Core/Scripts: Split OnCreatureCreate() and OnGameObjectCreate() into two virtual functions each.
Note to scripters: be aware that you will need to hook into the Remove functions if you want to do stuff at GO/creature removal. Closes issue 5011. --HG-- branch : trunk
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@@ -98,34 +98,34 @@ public:
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uiTimer = 0;
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}
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void OnCreatureCreate(Creature* pCreature, bool /*add*/)
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void OnCreatureCreate(Creature* creature)
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{
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switch(pCreature->GetEntry())
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switch(creature->GetEntry())
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{
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case NPC_ASH: uiAshGUID = pCreature->GetGUID(); break;
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case NPC_ADA: uiAdaGUID = pCreature->GetGUID(); break;
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case NPC_ARCHMAGE_ARUGAL: uiArchmageArugalGUID = pCreature->GetGUID(); break;
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case NPC_ASH: uiAshGUID = creature->GetGUID(); break;
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case NPC_ADA: uiAdaGUID = creature->GetGUID(); break;
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case NPC_ARCHMAGE_ARUGAL: uiArchmageArugalGUID = creature->GetGUID(); break;
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}
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}
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void OnGameObjectCreate(GameObject* pGo, bool /*add*/)
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void OnGameObjectCreate(GameObject* go)
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{
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switch(pGo->GetEntry())
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switch(go->GetEntry())
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{
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case GO_COURTYARD_DOOR:
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DoorCourtyardGUID = pGo->GetGUID();
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DoorCourtyardGUID = go->GetGUID();
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if (m_auiEncounter[0] == DONE)
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HandleGameObject(NULL, true, pGo);
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HandleGameObject(NULL, true, go);
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break;
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case GO_SORCERER_DOOR:
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DoorSorcererGUID = pGo->GetGUID();
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DoorSorcererGUID = go->GetGUID();
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if (m_auiEncounter[2] == DONE)
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HandleGameObject(NULL, true, pGo);
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HandleGameObject(NULL, true, go);
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break;
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case GO_ARUGAL_DOOR:
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DoorArugalGUID = pGo->GetGUID();
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DoorArugalGUID = go->GetGUID();
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if (m_auiEncounter[3] == DONE)
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HandleGameObject(NULL, true, pGo);
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HandleGameObject(NULL, true, go);
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break;
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}
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}
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