Core/CreatureTexts: Added new field SoundPlayType to enable usage of ObjectSounds within creature_text (#27136)

* Also adjusted Vigilant Quoram texts to use ObjectSounds
This commit is contained in:
ModoX
2021-10-23 13:10:32 +02:00
committed by GitHub
parent 8b171d7c01
commit 437fb2aaba
10 changed files with 64 additions and 22 deletions

View File

@@ -303,7 +303,7 @@ void SmartScript::ProcessAction(SmartScriptHolder& e, Unit* unit, uint32 var0, u
else if (IsPlayer(target) && me)
{
Unit* templastInvoker = GetLastInvoker();
sCreatureTextMgr->SendChat(me, uint8(e.action.talk.textGroupID), IsPlayer(templastInvoker) ? templastInvoker : nullptr, CHAT_MSG_ADDON, LANG_ADDON, TEXT_RANGE_NORMAL, 0, TEAM_OTHER, false, target->ToPlayer());
sCreatureTextMgr->SendChat(me, uint8(e.action.talk.textGroupID), IsPlayer(templastInvoker) ? templastInvoker : nullptr, CHAT_MSG_ADDON, LANG_ADDON, TEXT_RANGE_NORMAL, 0, SoundKitPlayType::Normal, TEAM_OTHER, false, target->ToPlayer());
}
TC_LOG_DEBUG("scripts.ai", "SmartScript::ProcessAction:: SMART_ACTION_SIMPLE_TALK: talker: %s (%s), textGroupId: %u",
target->GetName().c_str(), target->GetGUID().ToString().c_str(), uint8(e.action.talk.textGroupID));