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Core/Emote: Fix an issue with EMOTE_STATE_READ, which persisted after closing the map
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@@ -735,7 +735,7 @@ class PlayerScript : public UnitScript
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virtual void OnChat(Player* /*player*/, uint32 /*type*/, uint32 /*lang*/, std::string& /*msg*/, Channel* /*channel*/) { }
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// Both of the below are called on emote opcodes.
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virtual void OnEmote(Player* /*player*/, uint32 /*emote*/) { }
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virtual void OnClearEmote(Player* /*player*/) { }
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virtual void OnTextEmote(Player* /*player*/, uint32 /*textEmote*/, uint32 /*emoteNum*/, ObjectGuid /*guid*/) { }
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@@ -1076,7 +1076,7 @@ class ScriptMgr
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void OnPlayerChat(Player* player, uint32 type, uint32 lang, std::string& msg, Group* group);
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void OnPlayerChat(Player* player, uint32 type, uint32 lang, std::string& msg, Guild* guild);
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void OnPlayerChat(Player* player, uint32 type, uint32 lang, std::string& msg, Channel* channel);
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void OnPlayerEmote(Player* player, uint32 emote);
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void OnPlayerClearEmote(Player* player);
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void OnPlayerTextEmote(Player* player, uint32 textEmote, uint32 emoteNum, ObjectGuid guid);
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void OnPlayerSpellCast(Player* player, Spell* spell, bool skipCheck);
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void OnPlayerLogin(Player* player, bool firstLogin);
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