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
This commit is contained in:
Peter Keresztes Schmidt
2020-08-15 15:29:43 +02:00
committed by GitHub
parent 34d403e83f
commit 6c7837f947
20 changed files with 41 additions and 62 deletions
+2 -9
View File
@@ -3200,14 +3200,7 @@ class spell_gen_seaforium_blast : public SpellScript
}
};
enum SpectatorCheerTrigger
{
EMOTE_ONE_SHOT_CHEER = 4,
EMOTE_ONE_SHOT_EXCLAMATION = 5,
EMOTE_ONE_SHOT_APPLAUD = 21
};
uint8 const EmoteArray[3] = { EMOTE_ONE_SHOT_CHEER, EMOTE_ONE_SHOT_EXCLAMATION, EMOTE_ONE_SHOT_APPLAUD };
static Emote const EmoteArray[] = { EMOTE_ONESHOT_CHEER, EMOTE_ONESHOT_EXCLAMATION, EMOTE_ONESHOT_APPLAUD };
class spell_gen_spectator_cheer_trigger : public SpellScript
{
@@ -3216,7 +3209,7 @@ class spell_gen_spectator_cheer_trigger : public SpellScript
void HandleDummy(SpellEffIndex /*effIndex*/)
{
if (roll_chance_i(40))
GetCaster()->HandleEmoteCommand(EmoteArray[urand(0, 2)]);
GetCaster()->HandleEmoteCommand(Trinity::Containers::SelectRandomContainerElement(EmoteArray));
}
void Register() override