*Use EventAI as default AIName for creatures without an AIName but with eventai scripts.
--HG-- branch : trunk
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@@ -545,8 +545,21 @@ void CreatureEventAIMgr::LoadCreatureEventAI_Scripts()
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m_CreatureEventAI_Event_Map[creature_id].push_back(temp);
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m_CreatureEventAI_Event_Map[creature_id].push_back(temp);
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++Count;
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++Count;
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if(cInfo->AIName == "")
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if(!cInfo->AIName || !cInfo->AIName[0])
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const_cast<CreatureInfo*>(cInfo)->AIName = "EventAI";
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{
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//sLog.outErrorDb("CreatureEventAI: Creature Entry %u has EventAI script but its AIName is empty. Set to EventAI as default.", cInfo->Entry);
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size_t len = strlen("EventAI")+1;
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const_cast<CreatureInfo*>(cInfo)->AIName = new char[len];
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strncpy(const_cast<char*>(cInfo->AIName), "EventAI", len);
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}
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if(strcmp(cInfo->AIName, "EventAI"))
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{
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//sLog.outErrorDb("CreatureEventAI: Creature Entry %u has EventAI script but it has AIName %s. EventAI script will be overriden.", cInfo->Entry, cInfo->AIName);
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}
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if(cInfo->ScriptID)
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{
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//sLog.outErrorDb("CreatureEventAI: Creature Entry %u has EventAI script but it also has C++ script. EventAI script will be overriden.", cInfo->Entry);
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}
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} while (result->NextRow());
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} while (result->NextRow());
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delete result;
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delete result;
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