feat(Core/Scripting): move all script objects to separated files (#17860)

* feat(Core/Scripts): move all script objects to separated files

* Apply 5bfeabde81

* try gcc build

* again
This commit is contained in:
Winfidonarleyan
2023-12-03 03:13:20 +07:00
committed by GitHub
parent fe9bda1bc4
commit eb1ecc38a5
717 changed files with 5832 additions and 3579 deletions

View File

@@ -0,0 +1,43 @@
/*
* This file is part of the AzerothCore Project. See AUTHORS file for Copyright information
*
* This program is free software; you can redistribute it and/or modify it
* under the terms of the GNU Affero General Public License as published by the
* Free Software Foundation; either version 3 of the License, or (at your
* option) any later version.
*
* This program is distributed in the hope that it will be useful, but WITHOUT
* ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
* FITNESS FOR A PARTICULAR PURPOSE. See the GNU Affero General Public License for
* more details.
*
* You should have received a copy of the GNU General Public License along
* with this program. If not, see <http://www.gnu.org/licenses/>.
*/
#include "ScriptObject.h"
#include "DBCStores.h"
#include "Log.h"
//ScriptObject::ScriptObject(char const* name) : _name(name)
//{
// sScriptMgr->IncreaseScriptCount();
//}
//
//ScriptObject::~ScriptObject()
//{
// sScriptMgr->DecreaseScriptCount();
//}
template<class TMap>
void MapScript<TMap>::checkMap()
{
_mapEntry = sMapStore.LookupEntry(_mapId);
if (!_mapEntry)
LOG_ERROR("maps.script", "Invalid MapScript for {}; no such map ID.", _mapId);
}
template class AC_GAME_API MapScript<Map>;
template class AC_GAME_API MapScript<InstanceMap>;
template class AC_GAME_API MapScript<BattlegroundMap>;