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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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9 changed files with 35 additions and 8 deletions
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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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