[svn] * PlaySound changed to SendPlaySound, moved to WorldObject and used everywhere instead of hard-coding packet

--HG--
branch : trunk
This commit is contained in:
Neo2003
2008-10-05 11:38:24 -05:00
parent 9245de8138
commit 1fc73ff41b
8 changed files with 24 additions and 30 deletions
+1 -4
View File
@@ -1853,10 +1853,7 @@ void ProcessScriptText(uint32 id, WorldObject* pSource, Unit* target)
{
if(GetSoundEntriesStore()->LookupEntry((*i).second.SoundId))
{
WorldPacket data(4);
data.SetOpcode(SMSG_PLAY_SOUND);
data << uint32((*i).second.SoundId);
pSource->SendMessageToSet(&data,false);
pSource->SendPlaySound((*i).second.SoundId, false);
}
else
error_log("TSCR: ProcessScriptText id %u tried to process invalid soundid %u.",id,(*i).second.SoundId);
+1 -5
View File
@@ -5,7 +5,6 @@
#include "precompiled.h"
#include "Item.h"
#include "Spell.h"
#include "WorldPacket.h"
// Spell summary for ScriptedAI::SelectSpell
struct TSpellSummary {
@@ -202,10 +201,7 @@ void ScriptedAI::DoPlaySoundToSet(Unit* unit, uint32 sound)
return;
}
WorldPacket data(4);
data.SetOpcode(SMSG_PLAY_SOUND);
data << uint32(sound);
unit->SendMessageToSet(&data,false);
unit->SendPlaySound(sound, false);
}
Creature* ScriptedAI::DoSpawnCreature(uint32 id, float x, float y, float z, float angle, uint32 type, uint32 despawntime)
@@ -583,14 +583,14 @@ struct MANGOS_DLL_DECL cthunAI : public Scripted_NoMovementAI
//Play random sound to the zone
switch (rand()%8)
{
case 0: (*i)->PlaySound(RND_WISPER_1, true); break;
case 1: (*i)->PlaySound(RND_WISPER_2, true); break;
case 2: (*i)->PlaySound(RND_WISPER_3, true); break;
case 3: (*i)->PlaySound(RND_WISPER_4, true); break;
case 4: (*i)->PlaySound(RND_WISPER_5, true); break;
case 5: (*i)->PlaySound(RND_WISPER_6, true); break;
case 6: (*i)->PlaySound(RND_WISPER_7, true); break;
case 7: (*i)->PlaySound(RND_WISPER_8, true); break;
case 0: (*i)->SendPlaySound(RND_WISPER_1, true); break;
case 1: (*i)->SendPlaySound(RND_WISPER_2, true); break;
case 2: (*i)->SendPlaySound(RND_WISPER_3, true); break;
case 3: (*i)->SendPlaySound(RND_WISPER_4, true); break;
case 4: (*i)->SendPlaySound(RND_WISPER_5, true); break;
case 5: (*i)->SendPlaySound(RND_WISPER_6, true); break;
case 6: (*i)->SendPlaySound(RND_WISPER_7, true); break;
case 7: (*i)->SendPlaySound(RND_WISPER_8, true); break;
}
}