Core/SAI: Support gameobject targets for SMART_ACTION_PLAY_ANIMKIT

This commit is contained in:
Shauren
2022-04-24 14:35:38 +02:00
parent 5e90f188f8
commit b8246d1ba7

View File

@@ -2242,10 +2242,22 @@ void SmartScript::ProcessAction(SmartScriptHolder& e, Unit* unit, uint32 var0, u
target->ToCreature()->SetMeleeAnimKitId(e.action.animKit.animKit);
else if (e.action.animKit.type == 3)
target->ToCreature()->SetMovementAnimKitId(e.action.animKit.animKit);
else
TC_LOG_DEBUG("scripts.ai", "SmartScript::ProcessAction:: SMART_ACTION_PLAY_ANIMKIT: target: %s (%s), AnimKit: %u, Type: %u",
target->GetName().c_str(), target->GetGUID().ToString().c_str(), e.action.animKit.animKit, e.action.animKit.type);
}
else if (IsGameObject(target))
{
switch (e.action.animKit.type)
{
TC_LOG_ERROR("sql.sql", "SmartScript: Invalid type for SMART_ACTION_PLAY_ANIMKIT, skipping");
break;
case 0:
target->ToGameObject()->SetAnimKitId(e.action.animKit.animKit, true);
break;
case 1:
target->ToGameObject()->SetAnimKitId(e.action.animKit.animKit, false);
break;
default:
break;
}
TC_LOG_DEBUG("scripts.ai", "SmartScript::ProcessAction:: SMART_ACTION_PLAY_ANIMKIT: target: %s (%s), AnimKit: %u, Type: %u",