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* feat(Core/Scripts): move all script objects to separated files
* Apply 5bfeabde81
* try gcc build
* again
51 lines
1.6 KiB
C++
51 lines
1.6 KiB
C++
/*
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* This file is part of the AzerothCore Project. See AUTHORS file for Copyright information
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*
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* This program is free software; you can redistribute it and/or modify it
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* under the terms of the GNU Affero General Public License as published by the
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* Free Software Foundation; either version 3 of the License, or (at your
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* option) any later version.
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*
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* This program is distributed in the hope that it will be useful, but WITHOUT
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* ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
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* FITNESS FOR A PARTICULAR PURPOSE. See the GNU Affero General Public License for
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* more details.
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*
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* You should have received a copy of the GNU General Public License along
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* with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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#ifndef SCRIPT_OBJECT_DATABASE_SCRIPT_H_
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#define SCRIPT_OBJECT_DATABASE_SCRIPT_H_
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#include "ScriptObject.h"
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#include <vector>
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class DatabaseScript : public ScriptObject
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{
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protected:
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DatabaseScript(const char* name);
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public:
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[[nodiscard]] bool IsDatabaseBound() const override { return false; }
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/**
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* @brief Called after all databases are loaded
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*
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* @param updateFlags Update flags from the loader
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*/
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virtual void OnAfterDatabasesLoaded(uint32 /*updateFlags*/) { }
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/**
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* @brief Called after all creature template data has been loaded from the database. This hook could be called multiple times, not just at server startup.
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*
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* @param creatureTemplates Pointer to a modifiable vector of creature templates. Indexed by Entry ID.
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*/
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virtual void OnAfterDatabaseLoadCreatureTemplates(std::vector<CreatureTemplate*> /*creatureTemplates*/) { }
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};
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#endif
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