* 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
This commit is contained in:
azazel
2010-08-20 12:19:14 +06:00
parent acc43ea47d
commit a200de3b5f
4 changed files with 134 additions and 83 deletions
+4 -25
View File
@@ -3440,34 +3440,13 @@ void Map::ScriptsProcess()
}
//Lets choose our ScriptMap map
ScriptMapMap *datamap = NULL;
switch (step.script->dataint)
{
case 1: //QUEST END SCRIPTMAP
datamap = &sQuestEndScripts;
break;
case 2: //QUEST START SCRIPTMAP
datamap = &sQuestStartScripts;
break;
case 3: //SPELLS SCRIPTMAP
datamap = &sSpellScripts;
break;
case 4: //GAMEOBJECTS SCRIPTMAP
datamap = &sGameObjectScripts;
break;
case 5: //EVENTS SCRIPTMAP
datamap = &sEventScripts;
break;
case 6: //WAYPOINTS SCRIPTMAP
datamap = &sWaypointScripts;
break;
default:
sLog.outError("SCRIPT_COMMAND_CALLSCRIPT (script id: %u) unknown scriptmap (%u) specified, skipping.", step.script->id, step.script->dataint);
break;
}
ScriptMapMap *datamap = GetScriptsMapByType(ScriptsType(step.script->dataint));
//if no scriptmap present...
if (!datamap)
{
sLog.outError("SCRIPT_COMMAND_CALLSCRIPT (script id: %u) unknown scriptmap (%u) specified, skipping.", step.script->id, step.script->dataint);
break;
}
// Insert script into schedule but do not start it
ScriptsStart(*datamap, step.script->datalong2, cTarget, NULL);