Core/GameObject: Refactored destructible building handling, properly implemented spell effect repair
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@@ -465,9 +465,9 @@ class GameObjectScript : public ScriptObject, public UpdatableScript<GameObject>
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virtual uint32 GetDialogStatus(Player* /*player*/, GameObject* /*go*/) { return 100; }
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// Called when the gameobject is destroyed (destructible buildings only).
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virtual void OnDestroyed(GameObject* /*go*/, Player* /*player*/, uint32 /*eventId*/) { }
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virtual void OnDestroyed(GameObject* /*go*/, Player* /*player*/) { }
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// Called when the gameobject is damaged (destructible buildings only).
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virtual void OnDamaged(GameObject* /*go*/, Player* /*player*/, uint32 /*eventId*/) { }
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virtual void OnDamaged(GameObject* /*go*/, Player* /*player*/) { }
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};
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class AreaTriggerScript : public ScriptObject
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@@ -865,8 +865,8 @@ class ScriptMgr
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bool OnQuestAccept(Player* player, GameObject* go, Quest const* quest);
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bool OnQuestReward(Player* player, GameObject* go, Quest const* quest, uint32 opt);
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uint32 GetDialogStatus(Player* player, GameObject* go);
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void OnGameObjectDestroyed(GameObject* go, Player* player, uint32 eventId);
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void OnGameObjectDamaged(GameObject* go, Player* player, uint32 eventId);
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void OnGameObjectDestroyed(GameObject* go, Player* player);
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void OnGameObjectDamaged(GameObject* go, Player* player);
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void OnGameObjectUpdate(GameObject* go, uint32 diff);
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public: /* AreaTriggerScript */
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