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[6838] [2008_11_18_01_mangos_creature_movement.sql 2008_11_18_02_mangos_mangos_string.sql] Implement localization support for creature_movemant.
Implemented in same way as db script localization. creature_movemant now store indexes in db_script_string. In game waypoint text setting disabled. Unclear how this possible implement with localization data.
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9 changed files with 118 additions and 111 deletions
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@ -19,11 +19,11 @@
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/*
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creature_movement Table
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alter table creature_movement add `text1` varchar(255) default NULL;
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alter table creature_movement add `text2` varchar(255) default NULL;
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alter table creature_movement add `text3` varchar(255) default NULL;
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alter table creature_movement add `text4` varchar(255) default NULL;
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alter table creature_movement add `text5` varchar(255) default NULL;
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alter table creature_movement add `textid1` int(11) NOT NULL default '0';
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alter table creature_movement add `textid2` int(11) NOT NULL default '0';
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alter table creature_movement add `textid3` int(11) NOT NULL default '0';
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alter table creature_movement add `textid4` int(11) NOT NULL default '0';
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alter table creature_movement add `textid5` int(11) NOT NULL default '0';
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alter table creature_movement add `emote` int(10) unsigned default '0';
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alter table creature_movement add `spell` int(5) unsigned default '0';
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alter table creature_movement add `wpguid` int(11) default '0';
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@ -146,21 +146,21 @@ WaypointMovementGenerator<Creature>::Update(Creature &creature, const uint32 &di
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creature.CastSpell(&creature,behavior->spell, false);
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if(behavior->model1 != 0)
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creature.SetDisplayId(behavior->model1);
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if(!behavior->text[0].empty())
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if(behavior->textid[0])
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{
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// Only one text is set
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if( !behavior->text[1].empty() )
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// Not only one text is set
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if( behavior->textid[1] )
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{
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// Select one from max 5 texts (0 and 1 laready checked)
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int i = 2;
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for( ; i < 5; ++i )
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if( behavior->text[i].empty() )
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for( ; i < MAX_WAYPOINT_TEXT; ++i )
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if( !behavior->textid[i] )
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break;
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creature.Say(behavior->text[rand() % i].c_str(), 0, 0);
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creature.Say(behavior->textid[rand() % i], 0, 0);
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}
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else
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creature.Say(behavior->text[0].c_str(), 0, 0);
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creature.Say(behavior->textid[0], 0, 0);
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}
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i_hasDone[idx] = true;
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