Fixes gossip scripts or points of interests of npc's with a Scriptname assigned to them.

This fixes guards in Major cities.
Thanks to Aokromes for testing.
Thanks to click for converting all the scripts to work with this change.

--HG--
branch : trunk
This commit is contained in:
Liberate
2010-08-29 00:57:51 +02:00
parent 7ad5e2ad87
commit f67441b863
84 changed files with 166 additions and 4 deletions
@@ -778,6 +778,7 @@ public:
bool OnGossipSelect(Player* pPlayer, Creature* pCreature, uint32 /*uiSender*/, uint32 uiAction)
{
pPlayer->PlayerTalkClass->ClearMenus();
if (uiAction == GOSSIP_ACTION_INFO_DEF)
{
if (Creature* pBigBadWolf = pCreature->SummonCreature(CREATURE_BIG_BAD_WOLF, 0.0f, 0.0f, 0.0f, 0.0f, TEMPSUMMON_TIMED_OR_DEAD_DESPAWN, HOUR*2*IN_MILLISECONDS))
@@ -326,6 +326,7 @@ public:
bool OnGossipSelect(Player* pPlayer, Creature* pCreature, uint32 /*uiSender*/, uint32 uiAction)
{
pPlayer->PlayerTalkClass->ClearMenus();
npc_barnesAI* pBarnesAI = CAST_AI(npc_barnes::npc_barnesAI, pCreature->AI());
switch(uiAction)
@@ -417,6 +418,7 @@ public:
bool OnGossipSelect(Player* pPlayer, Creature* /*pCreature*/, uint32 /*uiSender*/, uint32 uiAction)
{
pPlayer->PlayerTalkClass->ClearMenus();
if (uiAction == GOSSIP_ACTION_INFO_DEF + 1)
pPlayer->CastSpell(pPlayer, SPELL_TELEPORT, true);