New Boolean parameter for OnAfterUpdateEncounterState

Now you're able to know if an encounter has been really changed or not
(e.g. respawned bosses)
This commit is contained in:
Yehonal
2018-04-04 07:04:49 +00:00
parent 1b53828c52
commit b773662753
3 changed files with 11 additions and 6 deletions

View File

@@ -1539,9 +1539,9 @@ void ScriptMgr::OnAfterInitializeLockedDungeons(Player* player)
FOREACH_SCRIPT(GlobalScript)->OnAfterInitializeLockedDungeons(player);
}
void ScriptMgr::OnAfterUpdateEncounterState(Map* map, EncounterCreditType type, uint32 creditEntry, Unit* source, Difficulty difficulty_fixed, DungeonEncounterList const* encounters, uint32 dungeonCompleted)
void ScriptMgr::OnAfterUpdateEncounterState(Map* map, EncounterCreditType type, uint32 creditEntry, Unit* source, Difficulty difficulty_fixed, DungeonEncounterList const* encounters, uint32 dungeonCompleted, bool updated)
{
FOREACH_SCRIPT(GlobalScript)->OnAfterUpdateEncounterState(map, type, creditEntry, source, difficulty_fixed, encounters, dungeonCompleted);
FOREACH_SCRIPT(GlobalScript)->OnAfterUpdateEncounterState(map, type, creditEntry, source, difficulty_fixed, encounters, dungeonCompleted, updated);
}
uint32 ScriptMgr::DealDamage(Unit* AttackerUnit, Unit *pVictim, uint32 damage, DamageEffectType damagetype)