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Core/Unit: Make HandleEmoteCommand typesafe (#25249)
* Scripts/ScarletMonastery: Fix wrong emote during Headless Horseman encounter
* Scripts/HoR: Fix wrong emote during escape event
* Core/Unit: Make improve type safety of HandleEmoteCommand
Change argument type to the expected enum type Emote
* Scripts/CoS: Use SetUInt32Value to set UNIT_NPC_EMOTESTATE
UNIT_NPC_EMOTESTATE is no flag field
(cherry picked from commit 6c7837f947)
This commit is contained in:
committed by
Shauren
parent
595e89e02b
commit
2e3c612c80
@@ -321,7 +321,7 @@ void SmartScript::ProcessAction(SmartScriptHolder& e, Unit* unit, uint32 var0, u
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{
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if (IsUnit(target))
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{
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target->ToUnit()->HandleEmoteCommand(e.action.emote.emote);
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target->ToUnit()->HandleEmoteCommand(static_cast<Emote>(e.action.emote.emote));
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TC_LOG_DEBUG("scripts.ai", "SmartScript::ProcessAction:: SMART_ACTION_PLAY_EMOTE: target: %s %s, emote: %u",
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target->GetName().c_str(), target->GetGUID().ToString().c_str(), e.action.emote.emote);
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}
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@@ -475,7 +475,7 @@ void SmartScript::ProcessAction(SmartScriptHolder& e, Unit* unit, uint32 var0, u
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{
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if (IsUnit(target))
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{
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uint32 emote = Trinity::Containers::SelectRandomContainerElement(emotes);
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Emote emote = static_cast<Emote>(Trinity::Containers::SelectRandomContainerElement(emotes));
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target->ToUnit()->HandleEmoteCommand(emote);
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TC_LOG_DEBUG("scripts.ai", "SmartScript::ProcessAction:: SMART_ACTION_RANDOM_EMOTE: Creature %s handle random emote %u",
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target->GetGUID().ToString().c_str(), emote);
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