From f7048afac12f89464f5445bdc0bb25c48bebf721 Mon Sep 17 00:00:00 2001 From: Killyana Date: Thu, 4 Apr 2019 15:36:29 +0200 Subject: Core: Remove wrong emotes played in combat Ref #23152 (cherry picked from commit c52eb49f71606b6b07b9edf279606713292ec92c) --- src/server/game/Entities/Unit/Unit.cpp | 6 ------ 1 file changed, 6 deletions(-) (limited to 'src') diff --git a/src/server/game/Entities/Unit/Unit.cpp b/src/server/game/Entities/Unit/Unit.cpp index 56b22078417..cc8294c6965 100644 --- a/src/server/game/Entities/Unit/Unit.cpp +++ b/src/server/game/Entities/Unit/Unit.cpp @@ -1360,12 +1360,6 @@ void Unit::DealMeleeDamage(CalcDamageInfo* damageInfo, bool durabilityLoss) if (!victim->IsAlive() || victim->HasUnitState(UNIT_STATE_IN_FLIGHT) || (victim->GetTypeId() == TYPEID_UNIT && victim->ToCreature()->IsEvadingAttacks())) return; - // Hmmmm dont like this emotes client must by self do all animations - if (damageInfo->HitInfo & HITINFO_CRITICALHIT) - victim->HandleEmoteCommand(EMOTE_ONESHOT_WOUND_CRITICAL); - if (damageInfo->Blocked && damageInfo->TargetState != VICTIMSTATE_BLOCKS) - victim->HandleEmoteCommand(EMOTE_ONESHOT_PARRY_SHIELD); - if (damageInfo->TargetState == VICTIMSTATE_PARRY && (GetTypeId() != TYPEID_UNIT || (ToCreature()->GetCreatureTemplate()->flags_extra & CREATURE_FLAG_EXTRA_NO_PARRY_HASTEN) == 0)) { -- cgit v1.2.3