bool GossipSelect_go_skull_pile(Player* pPlayer, GameObject* pGo, uint32 uiSender, uint32 uiAction) { switch(uiSender) { case GOSSIP_SENDER_MAIN: SendActionMenu_go_skull_pile(pPlayer, pGo, uiAction); break; } return true; }
bool GossipSelect_go_skull_pile(Player* player, GameObject* _GO, uint32 sender, uint32 action) { switch (sender) { case GOSSIP_SENDER_MAIN: SendActionMenu_go_skull_pile(player, _GO, action); break; } return true; }