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Allow binding event handlers to individual Creatures.
Because GUIDs are, in fact, not globally unique on mangos, the actual unique identifier is the GUID/instance ID pair of the Creature. On Trinity Creatures in instances are assigned new GUIDs. This means that the instance ID part is redundant but must be used anyway for consistency.
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@@ -47,6 +47,7 @@ ElunaGlobal::ElunaRegister GlobalMethods[] =
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{ "RegisterGuildEvent", &LuaGlobalFunctions::RegisterGuildEvent }, // RegisterGuildEvent(event, function)
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{ "RegisterGroupEvent", &LuaGlobalFunctions::RegisterGroupEvent }, // RegisterGroupEvent(event, function)
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{ "RegisterCreatureEvent", &LuaGlobalFunctions::RegisterCreatureEvent }, // RegisterCreatureEvent(entry, event, function)
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{ "RegisterUniqueCreatureEvent", &LuaGlobalFunctions::RegisterUniqueCreatureEvent }, // RegisterUniqueCreatureEvent(guid, instance, event, function)
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{ "RegisterCreatureGossipEvent", &LuaGlobalFunctions::RegisterCreatureGossipEvent }, // RegisterCreatureGossipEvent(entry, event, function)
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{ "RegisterGameObjectEvent", &LuaGlobalFunctions::RegisterGameObjectEvent }, // RegisterGameObjectEvent(entry, event, function)
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{ "RegisterGameObjectGossipEvent", &LuaGlobalFunctions::RegisterGameObjectGossipEvent }, // RegisterGameObjectGossipEvent(entry, event, function)
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@@ -57,6 +58,7 @@ ElunaGlobal::ElunaRegister GlobalMethods[] =
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{ "ClearBattleGroundEvents", &LuaGlobalFunctions::ClearBattleGroundEvents },
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{ "ClearCreatureEvents", &LuaGlobalFunctions::ClearCreatureEvents },
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{ "ClearUniqueCreatureEvents", &LuaGlobalFunctions::ClearUniqueCreatureEvents },
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{ "ClearCreatureGossipEvents", &LuaGlobalFunctions::ClearCreatureGossipEvents },
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{ "ClearGameObjectEvents", &LuaGlobalFunctions::ClearGameObjectEvents },
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{ "ClearGameObjectGossipEvents", &LuaGlobalFunctions::ClearGameObjectGossipEvents },
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