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
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@@ -60,6 +60,7 @@
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#include "Formulas.h"
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#include "Vehicle.h"
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#include "ScriptMgr.h"
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#include "GameObjectAI.h"
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pEffect SpellEffects[TOTAL_SPELL_EFFECTS]=
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{
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@@ -2649,6 +2650,8 @@ void Spell::SendLoot(uint64 guid, LootType loottype)
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if (sScriptMgr.OnGossipHello(player, gameObjTarget))
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return;
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gameObjTarget->AI()->GossipHello(player);
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switch (gameObjTarget->GetGoType())
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{
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case GAMEOBJECT_TYPE_DOOR:
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