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https://github.com/azerothcore/mod-ale
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Eluna: Remove on quest end hook because it doesnt function correctly and there is a replacement
This commit is contained in:
40
HookMgr.cpp
40
HookMgr.cpp
@@ -1403,16 +1403,16 @@ bool Eluna::OnQuestAccept(Player* pPlayer, Creature* pCreature, Quest const* pQu
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return true;
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}
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bool Eluna::OnQuestComplete(Player* pPlayer, Creature* pCreature, Quest const* pQuest)
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{
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ENTRY_BEGIN(CreatureEventBindings, pCreature->GetEntry(), CREATURE_EVENT_ON_QUEST_COMPLETE, return false);
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Push(L, pPlayer);
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Push(L, pCreature);
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Push(L, pQuest);
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ENTRY_EXECUTE(0);
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ENDCALL();
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return true;
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}
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//bool Eluna::OnQuestComplete(Player* pPlayer, Creature* pCreature, Quest const* pQuest)
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//{
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// ENTRY_BEGIN(CreatureEventBindings, pCreature->GetEntry(), CREATURE_EVENT_ON_QUEST_COMPLETE, return false);
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// Push(L, pPlayer);
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// Push(L, pCreature);
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// Push(L, pQuest);
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// ENTRY_EXECUTE(0);
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// ENDCALL();
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// return true;
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//}
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bool Eluna::OnQuestReward(Player* pPlayer, Creature* pCreature, Quest const* pQuest)
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{
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@@ -1822,16 +1822,16 @@ bool Eluna::OnQuestAccept(Player* pPlayer, GameObject* pGameObject, Quest const*
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return true;
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}
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bool Eluna::OnQuestComplete(Player* pPlayer, GameObject* pGameObject, Quest const* pQuest)
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{
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ENTRY_BEGIN(GameObjectEventBindings, pGameObject->GetEntry(), GAMEOBJECT_EVENT_ON_QUEST_COMPLETE, return false);
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Push(L, pPlayer);
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Push(L, pGameObject);
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Push(L, pQuest);
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ENTRY_EXECUTE(0);
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ENDCALL();
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return true;
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}
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//bool Eluna::OnQuestComplete(Player* pPlayer, GameObject* pGameObject, Quest const* pQuest)
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//{
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// ENTRY_BEGIN(GameObjectEventBindings, pGameObject->GetEntry(), GAMEOBJECT_EVENT_ON_QUEST_COMPLETE, return false);
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// Push(L, pPlayer);
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// Push(L, pGameObject);
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// Push(L, pQuest);
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// ENTRY_EXECUTE(0);
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// ENDCALL();
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// return true;
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//}
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void Eluna::UpdateAI(GameObject* pGameObject, uint32 diff)
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{
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@@ -226,7 +226,7 @@ namespace HookMgr
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CREATURE_EVENT_ON_DUMMY_EFFECT = 30, // (event, caster, spellid, effindex, creature)
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CREATURE_EVENT_ON_QUEST_ACCEPT = 31, // (event, player, creature, quest)
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// UNUSED = 32, // (event, creature)
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CREATURE_EVENT_ON_QUEST_COMPLETE = 33, // (event, player, creature, quest)
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// CREATURE_EVENT_ON_QUEST_COMPLETE = 33, // (event, player, creature, quest) Decapreted, use CREATURE_EVENT_ON_QUEST_REWARD
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CREATURE_EVENT_ON_QUEST_REWARD = 34, // (event, player, creature, quest, opt)
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CREATURE_EVENT_ON_DIALOG_STATUS = 35, // (event, player, creature)
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CREATURE_EVENT_ON_ADD = 36, // (event, creature)
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@@ -247,7 +247,7 @@ namespace HookMgr
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GAMEOBJECT_EVENT_ON_DAMAGED = 8, // (event, go, player)
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GAMEOBJECT_EVENT_ON_LOOT_STATE_CHANGE = 9, // (event, go, state)
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GAMEOBJECT_EVENT_ON_GO_STATE_CHANGED = 10, // (event, go, state)
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GAMEOBJECT_EVENT_ON_QUEST_COMPLETE = 11, // (event, player, go, quest)
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// GAMEOBJECT_EVENT_ON_QUEST_COMPLETE = 11, // (event, player, go, quest) Decapreted, use GAMEOBJECT_EVENT_ON_QUEST_COMPLETE
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GAMEOBJECT_EVENT_ON_ADD = 12, // (event, gameobject)
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GAMEOBJECT_EVENT_ON_REMOVE = 13, // (event, gameobject)
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GAMEOBJECT_EVENT_COUNT
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@@ -219,7 +219,7 @@ public:
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bool OnGossipSelect(Player* pPlayer, Creature* pCreature, uint32 sender, uint32 action);
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bool OnGossipSelectCode(Player* pPlayer, Creature* pCreature, uint32 sender, uint32 action, const char* code);
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bool OnQuestAccept(Player* pPlayer, Creature* pCreature, Quest const* pQuest);
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bool OnQuestComplete(Player* pPlayer, Creature* pCreature, Quest const* pQuest);
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//bool OnQuestComplete(Player* pPlayer, Creature* pCreature, Quest const* pQuest);
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bool OnQuestReward(Player* pPlayer, Creature* pCreature, Quest const* pQuest);
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uint32 GetDialogStatus(Player* pPlayer, Creature* pCreature);
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void OnSummoned(Creature* creature, Unit* summoner);
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@@ -230,7 +230,7 @@ public:
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bool OnGossipSelect(Player* pPlayer, GameObject* pGameObject, uint32 sender, uint32 action);
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bool OnGossipSelectCode(Player* pPlayer, GameObject* pGameObject, uint32 sender, uint32 action, const char* code);
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bool OnQuestAccept(Player* pPlayer, GameObject* pGameObject, Quest const* pQuest);
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bool OnQuestComplete(Player* pPlayer, GameObject* pGameObject, Quest const* pQuest);
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//bool OnQuestComplete(Player* pPlayer, GameObject* pGameObject, Quest const* pQuest);
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bool OnQuestReward(Player* pPlayer, GameObject* pGameObject, Quest const* pQuest);
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uint32 GetDialogStatus(Player* pPlayer, GameObject* pGameObject);
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#ifndef CLASSIC
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