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feat(Core/GameObject): Implement OnGameObjectModifyHealth() hook (#17374)
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@@ -705,6 +705,9 @@ public:
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// Called when the game object is damaged (destructible buildings only).
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virtual void OnGameObjectDamaged(GameObject* /*go*/, Player* /*player*/) { }
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// Called when the health of a game object is modified (destructible buildings only).
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virtual void OnGameObjectModifyHealth(GameObject* /*go*/, Unit* /*attackerOrHealer*/, int32& /*change*/, SpellInfo const* /*spellInfo*/) { }
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// Called when the game object loot state is changed.
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virtual void OnGameObjectLootStateChanged(GameObject* /*go*/, uint32 /*state*/, Unit* /*unit*/) { }
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@@ -787,6 +790,9 @@ public:
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// Called when the game object is damaged (destructible buildings only).
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virtual void OnDamaged(GameObject* /*go*/, Player* /*player*/) { }
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// Called when the health of a game object is modified (destructible buildings only).
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virtual void OnModifyHealth(GameObject* /*go*/, Unit* /*attackerOrHealer*/, int32& /*change*/, SpellInfo const* /*spellInfo*/) { }
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// Called when the game object loot state is changed.
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virtual void OnLootStateChanged(GameObject* /*go*/, uint32 /*state*/, Unit* /*unit*/) { }
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@@ -2228,6 +2234,7 @@ public: /* GameObjectScript */
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uint32 GetDialogStatus(Player* player, GameObject* go);
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void OnGameObjectDestroyed(GameObject* go, Player* player);
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void OnGameObjectDamaged(GameObject* go, Player* player);
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void OnGameObjectModifyHealth(GameObject* go, Unit* attackerOrHealer, int32& change, SpellInfo const* spellInfo);
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void OnGameObjectLootStateChanged(GameObject* go, uint32 state, Unit* unit);
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void OnGameObjectStateChanged(GameObject* go, uint32 state);
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void OnGameObjectUpdate(GameObject* go, uint32 diff);
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