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Upgraded SCRIPT_COMMAND_EMOTE to do state emotes, too, based on datalong2 value. By Malcrom.
--HG-- branch : trunk
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@@ -3064,7 +3064,10 @@ void Map::ScriptsProcess()
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break;
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}
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source->ToCreature()->HandleEmoteCommand(step.script->datalong);
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if (step.script->datalong2)
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((Creature *)source)->SetUInt32Value(UNIT_NPC_EMOTESTATE, step.script->datalong);
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else
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((Creature *)source)->HandleEmoteCommand(step.script->datalong);
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break;
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case SCRIPT_COMMAND_FIELD_SET:
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if(!source)
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