Example #1
0
bool		TySceneManager::IsCurrentScene(TyScene * pScene)
{
	bool current = false;
	if( HasScene(pScene) )
	{
		if ( m_CurrentScene == pScene )
			current = true;
	}
	return current;
}
Example #2
0
void SceneMgr::OnSceneTrigger(uint32 sceneInstanceID, std::string const& triggerName)
{
    if (!HasScene(sceneInstanceID))
        return;

    if (_isDebuggingScenes)
        ChatHandler(GetPlayer()->GetSession()).PSendSysMessage(LANG_COMMAND_SCENE_DEBUG_TRIGGER, sceneInstanceID, triggerName.c_str());

    SceneTemplate const* sceneTemplate = GetSceneTemplateFromInstanceId(sceneInstanceID);
    sScriptMgr->OnSceneTrigger(GetPlayer(), sceneInstanceID, sceneTemplate, triggerName);
}
Example #3
0
void SceneMgr::OnSceneComplete(uint32 sceneInstanceID)
{
    if (!HasScene(sceneInstanceID))
        return;

    if (_isDebuggingScenes)
        ChatHandler(GetPlayer()->GetSession()).PSendSysMessage(LANG_COMMAND_SCENE_DEBUG_COMPLETE, sceneInstanceID);

    SceneTemplate const* sceneTemplate = GetSceneTemplateFromInstanceId(sceneInstanceID);

    // Must be done before removing aura
    RemoveSceneInstanceId(sceneInstanceID);

    if (sceneTemplate->SceneId != 0)
        RemoveAurasDueToSceneId(sceneTemplate->SceneId);

    sScriptMgr->OnSceneComplete(GetPlayer(), sceneInstanceID, sceneTemplate);
}