fix(Core/PlayerScript) Align player script function names (#21020)

Co-authored-by: sudlud <sudlud@users.noreply.github.com>
This commit is contained in:
Exitare
2025-02-16 05:59:41 -08:00
committed by GitHub
parent df7c23d763
commit 98ceb1c067
45 changed files with 749 additions and 749 deletions

View File

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