mirror of
https://github.com/mangosfour/server.git
synced 2025-12-12 19:37:03 +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
|
|
@ -1744,6 +1744,24 @@ void Unit::HandleEmoteCommand(uint32 anim_id)
|
|||
SendMessageToSet(&data, true);
|
||||
}
|
||||
|
||||
void Unit::HandleEmoteState(uint32 anim_id)
|
||||
{
|
||||
SetUInt32Value(UNIT_NPC_EMOTESTATE, anim_id);
|
||||
}
|
||||
|
||||
void Unit::HandleEmote(uint32 anim_id)
|
||||
{
|
||||
if (!anim_id)
|
||||
HandleEmoteState(0);
|
||||
else if (EmotesEntry const* emoteEntry = sEmotesStore.LookupEntry(anim_id))
|
||||
{
|
||||
if (emoteEntry->EmoteType) // 1,2 states, 0 command
|
||||
HandleEmoteState(anim_id);
|
||||
else
|
||||
HandleEmoteCommand(anim_id);
|
||||
}
|
||||
}
|
||||
|
||||
uint32 Unit::CalcNotIgnoreAbsorbDamage( uint32 damage, SpellSchoolMask damageSchoolMask, SpellEntry const* spellInfo /*= NULL*/)
|
||||
{
|
||||
float absorb_affected_rate = 1.0f;
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue