[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

@ -174,7 +174,7 @@ bool WaypointMovementGenerator<Creature>::Update(Creature &creature, const uint3
if (WaypointBehavior *behavior = i_path->at(idx).behavior)
{
if (behavior->emote != 0)
creature.SetUInt32Value(UNIT_NPC_EMOTESTATE, behavior->emote);
creature.HandleEmote(behavior->emote);
if (behavior->spell != 0)
{