32 id, uint32 value)
void SmartGameObjectAI::SetData(uint32 id, uint32 value, Unit* invoker)
{
GetScript()->ProcessEventsFor(SMART_EVENT_DATA_SET, nullptr, id, value);
GetScript()->ProcessEventsFor(SMART_EVENT_DATA_SET, invoker, id, value);
}
void SmartGameObjectAI::SetScript9(SmartScriptHolder& e, uint32 entry, Unit* invoker)