From 940c80e3e85aa4508f296c69cc8daf77c1b6e229 Mon Sep 17 00:00:00 2001 From: Krudor Date: Sat, 18 Mar 2017 20:15:38 +0100 Subject: Core/Creatures: Use `broadcast_text` sound entry (#19321) Currently if you use broadcast text, there is no sound because it doesn't check the broadcast_text entry for it's sound id, it always uses the creature_text sound entry. --- src/server/game/Texts/CreatureTextMgr.cpp | 6 +++++- 1 file changed, 5 insertions(+), 1 deletion(-) (limited to 'src') diff --git a/src/server/game/Texts/CreatureTextMgr.cpp b/src/server/game/Texts/CreatureTextMgr.cpp index 3122088f006..8a5c052a093 100644 --- a/src/server/game/Texts/CreatureTextMgr.cpp +++ b/src/server/game/Texts/CreatureTextMgr.cpp @@ -244,7 +244,11 @@ uint32 CreatureTextMgr::SendChat(Creature* source, uint8 textGroup, WorldObject ChatMsg finalType = (msgType == CHAT_MSG_ADDON) ? iter->type : msgType; Language finalLang = (language == LANG_ADDON) ? iter->lang : language; - uint32 finalSound = sound ? sound : iter->sound; + uint32 finalSound = iter->sound; + if (sound) + finalSound = sound; + else if (BroadcastTextEntry const* bct = sBroadcastTextStore.LookupEntry(iter->BroadcastTextId)) + finalSound = bct->SoundID[source->getGender() == GENDER_FEMALE ? 1 : 0]; if (range == TEXT_RANGE_NORMAL) range = iter->TextRange; -- cgit v1.2.3