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Core/SAI: Change SMART_ACTION_PLAY_EMOTE and SMART_ACTION_RANDOM_EMOTE
to use the new IsEmoteValid which checks Emote.dbc. Thanks Nay for noticing the problem
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@@ -533,7 +533,7 @@ bool SmartAIMgr::IsEventValid(SmartScriptHolder &e)
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break;
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case SMART_ACTION_SET_EMOTE_STATE:
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case SMART_ACTION_PLAY_EMOTE:
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if (!IsTextEmoteValid(e, e.action.emote.emote)) return false;
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if (!IsEmoteValid(e, e.action.emote.emote)) return false;
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break;
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case SMART_ACTION_FAIL_QUEST:
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case SMART_ACTION_ADD_QUEST:
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@@ -549,12 +549,12 @@ bool SmartAIMgr::IsEventValid(SmartScriptHolder &e)
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break;
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}
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case SMART_ACTION_RANDOM_EMOTE:
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if (e.action.randomEmote.emote1 && !IsTextEmoteValid(e, e.action.randomEmote.emote1)) return false;
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if (e.action.randomEmote.emote2 && !IsTextEmoteValid(e, e.action.randomEmote.emote2)) return false;
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if (e.action.randomEmote.emote3 && !IsTextEmoteValid(e, e.action.randomEmote.emote3)) return false;
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if (e.action.randomEmote.emote4 && !IsTextEmoteValid(e, e.action.randomEmote.emote4)) return false;
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if (e.action.randomEmote.emote5 && !IsTextEmoteValid(e, e.action.randomEmote.emote5)) return false;
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if (e.action.randomEmote.emote6 && !IsTextEmoteValid(e, e.action.randomEmote.emote6)) return false;
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if (e.action.randomEmote.emote1 && !IsEmoteValid(e, e.action.randomEmote.emote1)) return false;
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if (e.action.randomEmote.emote2 && !IsEmoteValid(e, e.action.randomEmote.emote2)) return false;
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if (e.action.randomEmote.emote3 && !IsEmoteValid(e, e.action.randomEmote.emote3)) return false;
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if (e.action.randomEmote.emote4 && !IsEmoteValid(e, e.action.randomEmote.emote4)) return false;
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if (e.action.randomEmote.emote5 && !IsEmoteValid(e, e.action.randomEmote.emote5)) return false;
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if (e.action.randomEmote.emote6 && !IsEmoteValid(e, e.action.randomEmote.emote6)) return false;
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break;
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case SMART_ACTION_ADD_AURA:
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case SMART_ACTION_CAST:
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