From 2c605ee482fd7f458478916cb531b92de65f218b Mon Sep 17 00:00:00 2001 From: Xanadu Date: Wed, 17 Mar 2010 21:00:44 +0100 Subject: Upgraded SCRIPT_COMMAND_EMOTE to do state emotes, too, based on datalong2 value. By Malcrom. --HG-- branch : trunk --- src/game/Map.cpp | 5 ++++- 1 file changed, 4 insertions(+), 1 deletion(-) (limited to 'src') 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) -- cgit v1.2.3