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Core/CreatureTexts: Added new field SoundPlayType to enable usage of ObjectSounds within creature_text (#27136)
* Also adjusted Vigilant Quoram texts to use ObjectSounds
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@@ -303,7 +303,7 @@ void SmartScript::ProcessAction(SmartScriptHolder& e, Unit* unit, uint32 var0, u
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else if (IsPlayer(target) && me)
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{
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Unit* templastInvoker = GetLastInvoker();
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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());
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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());
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}
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TC_LOG_DEBUG("scripts.ai", "SmartScript::ProcessAction:: SMART_ACTION_SIMPLE_TALK: talker: %s (%s), textGroupId: %u",
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target->GetName().c_str(), target->GetGUID().ToString().c_str(), uint8(e.action.talk.textGroupID));
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