[Question] Text in gossip menu?

Hello,

i create in the trinity source code a simple gossip menu with two options:

bool OnGossipHello(Player* player, Creature* creature) OVERRIDE
{
player->ADD_GOSSIP_ITEM(GOSSIP_ICON_CHAT, “Test 1”, GOSSIP_SENDER_MAIN, GOSSIP_ACTION_INFO_DEF + 1);
player->ADD_GOSSIP_ITEM(GOSSIP_ICON_CHAT, “Test 2”, GOSSIP_SENDER_MAIN, GOSSIP_ACTION_INFO_DEF + 2);
player->PlayerTalkClass->SendGossipMenu(1, creature->GetGUID());
return true;
}
Now i want to set a text on the next menu like that:

[ATTACH]1423._xfImport[/ATTACH]

But i dont find a function or something like that.

Other code:

[CODE] bool OnGossipSelect(Player* player, Creature* creature, uint32 sender, uint32 action) OVERRIDE
{
player->PlayerTalkClass->ClearMenus();
if (sender != GOSSIP_SENDER_MAIN)
{
return false;
}

	switch (action)
	{
	case GOSSIP_ACTION_INFO_DEF + 1:
		//player->   Add text?
		player->ADD_GOSSIP_ITEM(GOSSIP_ICON_CHAT, "Back", GOSSIP_SENDER_MAIN, GOSSIP_ACTION_INFO_DEF + 3);
		player->PlayerTalkClass->SendGossipMenu(1, creature->GetGUID());
		break;

	case GOSSIP_ACTION_INFO_DEF + 2:
		player->PlayerTalkClass->SendCloseGossip();
		break;
	}
}[/CODE]

player->PlayerTalkClass->SendGossipMenu(1, creature->GetGUID());The number 1 in here is an entry to the npc_text table.
The most likely reason that there is not a function to send text in C++ is becase the text is cached on client side and assumed to be never changing for the ID.
If you want a changing header text (I mean the content has non trivial changes like item names etc) or absolutely must have the text in C++, you could use an approach like this, which is a hack:
http://pastebin.com/UDTDF9JD

The number 1 in here is an entry to the npc_text table.

That was the information! Thank you.