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Item/Misc: Implement Toy Train Set and Wind-Up Train Wrecker #16218
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creature text also supports emotes (type 16) |
@Northstrider |
Do you have used sniff datas to find about the event? Many sounds are triggered by spells. If this is not the case the Talk function should be adapted to play sounds as well if defined. |
if(!_isChasing) | ||
if (GameObject* target = me->FindNearestGameObject(GO_TOY_TRAIN, 40.0f)) | ||
Wreck(target); | ||
_searchTimer = 3 * IN_MILLISECONDS; |
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3 ms is quite low. An update cycle takes way longer than that.
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That's 3 seconds. IN_MILLISECONDS = 1000
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Oh. My bad.
P.S When can we start using http://en.cppreference.com/w/cpp/chrono/operator%22%22ms? Pretty please.
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As soon as TC stops supporting ancient compilers and requires MSVC 2015
dummyPacket << target->GetGUID(); | ||
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if (WorldSession* session = target->GetSession()) | ||
session->HandleTextEmoteOpcode(dummyPacket); |
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Why are you doing this crap instead of just sending SMSG_TEXT_EMOTE? Also sniff it, maybe it doesn't even use this opcode
logic seems solid, so the only ToDo is the aura, right? |
Aura is |
well, if sniffs dont show any other spell involving the unaura, I guess the best option is to make an aurascript which stores caster on apply and search its status on each update call. edit: nvm there is no script call for nonperiodic auras on update last option is to make creature/gameobject remove it on nearby players :P edit2: last last option, create a playerAI just as I did on raise ally hahaha |
@@ -338,6 +341,10 @@ void LoadDBCStores(const std::string& dataPath) | |||
LoadDBC(availableDbcLocales, bad_dbc_files, sDurabilityQualityStore, dbcPath, "DurabilityQuality.dbc"); | |||
LoadDBC(availableDbcLocales, bad_dbc_files, sEmotesStore, dbcPath, "Emotes.dbc"); | |||
LoadDBC(availableDbcLocales, bad_dbc_files, sEmotesTextStore, dbcPath, "EmotesText.dbc"); | |||
LoadDBC(availableDbcLocales, bad_dbc_files, sEmotesTextSoundStore, dbcPath, "EmotesTextSound.dbc"); | |||
for (uint32 i = 0; i < sEmotesTextSoundStore.GetNumRows(); ++i) | |||
if(EmotesTextSoundEntry const* entry = sEmotesTextSoundStore.LookupEntry(i)) |
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codestyle, space between if and (
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Item/Misc: Implement Toy Train Set and Wind-Up Train Wrecker.
TODO:
Can't think of pretty ways of doing these. Suggestions appreciated.
Also, WorldPacket hack is ugly, but needed to get sound.