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https://github.com/mod-playerbots/azerothcore-wotlk.git
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fix(Core/PlayerScript) Align player script function names (#21020)
Co-authored-by: sudlud <sudlud@users.noreply.github.com>
This commit is contained in:
@@ -293,24 +293,24 @@ public: /* AchievementCriteriaScript */
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bool OnCriteriaCheck(uint32 scriptId, Player* source, Unit* target, uint32 criteria_id);
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public: /* PlayerScript */
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void OnBeforePlayerUpdate(Player* player, uint32 p_time);
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void OnPlayerUpdate(Player* player, uint32 p_time);
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void OnSendInitialPacketsBeforeAddToMap(Player* player, WorldPacket& data);
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void OnPlayerJustDied(Player* player);
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void OnCalculateTalentsPoints(Player const* player, uint32& talentPointsForLevel);
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void OnPlayerCalculateTalentsPoints(Player const* player, uint32& talentPointsForLevel);
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void OnPlayerReleasedGhost(Player* player);
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void OnPVPKill(Player* killer, Player* killed);
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void OnPlayerSendInitialPacketsBeforeAddToMap(Player* player, WorldPacket& data);
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void OnPlayerBeforeUpdate(Player* player, uint32 p_time);
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void OnPlayerUpdate(Player* player, uint32 p_time);
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void OnPlayerPVPKill(Player* killer, Player* killed);
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void OnPlayerPVPFlagChange(Player* player, bool state);
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void OnCreatureKill(Player* killer, Creature* killed);
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void OnCreatureKilledByPet(Player* petOwner, Creature* killed);
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void OnPlayerCreatureKill(Player* killer, Creature* killed);
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void OnPlayerCreatureKilledByPet(Player* petOwner, Creature* killed);
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void OnPlayerKilledByCreature(Creature* killer, Player* killed);
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void OnPlayerLevelChanged(Player* player, uint8 oldLevel);
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void OnPlayerFreeTalentPointsChanged(Player* player, uint32 newPoints);
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void OnPlayerTalentsReset(Player* player, bool noCost);
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void OnAfterSpecSlotChanged(Player* player, uint8 newSlot);
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void OnPlayerAfterSpecSlotChanged(Player* player, uint8 newSlot);
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void OnPlayerMoneyChanged(Player* player, int32& amount);
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void OnBeforeLootMoney(Player* player, Loot* loot);
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void OnGivePlayerXP(Player* player, uint32& amount, Unit* victim, uint8 xpSource);
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void OnPlayerBeforeLootMoney(Player* player, Loot* loot);
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void OnPlayerGiveXP(Player* player, uint32& amount, Unit* victim, uint8 xpSource);
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bool OnPlayerReputationChange(Player* player, uint32 factionID, int32& standing, bool incremental);
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void OnPlayerReputationRankChange(Player* player, uint32 factionID, ReputationRank newRank, ReputationRank oldRank, bool increased);
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void OnPlayerLearnSpell(Player* player, uint32 spellID);
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@@ -319,7 +319,7 @@ public: /* PlayerScript */
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void OnPlayerDuelStart(Player* player1, Player* player2);
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void OnPlayerDuelEnd(Player* winner, Player* loser, DuelCompleteType type);
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void OnPlayerChat(Player* player, uint32 type, uint32 lang, std::string& msg);
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void OnBeforeSendChatMessage(Player* player, uint32& type, uint32& lang, std::string& msg);
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void OnPlayerBeforeSendChatMessage(Player* player, uint32& type, uint32& lang, std::string& msg);
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void OnPlayerChat(Player* player, uint32 type, uint32 lang, std::string& msg, Player* receiver);
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void OnPlayerChat(Player* player, uint32 type, uint32 lang, std::string& msg, Group* group);
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void OnPlayerChat(Player* player, uint32 type, uint32 lang, std::string& msg, Guild* guild);
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@@ -329,7 +329,7 @@ public: /* PlayerScript */
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void OnPlayerSpellCast(Player* player, Spell* spell, bool skipCheck);
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void OnPlayerLogin(Player* player);
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void OnPlayerLoadFromDB(Player* player);
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void OnBeforePlayerLogout(Player* player);
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void OnPlayerBeforeLogout(Player* player);
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void OnPlayerLogout(Player* player);
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void OnPlayerCreate(Player* player);
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void OnPlayerSave(Player* player);
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@@ -338,131 +338,131 @@ public: /* PlayerScript */
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void OnPlayerBindToInstance(Player* player, Difficulty difficulty, uint32 mapid, bool permanent);
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void OnPlayerUpdateZone(Player* player, uint32 newZone, uint32 newArea);
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void OnPlayerUpdateArea(Player* player, uint32 oldArea, uint32 newArea);
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bool OnBeforePlayerTeleport(Player* player, uint32 mapid, float x, float y, float z, float orientation, uint32 options, Unit* target);
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bool OnPlayerBeforeTeleport(Player* player, uint32 mapid, float x, float y, float z, float orientation, uint32 options, Unit* target);
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void OnPlayerUpdateFaction(Player* player);
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void OnPlayerAddToBattleground(Player* player, Battleground* bg);
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void OnPlayerQueueRandomDungeon(Player* player, uint32 & rDungeonId);
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void OnPlayerRemoveFromBattleground(Player* player, Battleground* bg);
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void OnAchievementComplete(Player* player, AchievementEntry const* achievement);
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bool OnBeforeAchievementComplete(Player* player, AchievementEntry const* achievement);
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void OnCriteriaProgress(Player* player, AchievementCriteriaEntry const* criteria);
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bool OnBeforeCriteriaProgress(Player* player, AchievementCriteriaEntry const* criteria);
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void OnAchievementSave(CharacterDatabaseTransaction trans, Player* player, uint16 achiId, CompletedAchievementData achiData);
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void OnCriteriaSave(CharacterDatabaseTransaction trans, Player* player, uint16 critId, CriteriaProgress criteriaData);
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void OnGossipSelect(Player* player, uint32 menu_id, uint32 sender, uint32 action);
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void OnGossipSelectCode(Player* player, uint32 menu_id, uint32 sender, uint32 action, const char* code);
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void OnPlayerAchievementComplete(Player* player, AchievementEntry const* achievement);
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bool OnPlayerBeforeAchievementComplete(Player* player, AchievementEntry const* achievement);
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void OnPlayerCriteriaProgress(Player* player, AchievementCriteriaEntry const* criteria);
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bool OnPlayerBeforeCriteriaProgress(Player* player, AchievementCriteriaEntry const* criteria);
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void OnPlayerAchievementSave(CharacterDatabaseTransaction trans, Player* player, uint16 achiId, CompletedAchievementData achiData);
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void OnPlayerCriteriaSave(CharacterDatabaseTransaction trans, Player* player, uint16 critId, CriteriaProgress criteriaData);
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void OnPlayerGossipSelect(Player* player, uint32 menu_id, uint32 sender, uint32 action);
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void OnPlayerGossipSelectCode(Player* player, uint32 menu_id, uint32 sender, uint32 action, const char* code);
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void OnPlayerBeingCharmed(Player* player, Unit* charmer, uint32 oldFactionId, uint32 newFactionId);
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void OnAfterPlayerSetVisibleItemSlot(Player* player, uint8 slot, Item* item);
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void OnAfterPlayerMoveItemFromInventory(Player* player, Item* it, uint8 bag, uint8 slot, bool update);
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void OnEquip(Player* player, Item* it, uint8 bag, uint8 slot, bool update);
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void OnPlayerAfterSetVisibleItemSlot(Player* player, uint8 slot, Item* item);
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void OnPlayerAfterMoveItemFromInventory(Player* player, Item* it, uint8 bag, uint8 slot, bool update);
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void OnPlayerEquip(Player* player, Item* it, uint8 bag, uint8 slot, bool update);
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void OnPlayerJoinBG(Player* player);
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void OnPlayerJoinArena(Player* player);
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void OnGetMaxPersonalArenaRatingRequirement(Player const* player, uint32 minSlot, uint32& maxArenaRating) const;
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void OnLootItem(Player* player, Item* item, uint32 count, ObjectGuid lootguid);
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void OnBeforeFillQuestLootItem(Player* player, LootItem& item);
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void OnStoreNewItem(Player* player, Item* item, uint32 count);
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void OnCreateItem(Player* player, Item* item, uint32 count);
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void OnQuestRewardItem(Player* player, Item* item, uint32 count);
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bool CanPlaceAuctionBid(Player* player, AuctionEntry* auction);
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void OnGroupRollRewardItem(Player* player, Item* item, uint32 count, RollVote voteType, Roll* roll);
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bool OnBeforeOpenItem(Player* player, Item* item);
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bool OnBeforePlayerQuestComplete(Player* player, uint32 quest_id);
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void OnQuestComputeXP(Player* player, Quest const* quest, uint32& xpValue);
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void OnBeforePlayerDurabilityRepair(Player* player, ObjectGuid npcGUID, ObjectGuid itemGUID, float& discountMod, uint8 guildBank);
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void OnBeforeBuyItemFromVendor(Player* player, ObjectGuid vendorguid, uint32 vendorslot, uint32& item, uint8 count, uint8 bag, uint8 slot);
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void OnBeforeStoreOrEquipNewItem(Player* player, uint32 vendorslot, uint32& item, uint8 count, uint8 bag, uint8 slot, ItemTemplate const* pProto, Creature* pVendor, VendorItem const* crItem, bool bStore);
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void OnAfterStoreOrEquipNewItem(Player* player, uint32 vendorslot, Item* item, uint8 count, uint8 bag, uint8 slot, ItemTemplate const* pProto, Creature* pVendor, VendorItem const* crItem, bool bStore);
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void OnAfterUpdateMaxPower(Player* player, Powers& power, float& value);
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void OnAfterUpdateMaxHealth(Player* player, float& value);
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void OnBeforeUpdateAttackPowerAndDamage(Player* player, float& level, float& val2, bool ranged);
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void OnAfterUpdateAttackPowerAndDamage(Player* player, float& level, float& base_attPower, float& attPowerMod, float& attPowerMultiplier, bool ranged);
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void OnBeforeInitTalentForLevel(Player* player, uint8& level, uint32& talentPointsForLevel);
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void OnFirstLogin(Player* player);
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void OnSetMaxLevel(Player* player, uint32& maxPlayerLevel);
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void OnPlayerGetMaxPersonalArenaRatingRequirement(Player const* player, uint32 minSlot, uint32& maxArenaRating) const;
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void OnPlayerLootItem(Player* player, Item* item, uint32 count, ObjectGuid lootguid);
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void OnPlayerBeforeFillQuestLootItem(Player* player, LootItem& item);
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void OnPlayerStoreNewItem(Player* player, Item* item, uint32 count);
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void OnPlayerCreateItem(Player* player, Item* item, uint32 count);
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void OnPlayerQuestRewardItem(Player* player, Item* item, uint32 count);
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bool OnPlayerCanPlaceAuctionBid(Player* player, AuctionEntry* auction);
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void OnPlayerGroupRollRewardItem(Player* player, Item* item, uint32 count, RollVote voteType, Roll* roll);
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bool OnPlayerBeforeOpenItem(Player* player, Item* item);
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bool OnPlayerBeforeQuestComplete(Player* player, uint32 quest_id);
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void OnPlayerQuestComputeXP(Player* player, Quest const* quest, uint32& xpValue);
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void OnPlayerBeforeDurabilityRepair(Player* player, ObjectGuid npcGUID, ObjectGuid itemGUID, float& discountMod, uint8 guildBank);
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void OnPlayerBeforeBuyItemFromVendor(Player* player, ObjectGuid vendorguid, uint32 vendorslot, uint32& item, uint8 count, uint8 bag, uint8 slot);
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void OnPlayerBeforeStoreOrEquipNewItem(Player* player, uint32 vendorslot, uint32& item, uint8 count, uint8 bag, uint8 slot, ItemTemplate const* pProto, Creature* pVendor, VendorItem const* crItem, bool bStore);
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void OnPlayerAfterStoreOrEquipNewItem(Player* player, uint32 vendorslot, Item* item, uint8 count, uint8 bag, uint8 slot, ItemTemplate const* pProto, Creature* pVendor, VendorItem const* crItem, bool bStore);
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void OnPlayerAfterUpdateMaxPower(Player* player, Powers& power, float& value);
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void OnPlayerAfterUpdateMaxHealth(Player* player, float& value);
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void OnPlayerBeforeUpdateAttackPowerAndDamage(Player* player, float& level, float& val2, bool ranged);
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void OnPlayerAfterUpdateAttackPowerAndDamage(Player* player, float& level, float& base_attPower, float& attPowerMod, float& attPowerMultiplier, bool ranged);
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void OnPlayerBeforeInitTalentForLevel(Player* player, uint8& level, uint32& talentPointsForLevel);
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void OnPlayerFirstLogin(Player* player);
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void OnPlayerSetMaxLevel(Player* player, uint32& maxPlayerLevel);
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void OnPlayerCompleteQuest(Player* player, Quest const* quest);
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void OnBattlegroundDesertion(Player* player, BattlegroundDesertionType const desertionType);
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bool CanJoinInBattlegroundQueue(Player* player, ObjectGuid BattlemasterGuid, BattlegroundTypeId BGTypeID, uint8 joinAsGroup, GroupJoinBattlegroundResult& err);
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bool ShouldBeRewardedWithMoneyInsteadOfExp(Player* player);
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void OnBeforeTempSummonInitStats(Player* player, TempSummon* tempSummon, uint32& duration);
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void OnBeforeGuardianInitStatsForLevel(Player* player, Guardian* guardian, CreatureTemplate const* cinfo, PetType& petType);
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void OnAfterGuardianInitStatsForLevel(Player* player, Guardian* guardian);
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void OnBeforeLoadPetFromDB(Player* player, uint32& petentry, uint32& petnumber, bool& current, bool& forceLoadFromDB);
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bool CanJoinInArenaQueue(Player* player, ObjectGuid BattlemasterGuid, uint8 arenaslot, BattlegroundTypeId BGTypeID, uint8 joinAsGroup, uint8 IsRated, GroupJoinBattlegroundResult& err);
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bool CanBattleFieldPort(Player* player, uint8 arenaType, BattlegroundTypeId BGTypeID, uint8 action);
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bool CanGroupInvite(Player* player, std::string& membername);
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bool CanGroupAccept(Player* player, Group* group);
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bool CanSellItem(Player* player, Item* item, Creature* creature);
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bool CanSendMail(Player* player, ObjectGuid receiverGuid, ObjectGuid mailbox, std::string& subject, std::string& body, uint32 money, uint32 COD, Item* item);
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void PetitionBuy(Player* player, Creature* creature, uint32& charterid, uint32& cost, uint32& type);
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void PetitionShowList(Player* player, Creature* creature, uint32& CharterEntry, uint32& CharterDispayID, uint32& CharterCost);
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void OnRewardKillRewarder(Player* player, KillRewarder* rewarder, bool isDungeon, float& rate);
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bool CanGiveMailRewardAtGiveLevel(Player* player, uint8 level);
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void OnDeleteFromDB(CharacterDatabaseTransaction trans, uint32 guid);
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bool CanRepopAtGraveyard(Player* player);
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void OnPlayerBattlegroundDesertion(Player* player, BattlegroundDesertionType const desertionType);
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bool OnPlayerCanJoinInBattlegroundQueue(Player* player, ObjectGuid BattlemasterGuid, BattlegroundTypeId BGTypeID, uint8 joinAsGroup, GroupJoinBattlegroundResult& err);
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bool OnPlayerShouldBeRewardedWithMoneyInsteadOfExp(Player* player);
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void OnPlayerBeforeTempSummonInitStats(Player* player, TempSummon* tempSummon, uint32& duration);
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void OnPlayerBeforeGuardianInitStatsForLevel(Player* player, Guardian* guardian, CreatureTemplate const* cinfo, PetType& petType);
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void OnPlayerAfterGuardianInitStatsForLevel(Player* player, Guardian* guardian);
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void OnPlayerBeforeLoadPetFromDB(Player* player, uint32& petentry, uint32& petnumber, bool& current, bool& forceLoadFromDB);
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bool OnPlayerCanJoinInArenaQueue(Player* player, ObjectGuid BattlemasterGuid, uint8 arenaslot, BattlegroundTypeId BGTypeID, uint8 joinAsGroup, uint8 IsRated, GroupJoinBattlegroundResult& err);
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bool OnPlayerCanBattleFieldPort(Player* player, uint8 arenaType, BattlegroundTypeId BGTypeID, uint8 action);
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bool OnPlayerCanGroupInvite(Player* player, std::string& membername);
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bool OnPlayerCanGroupAccept(Player* player, Group* group);
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bool OnPlayerCanSellItem(Player* player, Item* item, Creature* creature);
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bool OnPlayerCanSendMail(Player* player, ObjectGuid receiverGuid, ObjectGuid mailbox, std::string& subject, std::string& body, uint32 money, uint32 COD, Item* item);
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void OnPlayerPetitionBuy(Player* player, Creature* creature, uint32& charterid, uint32& cost, uint32& type);
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void OnPlayerPetitionShowList(Player* player, Creature* creature, uint32& CharterEntry, uint32& CharterDispayID, uint32& CharterCost);
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void OnPlayerRewardKillRewarder(Player* player, KillRewarder* rewarder, bool isDungeon, float& rate);
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bool OnPlayerCanGiveMailRewardAtGiveLevel(Player* player, uint8 level);
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void OnPlayerDeleteFromDB(CharacterDatabaseTransaction trans, uint32 guid);
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bool OnPlayerCanRepopAtGraveyard(Player* player);
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std::optional<bool> OnPlayerIsClass(Player const* player, Classes playerClass, ClassContext context);
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void OnGetMaxSkillValue(Player* player, uint32 skill, int32& result, bool IsPure);
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void OnPlayerGetMaxSkillValue(Player* player, uint32 skill, int32& result, bool IsPure);
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bool OnPlayerHasActivePowerType(Player const* player, Powers power);
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void OnUpdateGatheringSkill(Player* player, uint32 skillId, uint32 currentLevel, uint32 gray, uint32 green, uint32 yellow, uint32& gain);
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void OnUpdateCraftingSkill(Player* player, SkillLineAbilityEntry const* skill, uint32 currentLevel, uint32& gain);
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bool OnUpdateFishingSkill(Player* player, int32 skill, int32 zone_skill, int32 chance, int32 roll);
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bool CanAreaExploreAndOutdoor(Player* player);
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void OnVictimRewardBefore(Player* player, Player* victim, uint32& killer_title, uint32& victim_title);
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void OnVictimRewardAfter(Player* player, Player* victim, uint32& killer_title, uint32& victim_rank, float& honor_f);
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void OnCustomScalingStatValueBefore(Player* player, ItemTemplate const* proto, uint8 slot, bool apply, uint32& CustomScalingStatValue);
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void OnCustomScalingStatValue(Player* player, ItemTemplate const* proto, uint32& statType, int32& val, uint8 itemProtoStatNumber, uint32 ScalingStatValue, ScalingStatValuesEntry const* ssv);
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void OnApplyItemModsBefore(Player* player, uint8 slot, bool apply, uint8 itemProtoStatNumber, uint32 statType, int32& val);
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void OnApplyEnchantmentItemModsBefore(Player* player, Item* item, EnchantmentSlot slot, bool apply, uint32 enchant_spell_id, uint32& enchant_amount);
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void OnApplyWeaponDamage(Player* player, uint8 slot, ItemTemplate const* proto, float& minDamage, float& maxDamage, uint8 damageIndex);
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bool CanArmorDamageModifier(Player* player);
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void OnGetFeralApBonus(Player* player, int32& feral_bonus, int32 dpsMod, ItemTemplate const* proto, ScalingStatValuesEntry const* ssv);
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bool CanApplyWeaponDependentAuraDamageMod(Player* player, Item* item, WeaponAttackType attackType, AuraEffect const* aura, bool apply);
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bool CanApplyEquipSpell(Player* player, SpellInfo const* spellInfo, Item* item, bool apply, bool form_change);
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bool CanApplyEquipSpellsItemSet(Player* player, ItemSetEffect* eff);
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bool CanCastItemCombatSpell(Player* player, Unit* target, WeaponAttackType attType, uint32 procVictim, uint32 procEx, Item* item, ItemTemplate const* proto);
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bool CanCastItemUseSpell(Player* player, Item* item, SpellCastTargets const& targets, uint8 cast_count, uint32 glyphIndex);
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void OnApplyAmmoBonuses(Player* player, ItemTemplate const* proto, float& currentAmmoDPS);
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bool CanEquipItem(Player* player, uint8 slot, uint16& dest, Item* pItem, bool swap, bool not_loading);
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bool CanUnequipItem(Player* player, uint16 pos, bool swap);
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bool CanUseItem(Player* player, ItemTemplate const* proto, InventoryResult& result);
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bool CanSaveEquipNewItem(Player* player, Item* item, uint16 pos, bool update);
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bool CanApplyEnchantment(Player* player, Item* item, EnchantmentSlot slot, bool apply, bool apply_dur, bool ignore_condition);
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void OnGetQuestRate(Player* player, float& result);
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bool PassedQuestKilledMonsterCredit(Player* player, Quest const* qinfo, uint32 entry, uint32 real_entry, ObjectGuid guid);
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bool CheckItemInSlotAtLoadInventory(Player* player, Item* item, uint8 slot, uint8& err, uint16& dest);
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bool NotAvoidSatisfy(Player* player, DungeonProgressionRequirements const* ar, uint32 target_map, bool report);
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bool NotVisibleGloballyFor(Player* player, Player const* u);
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void OnGetArenaPersonalRating(Player* player, uint8 slot, uint32& result);
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void OnFfaPvpStateUpdate(Player* player, bool result);
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void OnGetArenaTeamId(Player* player, uint8 slot, uint32& result);
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void OnIsFFAPvP(Player* player, bool& result);
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void OnIsPvP(Player* player, bool& result);
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void OnGetMaxSkillValueForLevel(Player* player, uint16& result);
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bool NotSetArenaTeamInfoField(Player* player, uint8 slot, ArenaTeamInfoType type, uint32 value);
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bool CanJoinLfg(Player* player, uint8 roles, lfg::LfgDungeonSet& dungeons, const std::string& comment);
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bool CanEnterMap(Player* player, MapEntry const* entry, InstanceTemplate const* instance, MapDifficulty const* mapDiff, bool loginCheck);
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bool CanInitTrade(Player* player, Player* target);
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bool CanSetTradeItem(Player* player, Item* tradedItem, uint8 tradeSlot);
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void OnSetServerSideVisibility(Player* player, ServerSideVisibilityType& type, AccountTypes& sec);
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void OnSetServerSideVisibilityDetect(Player* player, ServerSideVisibilityType& type, AccountTypes& sec);
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void OnPlayerUpdateGatheringSkill(Player* player, uint32 skillId, uint32 currentLevel, uint32 gray, uint32 green, uint32 yellow, uint32& gain);
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void OnPlayerUpdateCraftingSkill(Player* player, SkillLineAbilityEntry const* skill, uint32 currentLevel, uint32& gain);
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bool OnPlayerUpdateFishingSkill(Player* player, int32 skill, int32 zone_skill, int32 chance, int32 roll);
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bool OnPlayerCanAreaExploreAndOutdoor(Player* player);
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void OnPlayerVictimRewardBefore(Player* player, Player* victim, uint32& killer_title, uint32& victim_title);
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void OnPlayerVictimRewardAfter(Player* player, Player* victim, uint32& killer_title, uint32& victim_rank, float& honor_f);
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void OnPlayerCustomScalingStatValueBefore(Player* player, ItemTemplate const* proto, uint8 slot, bool apply, uint32& CustomScalingStatValue);
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void OnPlayerCustomScalingStatValue(Player* player, ItemTemplate const* proto, uint32& statType, int32& val, uint8 itemProtoStatNumber, uint32 ScalingStatValue, ScalingStatValuesEntry const* ssv);
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void OnPlayerApplyItemModsBefore(Player* player, uint8 slot, bool apply, uint8 itemProtoStatNumber, uint32 statType, int32& val);
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void OnPlayerApplyEnchantmentItemModsBefore(Player* player, Item* item, EnchantmentSlot slot, bool apply, uint32 enchant_spell_id, uint32& enchant_amount);
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void OnPlayerApplyWeaponDamage(Player* player, uint8 slot, ItemTemplate const* proto, float& minDamage, float& maxDamage, uint8 damageIndex);
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bool OnPlayerCanArmorDamageModifier(Player* player);
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void OnPlayerGetFeralApBonus(Player* player, int32& feral_bonus, int32 dpsMod, ItemTemplate const* proto, ScalingStatValuesEntry const* ssv);
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bool OnPlayerCanApplyWeaponDependentAuraDamageMod(Player* player, Item* item, WeaponAttackType attackType, AuraEffect const* aura, bool apply);
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bool OnPlayerCanApplyEquipSpell(Player* player, SpellInfo const* spellInfo, Item* item, bool apply, bool form_change);
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bool OnPlayerCanApplyEquipSpellsItemSet(Player* player, ItemSetEffect* eff);
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bool OnPlayerCanCastItemCombatSpell(Player* player, Unit* target, WeaponAttackType attType, uint32 procVictim, uint32 procEx, Item* item, ItemTemplate const* proto);
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bool OnPlayerCanCastItemUseSpell(Player* player, Item* item, SpellCastTargets const& targets, uint8 cast_count, uint32 glyphIndex);
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void OnPlayerApplyAmmoBonuses(Player* player, ItemTemplate const* proto, float& currentAmmoDPS);
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bool OnPlayerCanEquipItem(Player* player, uint8 slot, uint16& dest, Item* pItem, bool swap, bool not_loading);
|
||||
bool OnPlayerCanUnequipItem(Player* player, uint16 pos, bool swap);
|
||||
bool OnPlayerCanUseItem(Player* player, ItemTemplate const* proto, InventoryResult& result);
|
||||
bool OnPlayerCanSaveEquipNewItem(Player* player, Item* item, uint16 pos, bool update);
|
||||
bool OnPlayerCanApplyEnchantment(Player* player, Item* item, EnchantmentSlot slot, bool apply, bool apply_dur, bool ignore_condition);
|
||||
void OnPlayerGetQuestRate(Player* player, float& result);
|
||||
bool OnPlayerPassedQuestKilledMonsterCredit(Player* player, Quest const* qinfo, uint32 entry, uint32 real_entry, ObjectGuid guid);
|
||||
bool OnPlayerCheckItemInSlotAtLoadInventory(Player* player, Item* item, uint8 slot, uint8& err, uint16& dest);
|
||||
bool OnPlayerNotAvoidSatisfy(Player* player, DungeonProgressionRequirements const* ar, uint32 target_map, bool report); // Wahts that?
|
||||
bool OnPlayerNotVisibleGloballyFor(Player* player, Player const* u);
|
||||
void OnPlayerGetArenaPersonalRating(Player* player, uint8 slot, uint32& result);
|
||||
void OnPlayerFfaPvpStateUpdate(Player* player, bool result);
|
||||
void OnPlayerGetArenaTeamId(Player* player, uint8 slot, uint32& result);
|
||||
void OnPlayerIsFFAPvP(Player* player, bool& result);
|
||||
void OnPlayerIsPvP(Player* player, bool& result);
|
||||
void OnPlayerGetMaxSkillValueForLevel(Player* player, uint16& result);
|
||||
bool OnPlayerNotSetArenaTeamInfoField(Player* player, uint8 slot, ArenaTeamInfoType type, uint32 value);
|
||||
bool OnPlayerCanJoinLfg(Player* player, uint8 roles, lfg::LfgDungeonSet& dungeons, const std::string& comment);
|
||||
bool OnPlayerCanEnterMap(Player* player, MapEntry const* entry, InstanceTemplate const* instance, MapDifficulty const* mapDiff, bool loginCheck);
|
||||
bool OnPlayerCanInitTrade(Player* player, Player* target);
|
||||
bool OnPlayerCanSetTradeItem(Player* player, Item* tradedItem, uint8 tradeSlot);
|
||||
void OnPlayerSetServerSideVisibility(Player* player, ServerSideVisibilityType& type, AccountTypes& sec);
|
||||
void OnPlayerSetServerSideVisibilityDetect(Player* player, ServerSideVisibilityType& type, AccountTypes& sec);
|
||||
void OnPlayerResurrect(Player* player, float restore_percent, bool applySickness);
|
||||
void OnBeforeChooseGraveyard(Player* player, TeamId teamId, bool nearCorpse, uint32& graveyardOverride);
|
||||
bool CanPlayerUseChat(Player* player, uint32 type, uint32 language, std::string& msg);
|
||||
bool CanPlayerUseChat(Player* player, uint32 type, uint32 language, std::string& msg, Player* receiver);
|
||||
bool CanPlayerUseChat(Player* player, uint32 type, uint32 language, std::string& msg, Group* group);
|
||||
bool CanPlayerUseChat(Player* player, uint32 type, uint32 language, std::string& msg, Guild* guild);
|
||||
bool CanPlayerUseChat(Player* player, uint32 type, uint32 language, std::string& msg, Channel* channel);
|
||||
void OnPlayerBeforeChooseGraveyard(Player* player, TeamId teamId, bool nearCorpse, uint32& graveyardOverride);
|
||||
bool OnPlayerCanUseChat(Player* player, uint32 type, uint32 language, std::string& msg);
|
||||
bool OnPlayerCanUseChat(Player* player, uint32 type, uint32 language, std::string& msg, Player* receiver);
|
||||
bool OnPlayerCanUseChat(Player* player, uint32 type, uint32 language, std::string& msg, Group* group);
|
||||
bool OnPlayerCanUseChat(Player* player, uint32 type, uint32 language, std::string& msg, Guild* guild);
|
||||
bool OnPlayerCanUseChat(Player* player, uint32 type, uint32 language, std::string& msg, Channel* channel);
|
||||
void OnPlayerLearnTalents(Player* player, uint32 talentId, uint32 talentRank, uint32 spellid);
|
||||
void OnPlayerEnterCombat(Player* player, Unit* enemy);
|
||||
void OnPlayerLeaveCombat(Player* player);
|
||||
void OnQuestAbandon(Player* player, uint32 questId);
|
||||
bool CanSendErrorAlreadyLooted(Player* player);
|
||||
void OnAfterCreatureLoot(Player* player);
|
||||
void OnAfterCreatureLootMoney(Player* player);
|
||||
bool OnCanPlayerFlyInZone(Player* player, uint32 mapId, uint32 zoneId, SpellInfo const* bySpell);
|
||||
bool CanPlayerUpdateSkill(Player* player, uint32 skillId);
|
||||
void OnBeforePlayerUpdateSkill(Player* player, uint32 skill_id, uint32& value, uint32 max, uint32 step);
|
||||
void OnPlayerQuestAbandon(Player* player, uint32 questId);
|
||||
bool OnPlayerCanSendErrorAlreadyLooted(Player* player);
|
||||
void OnPlayerAfterCreatureLoot(Player* player);
|
||||
void OnPlayerAfterCreatureLootMoney(Player* player);
|
||||
bool OnPlayerCanFlyInZone(Player* player, uint32 mapId, uint32 zoneId, SpellInfo const* bySpell);
|
||||
bool OnPlayerCanUpdateSkill(Player* player, uint32 skillId);
|
||||
void OnPlayerBeforeUpdateSkill(Player* player, uint32 skill_id, uint32& value, uint32 max, uint32 step);
|
||||
void OnPlayerUpdateSkill(Player* player, uint32 skillId, uint32 value, uint32 max, uint32 step, uint32 newValue);
|
||||
bool CanPlayerResurrect(Player* player);
|
||||
bool OnPlayerCanResurrect(Player* player);
|
||||
|
||||
// Anti cheat
|
||||
void AnticheatSetCanFlybyServer(Player* player, bool apply);
|
||||
|
||||
Reference in New Issue
Block a user