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Player/Emotes: Fix infinite dance and read map animation
Thx to @Kinzcool and @SeTM for the info
based on 57ceeae828
This commit is contained in:
parent
3c22e82937
commit
6578d0c7e1
2 changed files with 7 additions and 0 deletions
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@ -725,6 +725,9 @@ void WorldSession::HandleTextEmoteOpcode(WorldPacket& recv_data)
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case EMOTE_STATE_KNEEL:
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case EMOTE_STATE_KNEEL:
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case EMOTE_ONESHOT_NONE:
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case EMOTE_ONESHOT_NONE:
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break;
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break;
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case EMOTE_STATE_DANCE:
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case EMOTE_STATE_READ:
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GetPlayer()->SetUInt32Value(UNIT_NPC_EMOTESTATE, emote_id);
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default:
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default:
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{
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{
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// in feign death state allowed only text emotes.
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// in feign death state allowed only text emotes.
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@ -344,6 +344,10 @@ void WorldSession::HandleMovementOpcodes(WorldPacket& recv_data)
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if (plMover)
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if (plMover)
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plMover->UpdateFallInformationIfNeed(movementInfo, opcode);
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plMover->UpdateFallInformationIfNeed(movementInfo, opcode);
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// stop some emotes at player move
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if (mover && (mover->GetUInt32Value(UNIT_NPC_EMOTESTATE) != 0))
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mover->SetUInt32Value(UNIT_NPC_EMOTESTATE, EMOTE_ONESHOT_NONE);
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WorldPacket data(SMSG_PLAYER_MOVE, recv_data.size());
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WorldPacket data(SMSG_PLAYER_MOVE, recv_data.size());
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data << movementInfo;
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data << movementInfo;
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mover->SendMessageToSetExcept(&data, _player);
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mover->SendMessageToSetExcept(&data, _player);
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