*Changes in function ScriptedAI::DoSay - by Lightguard
--HG-- branch : trunk
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@@ -236,9 +236,14 @@ void ScriptedAI::DoCastSpell(Unit* who,SpellEntry const *spellInfo, bool trigger
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m_creature->CastSpell(who, spellInfo, triggered);
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m_creature->CastSpell(who, spellInfo, triggered);
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}
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}
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void ScriptedAI::DoSay(const char* text, uint32 language, Unit* target)
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void ScriptedAI::DoSay(const char* text, uint32 language, Unit* target, bool SayEmote)
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{
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{
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if (target) m_creature->Say(text, language, target->GetGUID());
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if (target)
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{
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m_creature->Say(text, language, target->GetGUID());
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if(SayEmote)
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m_creature->HandleEmoteCommand(EMOTE_ONESHOT_TALK);
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}
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else m_creature->Say(text, language, 0);
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else m_creature->Say(text, language, 0);
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}
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}
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@@ -124,7 +124,7 @@ struct TRINITY_DLL_DECL ScriptedAI : public CreatureAI
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void DoCastSpell(Unit* who,SpellEntry const *spellInfo, bool triggered = false);
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void DoCastSpell(Unit* who,SpellEntry const *spellInfo, bool triggered = false);
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//Creature say
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//Creature say
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void DoSay(const char* text, uint32 language, Unit* target);
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void DoSay(const char* text, uint32 language, Unit* target, bool SayEmote = false);
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//Creature Yell
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//Creature Yell
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void DoYell(const char* text, uint32 language, Unit* target);
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void DoYell(const char* text, uint32 language, Unit* target);
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