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feat(Scripting/Hooks): Implement OnGameEventCheck() hook (#10761)
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@@ -1136,6 +1136,9 @@ uint32 GameEventMgr::Update() // return the next e
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// must do the activating first, and after that the deactivating
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// so first queue it
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//LOG_ERROR("sql.sql", "Checking event {}", itr);
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sScriptMgr->OnGameEventCheck(itr);
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if (CheckOneGameEvent(itr))
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{
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// if the world event is in NEXTPHASE state, and the time has passed to finish this event, then do so
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