Core/AI: implemented SmartScripts System (still beta) not 100% complete

WARNING: Use scripts at own risk. You were warned.
NOTE0: creature, gameobject, areatrigger type scripts should be fully functional
NOTE1: has no effect on any core related stuff if not using any SmartScript
NOTE2: all event/action/etc descriptions can be found in SmartScriptMgr.h

SmartScripts is a reloadable DB-Sript system, with full control for special scripting,
like escorting, following, complex combat handling, pre-stored AI templates(caster, turret, etc) and much more
with a total of 66 events, 78 actions, 22 target types, and can be easily extended

--HG--
branch : trunk
This commit is contained in:
Rat
2010-10-27 21:01:47 +02:00
parent c9fba03da9
commit 5cb119e617
26 changed files with 5496 additions and 560 deletions
+3
View File
@@ -60,6 +60,7 @@
#include "Formulas.h"
#include "Vehicle.h"
#include "ScriptMgr.h"
#include "GameObjectAI.h"
pEffect SpellEffects[TOTAL_SPELL_EFFECTS]=
{
@@ -2649,6 +2650,8 @@ void Spell::SendLoot(uint64 guid, LootType loottype)
if (sScriptMgr.OnGossipHello(player, gameObjTarget))
return;
gameObjTarget->AI()->GossipHello(player);
switch (gameObjTarget->GetGoType())
{
case GAMEOBJECT_TYPE_DOOR: