Fix TC build
This commit is contained in:
10
LuaEngine.h
10
LuaEngine.h
@@ -348,7 +348,7 @@ public:
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bool OnAddonMessage(Player* sender, uint32 type, std::string& msg, Player* receiver, Guild* guild, Group* group, Channel* channel);
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/* Item */
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bool OnDummyEffect(Unit* pCaster, uint32 spellId, SpellEffIndex effIndex, Item* pTarget);
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bool OnDummyEffect(WorldObject* pCaster, uint32 spellId, SpellEffIndex effIndex, Item* pTarget);
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bool OnQuestAccept(Player* pPlayer, Item* pItem, Quest const* pQuest);
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bool OnUse(Player* pPlayer, Item* pItem, SpellCastTargets const& targets);
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bool OnItemUse(Player* pPlayer, Item* pItem, SpellCastTargets const& targets);
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@@ -358,7 +358,7 @@ public:
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void HandleGossipSelectOption(Player* pPlayer, Item* item, uint32 sender, uint32 action, const std::string& code);
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/* Creature */
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bool OnDummyEffect(Unit* pCaster, uint32 spellId, SpellEffIndex effIndex, Creature* pTarget);
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bool OnDummyEffect(WorldObject* pCaster, uint32 spellId, SpellEffIndex effIndex, Creature* pTarget);
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bool OnGossipHello(Player* pPlayer, Creature* pCreature);
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bool OnGossipSelect(Player* pPlayer, Creature* pCreature, uint32 sender, uint32 action);
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bool OnGossipSelectCode(Player* pPlayer, Creature* pCreature, uint32 sender, uint32 action, const char* code);
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@@ -390,7 +390,7 @@ public:
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void On_Reset(Creature* me);
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/* GameObject */
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bool OnDummyEffect(Unit* pCaster, uint32 spellId, SpellEffIndex effIndex, GameObject* pTarget);
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bool OnDummyEffect(WorldObject* pCaster, uint32 spellId, SpellEffIndex effIndex, GameObject* pTarget);
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bool OnGameObjectUse(Player* pPlayer, GameObject* pGameObject);
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bool OnGossipHello(Player* pPlayer, GameObject* pGameObject);
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bool OnGossipSelect(Player* pPlayer, GameObject* pGameObject, uint32 sender, uint32 action);
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@@ -400,8 +400,8 @@ public:
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void GetDialogStatus(const Player* pPlayer, const GameObject* pGameObject);
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#ifndef CLASSIC
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#ifndef TBC
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void OnDestroyed(GameObject* pGameObject, Player* pPlayer);
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void OnDamaged(GameObject* pGameObject, Player* pPlayer);
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void OnDestroyed(GameObject* pGameObject, WorldObject* attacker);
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void OnDamaged(GameObject* pGameObject, WorldObject* attacker);
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#endif
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#endif
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void OnLootStateChanged(GameObject* pGameObject, uint32 state);
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