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[9644] Changes in emotes work.
Waypoint/db script/event ai/'.npc playemote' emote data now auto select by emote id way to execute: oneshot or persistent state So if in referenced DB data wrongly used state emote as oneshot case this will work in different way now.
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bf1903345b
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9 changed files with 35 additions and 8 deletions
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@ -424,7 +424,7 @@ void CreatureEventAI::ProcessAction(CreatureEventAI_Action const& action, uint32
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m_creature->PlayDirectSound(action.sound.soundId);
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break;
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case ACTION_T_EMOTE:
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m_creature->HandleEmoteCommand(action.emote.emoteId);
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m_creature->HandleEmote(action.emote.emoteId);
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break;
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case ACTION_T_RANDOM_SOUND:
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{
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@ -437,7 +437,7 @@ void CreatureEventAI::ProcessAction(CreatureEventAI_Action const& action, uint32
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{
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int32 temp = GetRandActionParam(rnd, action.random_emote.emoteId1, action.random_emote.emoteId2, action.random_emote.emoteId3);
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if (temp >= 0)
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m_creature->HandleEmoteCommand(temp);
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m_creature->HandleEmote(temp);
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break;
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}
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case ACTION_T_CAST:
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@ -1314,7 +1314,7 @@ void CreatureEventAI::DoScriptText(int32 textEntry, WorldObject* pSource, Unit*
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{
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if (pSource->GetTypeId() == TYPEID_UNIT || pSource->GetTypeId() == TYPEID_PLAYER)
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{
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((Unit*)pSource)->HandleEmoteCommand((*i).second.Emote);
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((Unit*)pSource)->HandleEmote((*i).second.Emote);
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}
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else
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sLog.outErrorDb("CreatureEventAI: DoScriptText entry %i tried to process emote for invalid TypeId (%u).",textEntry,pSource->GetTypeId());
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@ -3659,7 +3659,11 @@ bool ChatHandler::HandleModifyStandStateCommand(const char* args)
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return false;
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uint32 anim_id = atoi((char*)args);
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m_session->GetPlayer( )->SetUInt32Value( UNIT_NPC_EMOTESTATE , anim_id );
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if (!sEmotesStore.LookupEntry(anim_id))
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return false;
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m_session->GetPlayer()->HandleEmoteState(anim_id);
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return true;
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}
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@ -3857,7 +3857,7 @@ bool ChatHandler::HandleNpcPlayEmoteCommand(const char* args)
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return false;
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}
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target->SetUInt32Value(UNIT_NPC_EMOTESTATE,emote);
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target->HandleEmote(emote);
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return true;
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}
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@ -2973,7 +2973,7 @@ void Map::ScriptsProcess()
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break;
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}
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((Creature *)source)->HandleEmoteCommand(step.script->datalong);
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((Creature *)source)->HandleEmote(step.script->datalong);
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break;
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case SCRIPT_COMMAND_FIELD_SET:
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if(!source)
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@ -854,7 +854,10 @@ void ObjectMgr::LoadCreatureAddons(SQLStorage& creatureaddons, char const* entry
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}
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if (!sEmotesStore.LookupEntry(addon->emote))
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{
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sLog.outErrorDb("Creature (%s %u) have invalid emote (%u) defined in `%s`.", entryName, addon->guidOrEntry, addon->emote, creatureaddons.GetTableName());
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const_cast<CreatureDataAddon*>(addon)->emote = 0;
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}
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if (addon->splineFlags & (SPLINEFLAG_TRAJECTORY|SPLINEFLAG_UNKNOWN3))
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{
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@ -1744,6 +1744,24 @@ void Unit::HandleEmoteCommand(uint32 anim_id)
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SendMessageToSet(&data, true);
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}
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void Unit::HandleEmoteState(uint32 anim_id)
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{
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SetUInt32Value(UNIT_NPC_EMOTESTATE, anim_id);
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}
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void Unit::HandleEmote(uint32 anim_id)
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{
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if (!anim_id)
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HandleEmoteState(0);
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else if (EmotesEntry const* emoteEntry = sEmotesStore.LookupEntry(anim_id))
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{
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if (emoteEntry->EmoteType) // 1,2 states, 0 command
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HandleEmoteState(anim_id);
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else
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HandleEmoteCommand(anim_id);
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}
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}
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uint32 Unit::CalcNotIgnoreAbsorbDamage( uint32 damage, SpellSchoolMask damageSchoolMask, SpellEntry const* spellInfo /*= NULL*/)
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{
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float absorb_affected_rate = 1.0f;
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@ -1241,7 +1241,9 @@ class MANGOS_DLL_SPEC Unit : public WorldObject
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void ProcDamageAndSpell(Unit *pVictim, uint32 procAttacker, uint32 procVictim, uint32 procEx, uint32 amount, WeaponAttackType attType = BASE_ATTACK, SpellEntry const *procSpell = NULL);
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void ProcDamageAndSpellFor( bool isVictim, Unit * pTarget, uint32 procFlag, uint32 procExtra, WeaponAttackType attType, SpellEntry const * procSpell, uint32 damage );
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void HandleEmote(uint32 anim_id); // auto-select command/state
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void HandleEmoteCommand(uint32 anim_id);
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void HandleEmoteState(uint32 anim_id);
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void AttackerStateUpdate (Unit *pVictim, WeaponAttackType attType = BASE_ATTACK, bool extra = false );
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float MeleeMissChanceCalc(const Unit *pVictim, WeaponAttackType attType) const;
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@ -174,7 +174,7 @@ bool WaypointMovementGenerator<Creature>::Update(Creature &creature, const uint3
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if (WaypointBehavior *behavior = i_path->at(idx).behavior)
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{
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if (behavior->emote != 0)
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creature.SetUInt32Value(UNIT_NPC_EMOTESTATE, behavior->emote);
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creature.HandleEmote(behavior->emote);
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if (behavior->spell != 0)
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{
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@ -1,4 +1,4 @@
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#ifndef __REVISION_NR_H__
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#define __REVISION_NR_H__
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#define REVISION_NR "9643"
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#define REVISION_NR "9644"
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#endif // __REVISION_NR_H__
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