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.
This commit is contained in:
Krudor
2017-03-18 20:15:38 +01:00
committed by Shauren
parent 51207376b7
commit 940c80e3e8

View File

@@ -244,7 +244,11 @@ uint32 CreatureTextMgr::SendChat(Creature* source, uint8 textGroup, WorldObject
ChatMsg finalType = (msgType == CHAT_MSG_ADDON) ? iter->type : msgType;
Language finalLang = (language == LANG_ADDON) ? iter->lang : language;
uint32 finalSound = sound ? sound : iter->sound;
uint32 finalSound = iter->sound;
if (sound)
finalSound = sound;
else if (BroadcastTextEntry const* bct = sBroadcastTextStore.LookupEntry(iter->BroadcastTextId))
finalSound = bct->SoundID[source->getGender() == GENDER_FEMALE ? 1 : 0];
if (range == TEXT_RANGE_NORMAL)
range = iter->TextRange;