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Clave

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Comentarios: Correct typo.

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Bloque de código
languagecpp
    // As the name says code inside brackets is executed when scene starts, e.g. by spell or by "player->GetSceneMgr().PlayScene(SceneId);"
    void OnSceneStart(Player* player, uint32 /*sceneInstanceID*/, SceneTemplate const* /*sceneTemplate*/) override
    {        
    }
    // Code inside brackets is executed when CMSG_SCENE_TRIGGER_EVENT with similar sceneInstanceID as scene is sent
    void OnSceneTriggerEvent(Player* player, uint32 /*sceneInstanceID*/, SceneTemplate const* /*sceneTemplate*/, std::string const& triggerName) override
    {
        // IMPORTANT: you need to select correct triggerName otherwise your code is executed all the time if some triggerName is sent ofto scene
        // triggerName is sent by CMSG_SCENE_TRIGGER_EVENT (check PacketStruct), you can find it in parsed sniff or inside SceneScript.db2
        if (triggerName == "IKILLEDIT")
            player->KilledMonsterCredit(KILLED_MOB);
        if (triggerName == "UPDATEPHASE")
            player->UpdateAreaAndZonePhase();        
    }
    // As the name says code inside brackets is executed when scene is canceled, e.g. player presses ESC and confirms
    void OnSceneCancel(Player* player, uint32 sceneInstanceID, SceneTemplate const* sceneTemplate) override
    {
    }
    // As the name says code inside brackets is executed when scene is properly completed
    void OnSceneComplete(Player* player, uint32 sceneInstanceID, SceneTemplate const* sceneTemplate) override
    {
    }

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