[10310] Clarify argument in emote related functions, expecting emote id

Signed-off-by: NoFantasy <nofantasy@nf.no>
This commit is contained in:
NoFantasy 2010-08-03 01:01:17 +02:00
parent a6d0b61d45
commit 8aaf32798f
5 changed files with 18 additions and 18 deletions

View file

@ -1726,29 +1726,29 @@ void Unit::DealMeleeDamage(CalcDamageInfo *damageInfo, bool durabilityLoss)
}
void Unit::HandleEmoteCommand(uint32 anim_id)
void Unit::HandleEmoteCommand(uint32 emote_id)
{
WorldPacket data( SMSG_EMOTE, 4 + 8 );
data << uint32(anim_id);
data << uint32(emote_id);
data << uint64(GetGUID());
SendMessageToSet(&data, true);
}
void Unit::HandleEmoteState(uint32 anim_id)
void Unit::HandleEmoteState(uint32 emote_id)
{
SetUInt32Value(UNIT_NPC_EMOTESTATE, anim_id);
SetUInt32Value(UNIT_NPC_EMOTESTATE, emote_id);
}
void Unit::HandleEmote(uint32 anim_id)
void Unit::HandleEmote(uint32 emote_id)
{
if (!anim_id)
if (!emote_id)
HandleEmoteState(0);
else if (EmotesEntry const* emoteEntry = sEmotesStore.LookupEntry(anim_id))
else if (EmotesEntry const* emoteEntry = sEmotesStore.LookupEntry(emote_id))
{
if (emoteEntry->EmoteType) // 1,2 states, 0 command
HandleEmoteState(anim_id);
HandleEmoteState(emote_id);
else
HandleEmoteCommand(anim_id);
HandleEmoteCommand(emote_id);
}
}