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Core/Creatures: Use broadcast_text sound entry (#19321)
Currently if you use broadcast text, there is no sound because it doesn't check the broadcast_text entry for it's sound id, it always uses the creature_text sound entry.
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@@ -244,7 +244,11 @@ uint32 CreatureTextMgr::SendChat(Creature* source, uint8 textGroup, WorldObject
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ChatMsg finalType = (msgType == CHAT_MSG_ADDON) ? iter->type : msgType;
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Language finalLang = (language == LANG_ADDON) ? iter->lang : language;
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uint32 finalSound = sound ? sound : iter->sound;
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uint32 finalSound = iter->sound;
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if (sound)
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finalSound = sound;
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else if (BroadcastTextEntry const* bct = sBroadcastTextStore.LookupEntry(iter->BroadcastTextId))
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finalSound = bct->SoundID[source->getGender() == GENDER_FEMALE ? 1 : 0];
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if (range == TEXT_RANGE_NORMAL)
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range = iter->TextRange;
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