[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.
This commit is contained in:
VladimirMangos 2010-03-30 22:06:20 +04:00
parent bf1903345b
commit 5c7f6356d6
9 changed files with 35 additions and 8 deletions

View file

@ -3659,7 +3659,11 @@ bool ChatHandler::HandleModifyStandStateCommand(const char* args)
return false;
uint32 anim_id = atoi((char*)args);
m_session->GetPlayer( )->SetUInt32Value( UNIT_NPC_EMOTESTATE , anim_id );
if (!sEmotesStore.LookupEntry(anim_id))
return false;
m_session->GetPlayer()->HandleEmoteState(anim_id);
return true;
}