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[10310] Clarify argument in emote related functions, expecting emote id
Signed-off-by: NoFantasy <nofantasy@nf.no>
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parent
a6d0b61d45
commit
8aaf32798f
5 changed files with 18 additions and 18 deletions
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@ -1726,29 +1726,29 @@ void Unit::DealMeleeDamage(CalcDamageInfo *damageInfo, bool durabilityLoss)
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}
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void Unit::HandleEmoteCommand(uint32 anim_id)
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void Unit::HandleEmoteCommand(uint32 emote_id)
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{
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WorldPacket data( SMSG_EMOTE, 4 + 8 );
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data << uint32(anim_id);
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data << uint32(emote_id);
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data << uint64(GetGUID());
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SendMessageToSet(&data, true);
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}
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void Unit::HandleEmoteState(uint32 anim_id)
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void Unit::HandleEmoteState(uint32 emote_id)
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{
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SetUInt32Value(UNIT_NPC_EMOTESTATE, anim_id);
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SetUInt32Value(UNIT_NPC_EMOTESTATE, emote_id);
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}
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void Unit::HandleEmote(uint32 anim_id)
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void Unit::HandleEmote(uint32 emote_id)
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{
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if (!anim_id)
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if (!emote_id)
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HandleEmoteState(0);
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else if (EmotesEntry const* emoteEntry = sEmotesStore.LookupEntry(anim_id))
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else if (EmotesEntry const* emoteEntry = sEmotesStore.LookupEntry(emote_id))
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{
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if (emoteEntry->EmoteType) // 1,2 states, 0 command
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HandleEmoteState(anim_id);
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HandleEmoteState(emote_id);
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else
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HandleEmoteCommand(anim_id);
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HandleEmoteCommand(emote_id);
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}
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}
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