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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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