Remove reportUse parameter on GameObjectAI::GossipHello and give it its own event.
Ported from 3.3.5
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@@ -291,7 +291,7 @@ class go_corkis_prison : public GameObjectScript
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{
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go_corkis_prisonAI(GameObject* go) : GameObjectAI(go) { }
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bool GossipHello(Player* player, bool /*reportUse*/) override
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bool GossipHello(Player* player) override
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{
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me->SetGoState(GO_STATE_READY);
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if (me->GetEntry() == GO_CORKIS_PRISON)
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@@ -609,7 +609,7 @@ class go_warmaul_prison : public GameObjectScript
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{
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go_warmaul_prisonAI(GameObject* go) : GameObjectAI(go) { }
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bool GossipHello(Player* player, bool /*reportUse*/) override
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bool GossipHello(Player* player) override
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{
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me->UseDoorOrButton();
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if (player->GetQuestStatus(QUEST_FINDING_THE_SURVIVORS) != QUEST_STATUS_INCOMPLETE)
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