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Core/Texts:
* Enable some BroadcastTexts stuff (is not finish) * Added reload command for broadcast_text table ToDo: - Enable: Sound/Emote stuff, etc. - Auth base need refresh
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@@ -264,18 +264,18 @@ void WorldSession::HandleNpcTextQueryOpcode(WorldPacket& recvData)
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uint64 guid;
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recvData >> textID;
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TC_LOG_DEBUG("network", "WORLD: CMSG_NPC_TEXT_QUERY ID '%u'", textID);
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TC_LOG_DEBUG("network", "WORLD: CMSG_NPC_TEXT_QUERY TextId: %u", textID);
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recvData >> guid;
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GossipText const* pGossip = sObjectMgr->GetGossipText(textID);
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GossipText const* gossip = sObjectMgr->GetGossipText(textID);
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WorldPacket data(SMSG_NPC_TEXT_UPDATE, 100); // guess size
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data << textID;
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if (!pGossip)
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if (!gossip)
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{
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for (uint32 i = 0; i < MAX_GOSSIP_TEXT_OPTIONS; ++i)
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for (uint8 i = 0; i < MAX_GOSSIP_TEXT_OPTIONS; ++i)
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{
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data << float(0);
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data << "Greetings $N";
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@@ -291,46 +291,50 @@ void WorldSession::HandleNpcTextQueryOpcode(WorldPacket& recvData)
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}
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else
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{
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std::string Text_0[MAX_LOCALES], Text_1[MAX_LOCALES];
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for (int i = 0; i < MAX_GOSSIP_TEXT_OPTIONS; ++i)
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{
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Text_0[i]=pGossip->Options[i].Text_0;
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Text_1[i]=pGossip->Options[i].Text_1;
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}
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std::string text0[MAX_GOSSIP_TEXT_OPTIONS], text1[MAX_GOSSIP_TEXT_OPTIONS];
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LocaleConstant locale = GetSessionDbLocaleIndex();
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int loc_idx = GetSessionDbLocaleIndex();
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if (loc_idx >= 0)
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for (uint8 i = 0; i < MAX_GOSSIP_TEXT_OPTIONS; ++i)
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{
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if (NpcTextLocale const* nl = sObjectMgr->GetNpcTextLocale(textID))
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BroadcastText const* bct = sObjectMgr->GetBroadcastText(gossip->Options[i].BroadcastTextID);
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if (bct)
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{
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for (int i = 0; i < MAX_LOCALES; ++i)
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ObjectMgr::GetLocaleString(bct->MaleText, locale, text0[i]);
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ObjectMgr::GetLocaleString(bct->FemaleText, locale, text1[i]);
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}
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else
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{
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text0[i] = gossip->Options[i].Text_0;
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text1[i] = gossip->Options[i].Text_1;
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}
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if (locale != DEFAULT_LOCALE && !bct)
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{
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if (NpcTextLocale const* npcTextLocale = sObjectMgr->GetNpcTextLocale(textID))
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{
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ObjectMgr::GetLocaleString(nl->Text_0[i], loc_idx, Text_0[i]);
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ObjectMgr::GetLocaleString(nl->Text_1[i], loc_idx, Text_1[i]);
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ObjectMgr::GetLocaleString(npcTextLocale->Text_0[i], locale, text0[i]);
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ObjectMgr::GetLocaleString(npcTextLocale->Text_1[i], locale, text1[i]);
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}
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}
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}
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for (int i = 0; i < MAX_GOSSIP_TEXT_OPTIONS; ++i)
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{
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data << pGossip->Options[i].Probability;
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data << gossip->Options[i].Probability;
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if (Text_0[i].empty())
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data << Text_1[i];
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if (text0[i].empty())
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data << text1[i];
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else
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data << Text_0[i];
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data << text0[i];
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if (Text_1[i].empty())
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data << Text_0[i];
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if (text1[i].empty())
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data << text0[i];
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else
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data << Text_1[i];
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data << text1[i];
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data << pGossip->Options[i].Language;
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data << gossip->Options[i].Language;
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for (int j = 0; j < MAX_GOSSIP_TEXT_EMOTES; ++j)
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for (uint8 j = 0; j < MAX_GOSSIP_TEXT_EMOTES; ++j)
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{
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data << pGossip->Options[i].Emotes[j]._Delay;
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data << pGossip->Options[i].Emotes[j]._Emote;
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data << gossip->Options[i].Emotes[j]._Delay;
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data << gossip->Options[i].Emotes[j]._Emote;
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}
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}
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}
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