Core/GameObject: Refactored destructible building handling, properly implemented spell effect repair

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Shauren committed 2011-07-22 21:22:05 +02:00
1 parent 0a4f18fab3
commit 74e2d981ac
15 files changed
+387 -359

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