Eluna: Remove on quest end hook because it doesnt function correctly and there is a replacement

This commit is contained in:
Rochet2
2014-09-15 10:04:42 +03:00
parent d9ff37d78d
commit 28a06b88fc
3 changed files with 24 additions and 24 deletions

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@@ -1403,16 +1403,16 @@ bool Eluna::OnQuestAccept(Player* pPlayer, Creature* pCreature, Quest const* pQu
return true; return true;
} }
bool Eluna::OnQuestComplete(Player* pPlayer, Creature* pCreature, Quest const* pQuest) //bool Eluna::OnQuestComplete(Player* pPlayer, Creature* pCreature, Quest const* pQuest)
{ //{
ENTRY_BEGIN(CreatureEventBindings, pCreature->GetEntry(), CREATURE_EVENT_ON_QUEST_COMPLETE, return false); // ENTRY_BEGIN(CreatureEventBindings, pCreature->GetEntry(), CREATURE_EVENT_ON_QUEST_COMPLETE, return false);
Push(L, pPlayer); // Push(L, pPlayer);
Push(L, pCreature); // Push(L, pCreature);
Push(L, pQuest); // Push(L, pQuest);
ENTRY_EXECUTE(0); // ENTRY_EXECUTE(0);
ENDCALL(); // ENDCALL();
return true; // return true;
} //}
bool Eluna::OnQuestReward(Player* pPlayer, Creature* pCreature, Quest const* pQuest) bool Eluna::OnQuestReward(Player* pPlayer, Creature* pCreature, Quest const* pQuest)
{ {
@@ -1822,16 +1822,16 @@ bool Eluna::OnQuestAccept(Player* pPlayer, GameObject* pGameObject, Quest const*
return true; return true;
} }
bool Eluna::OnQuestComplete(Player* pPlayer, GameObject* pGameObject, Quest const* pQuest) //bool Eluna::OnQuestComplete(Player* pPlayer, GameObject* pGameObject, Quest const* pQuest)
{ //{
ENTRY_BEGIN(GameObjectEventBindings, pGameObject->GetEntry(), GAMEOBJECT_EVENT_ON_QUEST_COMPLETE, return false); // ENTRY_BEGIN(GameObjectEventBindings, pGameObject->GetEntry(), GAMEOBJECT_EVENT_ON_QUEST_COMPLETE, return false);
Push(L, pPlayer); // Push(L, pPlayer);
Push(L, pGameObject); // Push(L, pGameObject);
Push(L, pQuest); // Push(L, pQuest);
ENTRY_EXECUTE(0); // ENTRY_EXECUTE(0);
ENDCALL(); // ENDCALL();
return true; // return true;
} //}
void Eluna::UpdateAI(GameObject* pGameObject, uint32 diff) void Eluna::UpdateAI(GameObject* pGameObject, uint32 diff)
{ {

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@@ -226,7 +226,7 @@ namespace HookMgr
CREATURE_EVENT_ON_DUMMY_EFFECT = 30, // (event, caster, spellid, effindex, creature) CREATURE_EVENT_ON_DUMMY_EFFECT = 30, // (event, caster, spellid, effindex, creature)
CREATURE_EVENT_ON_QUEST_ACCEPT = 31, // (event, player, creature, quest) CREATURE_EVENT_ON_QUEST_ACCEPT = 31, // (event, player, creature, quest)
// UNUSED = 32, // (event, creature) // UNUSED = 32, // (event, creature)
CREATURE_EVENT_ON_QUEST_COMPLETE = 33, // (event, player, creature, quest) // CREATURE_EVENT_ON_QUEST_COMPLETE = 33, // (event, player, creature, quest) Decapreted, use CREATURE_EVENT_ON_QUEST_REWARD
CREATURE_EVENT_ON_QUEST_REWARD = 34, // (event, player, creature, quest, opt) CREATURE_EVENT_ON_QUEST_REWARD = 34, // (event, player, creature, quest, opt)
CREATURE_EVENT_ON_DIALOG_STATUS = 35, // (event, player, creature) CREATURE_EVENT_ON_DIALOG_STATUS = 35, // (event, player, creature)
CREATURE_EVENT_ON_ADD = 36, // (event, creature) CREATURE_EVENT_ON_ADD = 36, // (event, creature)
@@ -247,7 +247,7 @@ namespace HookMgr
GAMEOBJECT_EVENT_ON_DAMAGED = 8, // (event, go, player) GAMEOBJECT_EVENT_ON_DAMAGED = 8, // (event, go, player)
GAMEOBJECT_EVENT_ON_LOOT_STATE_CHANGE = 9, // (event, go, state) GAMEOBJECT_EVENT_ON_LOOT_STATE_CHANGE = 9, // (event, go, state)
GAMEOBJECT_EVENT_ON_GO_STATE_CHANGED = 10, // (event, go, state) GAMEOBJECT_EVENT_ON_GO_STATE_CHANGED = 10, // (event, go, state)
GAMEOBJECT_EVENT_ON_QUEST_COMPLETE = 11, // (event, player, go, quest) // GAMEOBJECT_EVENT_ON_QUEST_COMPLETE = 11, // (event, player, go, quest) Decapreted, use GAMEOBJECT_EVENT_ON_QUEST_COMPLETE
GAMEOBJECT_EVENT_ON_ADD = 12, // (event, gameobject) GAMEOBJECT_EVENT_ON_ADD = 12, // (event, gameobject)
GAMEOBJECT_EVENT_ON_REMOVE = 13, // (event, gameobject) GAMEOBJECT_EVENT_ON_REMOVE = 13, // (event, gameobject)
GAMEOBJECT_EVENT_COUNT GAMEOBJECT_EVENT_COUNT

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@@ -219,7 +219,7 @@ public:
bool OnGossipSelect(Player* pPlayer, Creature* pCreature, uint32 sender, uint32 action); bool OnGossipSelect(Player* pPlayer, Creature* pCreature, uint32 sender, uint32 action);
bool OnGossipSelectCode(Player* pPlayer, Creature* pCreature, uint32 sender, uint32 action, const char* code); bool OnGossipSelectCode(Player* pPlayer, Creature* pCreature, uint32 sender, uint32 action, const char* code);
bool OnQuestAccept(Player* pPlayer, Creature* pCreature, Quest const* pQuest); bool OnQuestAccept(Player* pPlayer, Creature* pCreature, Quest const* pQuest);
bool OnQuestComplete(Player* pPlayer, Creature* pCreature, Quest const* pQuest); //bool OnQuestComplete(Player* pPlayer, Creature* pCreature, Quest const* pQuest);
bool OnQuestReward(Player* pPlayer, Creature* pCreature, Quest const* pQuest); bool OnQuestReward(Player* pPlayer, Creature* pCreature, Quest const* pQuest);
uint32 GetDialogStatus(Player* pPlayer, Creature* pCreature); uint32 GetDialogStatus(Player* pPlayer, Creature* pCreature);
void OnSummoned(Creature* creature, Unit* summoner); void OnSummoned(Creature* creature, Unit* summoner);
@@ -230,7 +230,7 @@ public:
bool OnGossipSelect(Player* pPlayer, GameObject* pGameObject, uint32 sender, uint32 action); bool OnGossipSelect(Player* pPlayer, GameObject* pGameObject, uint32 sender, uint32 action);
bool OnGossipSelectCode(Player* pPlayer, GameObject* pGameObject, uint32 sender, uint32 action, const char* code); bool OnGossipSelectCode(Player* pPlayer, GameObject* pGameObject, uint32 sender, uint32 action, const char* code);
bool OnQuestAccept(Player* pPlayer, GameObject* pGameObject, Quest const* pQuest); bool OnQuestAccept(Player* pPlayer, GameObject* pGameObject, Quest const* pQuest);
bool OnQuestComplete(Player* pPlayer, GameObject* pGameObject, Quest const* pQuest); //bool OnQuestComplete(Player* pPlayer, GameObject* pGameObject, Quest const* pQuest);
bool OnQuestReward(Player* pPlayer, GameObject* pGameObject, Quest const* pQuest); bool OnQuestReward(Player* pPlayer, GameObject* pGameObject, Quest const* pQuest);
uint32 GetDialogStatus(Player* pPlayer, GameObject* pGameObject); uint32 GetDialogStatus(Player* pPlayer, GameObject* pGameObject);
#ifndef CLASSIC #ifndef CLASSIC