Core/Misc:
- Replace emote magic number by enum - Added all missing defines from AnimationData.dbc. Minor corrections to existing ones. Standardized some naming and updated cpp files as needed. - Correct a spell used in AQ Closes #3787 Closes #5095
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+2
-2
@@ -429,7 +429,7 @@ class npc_fizzlebang_toc : public CreatureScript
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case 1130:
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me->GetMotionMaster()->MovementExpired();
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DoScriptText(SAY_STAGE_1_03, me);
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me->HandleEmoteCommand(EMOTE_ONESHOT_SPELLCAST_OMNI);
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me->HandleEmoteCommand(EMOTE_ONESHOT_SPELL_CAST_OMNI);
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if (Unit* pTrigger = me->SummonCreature(NPC_TRIGGER, ToCCommonLoc[1].GetPositionX(), ToCCommonLoc[1].GetPositionY(), ToCCommonLoc[1].GetPositionZ(), 4.69494f, TEMPSUMMON_MANUAL_DESPAWN))
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{
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m_uiTriggerGUID = pTrigger->GetGUID();
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@@ -446,7 +446,7 @@ class npc_fizzlebang_toc : public CreatureScript
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m_uiUpdateTimer = 4000;
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break;
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case 1134:
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me->HandleEmoteCommand(EMOTE_ONESHOT_SPELLCAST_OMNI);
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me->HandleEmoteCommand(EMOTE_ONESHOT_SPELL_CAST_OMNI);
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if (Creature* pPortal = me->SummonCreature(NPC_WILFRED_PORTAL, ToCCommonLoc[1].GetPositionX(), ToCCommonLoc[1].GetPositionY(), ToCCommonLoc[1].GetPositionZ(), 4.71239f, TEMPSUMMON_MANUAL_DESPAWN))
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{
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pPortal->SetReactState(REACT_PASSIVE);
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@@ -883,7 +883,7 @@ class boss_the_lich_king : public CreatureScript
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case EVENT_INTRO_TALK_1:
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Talk(SAY_LK_INTRO_2);
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// for some reason blizz sends 2 emotes in row here so (we handle one in Talk)
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me->HandleEmoteCommand(EMOTE_ONESHOT_TALK_NOSHEATHE);
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me->HandleEmoteCommand(EMOTE_ONESHOT_TALK_NO_SHEATHE);
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events.ScheduleEvent(EVENT_EMOTE_CAST_SHOUT, 7000, 0, PHASE_INTRO);
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events.ScheduleEvent(EVENT_INTRO_EMOTE_1, 13000, 0, PHASE_INTRO);
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events.ScheduleEvent(EVENT_EMOTE_CAST_SHOUT, 18000, 0, PHASE_INTRO);
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@@ -893,7 +893,7 @@ class boss_the_lich_king : public CreatureScript
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DoCast(me, SPELL_EMOTE_SHOUT_NO_SHEATH, false);
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break;
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case EVENT_INTRO_EMOTE_1:
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me->HandleEmoteCommand(EMOTE_ONESHOT_POINT_NOSHEATHE);
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me->HandleEmoteCommand(EMOTE_ONESHOT_POINT_NO_SHEATHE);
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break;
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case EVENT_INTRO_CAST_FREEZE:
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Talk(SAY_LK_INTRO_3);
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@@ -1043,7 +1043,7 @@ class boss_the_lich_king : public CreatureScript
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DoCastAOE(SPELL_EMOTE_QUESTION_NO_SHEATH);
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break;
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case EVENT_OUTRO_EMOTE_TALK:
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me->HandleEmoteCommand(EMOTE_ONESHOT_TALK_NOSHEATHE);
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me->HandleEmoteCommand(EMOTE_ONESHOT_TALK_NO_SHEATHE);
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break;
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case EVENT_OUTRO_TALK_3:
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if (Creature* tirion = ObjectAccessor::GetCreature(*me, instance->GetData64(DATA_HIGHLORD_TIRION_FORDRING)))
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@@ -1268,7 +1268,7 @@ class npc_tirion_fordring_tft : public CreatureScript
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_events.ScheduleEvent(EVENT_INTRO_CHARGE, 5000, 0, PHASE_INTRO);
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break;
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case EVENT_INTRO_EMOTE_1:
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me->HandleEmoteCommand(EMOTE_ONESHOT_POINT_NOSHEATHE);
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me->HandleEmoteCommand(EMOTE_ONESHOT_POINT_NO_SHEATHE);
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break;
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case EVENT_INTRO_CHARGE:
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me->RemoveUnitMovementFlag(MOVEMENTFLAG_WALKING);
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@@ -477,7 +477,7 @@ class npc_highlord_tirion_fordring_lh : public CreatureScript
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Talk(SAY_TIRION_INTRO_3);
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break;
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case EVENT_LK_INTRO_1:
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me->HandleEmoteCommand(EMOTE_ONESHOT_POINT_NOSHEATHE);
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me->HandleEmoteCommand(EMOTE_ONESHOT_POINT_NO_SHEATHE);
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if (Creature* theLichKing = ObjectAccessor::GetCreature(*me, _theLichKing))
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theLichKing->AI()->Talk(SAY_LK_INTRO_1);
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break;
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@@ -354,7 +354,7 @@ class boss_gothik : public CreatureScript
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}
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if (spellId && me->isInCombat())
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{
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me->HandleEmoteCommand(EMOTE_ONESHOT_SPELLCAST);
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me->HandleEmoteCommand(EMOTE_ONESHOT_SPELL_CAST);
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if (Creature* pRandomDeadTrigger = Unit::GetCreature(*me, DeadTriggerGUID[rand() % POS_DEAD]))
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me->CastSpell(pRandomDeadTrigger, spellId, true);
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}
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@@ -668,7 +668,7 @@ class npc_expedition_commander : public CreatureScript
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break;
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case 4:
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for (uint8 n = 0; n < RAID_MODE(2, 4); n++)
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Engineer[n]->SetUInt32Value(UNIT_NPC_EMOTESTATE, EMOTE_STATE_USESTANDING);
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Engineer[n]->SetUInt32Value(UNIT_NPC_EMOTESTATE, EMOTE_STATE_USE_STANDING);
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for (uint8 n = 0; n < 4; ++n)
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Defender[n]->SetUInt32Value(UNIT_NPC_EMOTESTATE, EMOTE_STATE_READY2H);
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me->MonsterYell(SAY_AGGRO_2, LANG_UNIVERSAL, 0);
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@@ -415,7 +415,7 @@ public:
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// call this each update tick?
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if (me->FindNearestCreature(TALLHORN_STAG, 0.2f))
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{
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me->SetUInt32Value(UNIT_NPC_EMOTESTATE, EMOTE_STATE_USESTANDING);
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me->SetUInt32Value(UNIT_NPC_EMOTESTATE, EMOTE_STATE_USE_STANDING);
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}
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else
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if (m_uiPhase)
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