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[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.
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9 changed files with 35 additions and 8 deletions
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@ -174,7 +174,7 @@ bool WaypointMovementGenerator<Creature>::Update(Creature &creature, const uint3
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if (WaypointBehavior *behavior = i_path->at(idx).behavior)
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{
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if (behavior->emote != 0)
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creature.SetUInt32Value(UNIT_NPC_EMOTESTATE, behavior->emote);
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creature.HandleEmote(behavior->emote);
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if (behavior->spell != 0)
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{
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