Core
* Cleanup in LoadScripts method and related stuff (use enum instead of string to differentiate between script maps) * Fix creation of id and sanity checks for spell_scripts. Should fix warnings about missing spells with id > 65535 --HG-- branch : trunk
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@@ -3440,34 +3440,13 @@ void Map::ScriptsProcess()
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}
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//Lets choose our ScriptMap map
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ScriptMapMap *datamap = NULL;
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switch (step.script->dataint)
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{
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case 1: //QUEST END SCRIPTMAP
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datamap = &sQuestEndScripts;
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break;
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case 2: //QUEST START SCRIPTMAP
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datamap = &sQuestStartScripts;
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break;
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case 3: //SPELLS SCRIPTMAP
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datamap = &sSpellScripts;
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break;
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case 4: //GAMEOBJECTS SCRIPTMAP
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datamap = &sGameObjectScripts;
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break;
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case 5: //EVENTS SCRIPTMAP
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datamap = &sEventScripts;
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break;
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case 6: //WAYPOINTS SCRIPTMAP
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datamap = &sWaypointScripts;
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break;
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default:
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sLog.outError("SCRIPT_COMMAND_CALLSCRIPT (script id: %u) unknown scriptmap (%u) specified, skipping.", step.script->id, step.script->dataint);
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break;
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}
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ScriptMapMap *datamap = GetScriptsMapByType(ScriptsType(step.script->dataint));
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//if no scriptmap present...
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if (!datamap)
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{
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sLog.outError("SCRIPT_COMMAND_CALLSCRIPT (script id: %u) unknown scriptmap (%u) specified, skipping.", step.script->id, step.script->dataint);
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break;
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}
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// Insert script into schedule but do not start it
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ScriptsStart(*datamap, step.script->datalong2, cTarget, NULL);
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