rendered paste body#include "StdAfx.h"#include "Setup.h"/************************************************************************//* GENERAL GUARD SCRIPT *//************************************************************************/// Covers *all* guard types, scripting their texts to guide players around.// Enable this define to make all gossip texts have a "back" / "I was looking// for somethinge else" button added.#define BACK_BUTTON#ifdef BACK_BUTTON// Make code neater with this define.#define SendQuickMenu(textid) objmgr.CreateGossipMenuForPlayer(&Menu, pCreature->GetGUID(), textid, Plr); \ Menu->SendTo(Plr);#else// Make code neater with this define.#define SendQuickMenu(textid) objmgr.CreateGossipMenuForPlayer(&Menu, pCreature->GetGUID(), textid, Plr); \ Menu->AddItem(0, "I was looking for something else.", 0); \ Menu->SendTo(Plr);#endif/************************************************************************//* Elder Kuruti Quest 9803 *//************************************************************************/class SCRIPT_DECL KurutiGossip : public GossipScript{public: ADD_GOSSIP_FACTORY_FUNCTION(KurutiGossip); void GossipHello(Creature * pCreature, Player * Plr, bool AutoSend) { GossipMenu *Menu; objmgr.CreateGossipMenuForPlayer(&Menu, pCreature->GetGUID(), 18197, Plr); Menu->AddItem(0, "Peace", 1); Menu->AddItem(0, "Continue", 2); if(AutoSend) Menu->SendTo(Plr); } void GossipSelectOption(Creature* pCreature, Player* Plr, uint32 Id, uint32 IntId) { GossipMenu * Menu; switch(IntId) { case 0: { GossipHello(pCreature, Plr, true); }break; ////////////////////// // Main menu handlers ///// case 1: { SendQuickMenu(18197); }break; case 2: { GossipMenu *Menu; SendQuickMenu(18972); }break; } }};void SetupKurutiGossip(ScriptMgr * mgr){ /* Guard List */ mgr->register_gossip_script(18197, &KurutiQuest::Create);}