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 +1,50 @@
/*
* 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/>.
*/
#ifndef SCRIPT_OBJECT_DATABASE_SCRIPT_H_
#define SCRIPT_OBJECT_DATABASE_SCRIPT_H_
#include "ScriptObject.h"
#include <vector>
class DatabaseScript : public ScriptObject
{
protected:
DatabaseScript(const char* name);
public:
[[nodiscard]] bool IsDatabaseBound() const override { return false; }
/**
* @brief Called after all databases are loaded
*
* @param updateFlags Update flags from the loader
*/
virtual void OnAfterDatabasesLoaded(uint32 /*updateFlags*/) { }
/**
* @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.
*
* @param creatureTemplates Pointer to a modifiable vector of creature templates. Indexed by Entry ID.
*/
virtual void OnAfterDatabaseLoadCreatureTemplates(std::vector<CreatureTemplate*> /*creatureTemplates*/) { }
};
#endif