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New Boolean parameter for OnAfterUpdateEncounterState
Now you're able to know if an encounter has been really changed or not (e.g. respawned bosses)
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@@ -1539,9 +1539,9 @@ void ScriptMgr::OnAfterInitializeLockedDungeons(Player* player)
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FOREACH_SCRIPT(GlobalScript)->OnAfterInitializeLockedDungeons(player);
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}
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void ScriptMgr::OnAfterUpdateEncounterState(Map* map, EncounterCreditType type, uint32 creditEntry, Unit* source, Difficulty difficulty_fixed, DungeonEncounterList const* encounters, uint32 dungeonCompleted)
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void ScriptMgr::OnAfterUpdateEncounterState(Map* map, EncounterCreditType type, uint32 creditEntry, Unit* source, Difficulty difficulty_fixed, DungeonEncounterList const* encounters, uint32 dungeonCompleted, bool updated)
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{
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FOREACH_SCRIPT(GlobalScript)->OnAfterUpdateEncounterState(map, type, creditEntry, source, difficulty_fixed, encounters, dungeonCompleted);
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FOREACH_SCRIPT(GlobalScript)->OnAfterUpdateEncounterState(map, type, creditEntry, source, difficulty_fixed, encounters, dungeonCompleted, updated);
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}
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uint32 ScriptMgr::DealDamage(Unit* AttackerUnit, Unit *pVictim, uint32 damage, DamageEffectType damagetype)
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