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authorXanadu <none@none>2010-03-17 21:00:44 +0100
committerXanadu <none@none>2010-03-17 21:00:44 +0100
commit2c605ee482fd7f458478916cb531b92de65f218b (patch)
tree2b4f1fdbcc96b7f7d80cf9d2a9a9ce0da0753c22 /src
parent48d7ae707db2a4997663e368e8afe1ae853c7d18 (diff)
Upgraded SCRIPT_COMMAND_EMOTE to do state emotes, too, based on datalong2 value. By Malcrom.
--HG-- branch : trunk
Diffstat (limited to 'src')
-rw-r--r--src/game/Map.cpp5
1 files changed, 4 insertions, 1 deletions
diff --git a/src/game/Map.cpp b/src/game/Map.cpp
index 1b54b9d430e..5889ecc5ee4 100644
--- a/src/game/Map.cpp
+++ b/src/game/Map.cpp
@@ -3064,7 +3064,10 @@ void Map::ScriptsProcess()
break;
}
- source->ToCreature()->HandleEmoteCommand(step.script->datalong);
+ if (step.script->datalong2)
+ ((Creature *)source)->SetUInt32Value(UNIT_NPC_EMOTESTATE, step.script->datalong);
+ else
+ ((Creature *)source)->HandleEmoteCommand(step.script->datalong);
break;
case SCRIPT_COMMAND_FIELD_SET:
if(!source)