Created hooks for first login and LFGMgr

This commit is contained in:
Matteo
2017-05-07 13:00:05 +02:00
committed by Yehonal
parent abc01d62f6
commit bd4ec74318
3 changed files with 31 additions and 1 deletions

View File

@@ -906,6 +906,8 @@ class PlayerScript : public ScriptObject
virtual void OnAfterUpdateAttackPowerAndDamage(Player* /*player*/, float& /*level*/, float& /*base_attPower*/, float& /*attPowerMod*/, float& /*attPowerMultiplier*/, bool /*ranged*/) { }
virtual void OnBeforeInitTalentForLevel(Player* /*player*/, uint8& /*level*/, uint32& /*talentPointsForLevel*/) { }
virtual void OnFirstLogin(Player* /*player*/) { }
};
class GuildScript : public ScriptObject
@@ -991,6 +993,9 @@ class GlobalScript : public ScriptObject
virtual void OnMirrorImageDisplayItem(const Item* /*item*/, uint32& /*display*/) { }
virtual void OnAfterRefCount(LootStoreItem* /*LootStoreItem*/, uint32& /*maxcount*/) { }
virtual void OnBeforeDropAddItem(Player const* /*player*/, Loot& /*loot*/, LootStoreItem* /*LootStoreItem*/) { }
virtual void OnInitializeLockedDungeons(Player* /*player*/, uint8& /*level*/, uint32& /*lockData*/) { }
virtual void OnAfterInitializeLockedDungeons(Player* /*player*/) { }
// On Before arena points distribution
virtual void OnBeforeUpdateArenaPoints(ArenaTeam* /*at*/, std::map<uint32, uint32> & /*ap*/) { }
@@ -1225,6 +1230,7 @@ class ScriptMgr
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);
public: /* GuildScript */
@@ -1255,6 +1261,9 @@ class ScriptMgr
void OnBeforeUpdateArenaPoints(ArenaTeam* at, std::map<uint32, uint32> &ap);
void OnAfterRefCount(LootStoreItem* LootStoreItem, uint32 &maxcount);
void OnBeforeDropAddItem(Player const* player, Loot& loot, LootStoreItem* LootStoreItem);
void OnInitializeLockedDungeons(Player* player, uint8& level, uint32& lockData);
void OnAfterInitializeLockedDungeons(Player* player);
public: /* Scheduled scripts */