Core/Gossip: Gossip menu items will now have constant index, allowing to properly define scripts relying on that index when mixed with conditions. Script-created menus via ADD_GOSSIP_ITEM will still have the index generated dynamically

This commit is contained in:
Shauren
2011-05-26 23:57:17 +02:00
parent f91136b949
commit 0ad14aeafd
16 changed files with 587 additions and 653 deletions
@@ -79,13 +79,13 @@ enum eTradeskill
// d - Action (identifys this Menu Item)
// e - Text to be displayed in pop up box
// f - Money value in pop up box
#define ADD_GOSSIP_ITEM(a, b, c, d) PlayerTalkClass->GetGossipMenu().AddMenuItem(a, b, c, d, "", 0)
#define ADD_GOSSIP_ITEM_EXTENDED(a, b, c, d, e, f, g) PlayerTalkClass->GetGossipMenu().AddMenuItem(a, b, c, d, e, f, g)
#define ADD_GOSSIP_ITEM(a, b, c, d) PlayerTalkClass->GetGossipMenu().AddMenuItem(-1, a, b, c, d, "", 0)
#define ADD_GOSSIP_ITEM_EXTENDED(a, b, c, d, e, f, g) PlayerTalkClass->GetGossipMenu().AddMenuItem(-1, a, b, c, d, e, f, g)
// This fuction Sends the current menu to show to client, a - NPCTEXTID(uint32) , b - npc guid(uint64)
#define SEND_GOSSIP_MENU(a, b) PlayerTalkClass->SendGossipMenu(a, b)
// Closes the Menu
#define CLOSE_GOSSIP_MENU() PlayerTalkClass->CloseGossip()
#define CLOSE_GOSSIP_MENU() PlayerTalkClass->SendCloseGossip()
#endif