mirror of
https://github.com/mod-playerbots/azerothcore-wotlk.git
synced 2026-01-14 09:39:11 +00:00
feat(Core/Modules): add separated lib for modules (#9281)
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@@ -38,10 +38,6 @@
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#include <G3D/CoordinateFrame.h>
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#include <G3D/Quat.h>
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#ifdef ELUNA
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#include "LuaEngine.h"
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#endif
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GameObject::GameObject() : WorldObject(false), MovableMapObject(),
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m_model(nullptr), m_goValue(), m_AI(nullptr)
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{
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@@ -161,9 +157,8 @@ void GameObject::AddToWorld()
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EnableCollision(GetGoState() == GO_STATE_READY || IsTransport()); // pussywizard: this startOpen is unneeded here, collision depends entirely on GOState
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WorldObject::AddToWorld();
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#ifdef ELUNA
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sEluna->OnAddToWorld(this);
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#endif
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sScriptMgr->OnGameObjectAddWorld(this);
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}
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}
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@@ -172,9 +167,8 @@ void GameObject::RemoveFromWorld()
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///- Remove the gameobject from the accessor
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if (IsInWorld())
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{
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#ifdef ELUNA
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sEluna->OnRemoveFromWorld(this);
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#endif
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sScriptMgr->OnGameObjectRemoveWorld(this);
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if (m_zoneScript)
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m_zoneScript->OnGameObjectRemove(this);
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@@ -411,9 +405,6 @@ bool GameObject::Create(ObjectGuid::LowType guidlow, uint32 name_id, Map* map, u
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void GameObject::Update(uint32 diff)
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{
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#ifdef ELUNA
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sEluna->UpdateAI(this, diff);
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#endif
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if (AI())
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AI()->UpdateAI(diff);
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else if (!AIM_Initialize())
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@@ -840,6 +831,7 @@ void GameObject::Update(uint32 diff)
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break;
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}
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}
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sScriptMgr->OnGameObjectUpdate(this, diff);
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}
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@@ -1424,10 +1416,6 @@ void GameObject::Use(Unit* user)
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if (Player* playerUser = user->ToPlayer())
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{
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#ifdef ELUNA
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if (sEluna->OnGossipHello(playerUser, this))
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return;
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#endif
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if (sScriptMgr->OnGossipHello(playerUser, this))
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return;
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@@ -2287,11 +2275,10 @@ void GameObject::SetDestructibleState(GameObjectDestructibleState state, Player*
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break;
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case GO_DESTRUCTIBLE_DAMAGED:
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{
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#ifdef ELUNA
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sEluna->OnDamaged(this, eventInvoker);
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#endif
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EventInform(m_goInfo->building.damagedEvent);
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sScriptMgr->OnGameObjectDamaged(this, eventInvoker);
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if (BattlegroundMap* bgMap = GetMap()->ToBattlegroundMap())
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if (Battleground* bg = bgMap->GetBG())
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bg->EventPlayerDamagedGO(eventInvoker, this, m_goInfo->building.damagedEvent);
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@@ -2318,11 +2305,10 @@ void GameObject::SetDestructibleState(GameObjectDestructibleState state, Player*
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}
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case GO_DESTRUCTIBLE_DESTROYED:
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{
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#ifdef ELUNA
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sEluna->OnDestroyed(this, eventInvoker);
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#endif
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sScriptMgr->OnGameObjectDestroyed(this, eventInvoker);
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EventInform(m_goInfo->building.destroyedEvent);
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if (BattlegroundMap* bgMap = GetMap()->ToBattlegroundMap())
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{
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if (Battleground* bg = bgMap->GetBG())
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@@ -2375,9 +2361,7 @@ void GameObject::SetDestructibleState(GameObjectDestructibleState state, Player*
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void GameObject::SetLootState(LootState state, Unit* unit)
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{
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m_lootState = state;
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#ifdef ELUNA
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sEluna->OnLootStateChanged(this, state);
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#endif
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AI()->OnStateChanged(state, unit);
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sScriptMgr->OnGameObjectLootStateChanged(this, state, unit);
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// pussywizard: lootState has nothing to do with collision, it depends entirely on GOState. Loot state is for timed close/open door and respawning, which then sets GOState
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@@ -2400,10 +2384,9 @@ void GameObject::SetLootState(LootState state, Unit* unit)
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void GameObject::SetGoState(GOState state)
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{
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SetByteValue(GAMEOBJECT_BYTES_1, 0, state);
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#ifdef ELUNA
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sEluna->OnGameObjectStateChanged(this, state);
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#endif
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sScriptMgr->OnGameObjectStateChanged(this, state);
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if (m_model)
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{
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if (!IsInWorld())
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