[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

@ -854,7 +854,10 @@ void ObjectMgr::LoadCreatureAddons(SQLStorage& creatureaddons, char const* entry
}
if (!sEmotesStore.LookupEntry(addon->emote))
{
sLog.outErrorDb("Creature (%s %u) have invalid emote (%u) defined in `%s`.", entryName, addon->guidOrEntry, addon->emote, creatureaddons.GetTableName());
const_cast<CreatureDataAddon*>(addon)->emote = 0;
}
if (addon->splineFlags & (SPLINEFLAG_TRAJECTORY|SPLINEFLAG_UNKNOWN3))
{