mirror of
https://github.com/mangosfour/server.git
synced 2025-12-13 13:37:05 +00:00
[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:
parent
bf1903345b
commit
5c7f6356d6
9 changed files with 35 additions and 8 deletions
|
|
@ -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))
|
||||
{
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue