Core/SmartAI: added SMART_ACTION_SIMPLE_TALK, param1: textID, uses the 'Targets' to say the text,
NOTE: textID is relative to the current target's entry OR if target is a player, text is used with source creature's entry --HG-- branch : trunk
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@@ -143,7 +143,24 @@ void SmartScript::ProcessAction(SmartScriptHolder &e, Unit* unit, uint32 var0, u
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mTextGUID = IsPlayer(unit)? unit->GetGUID() : NULL;//invoker, used for $vars in texts
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mUseTextTimer = true;
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sCreatureTextMgr.SendChat(talker, uint8(e.action.talk.textGroupID), mTextGUID);
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return;
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break;
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}
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case SMART_ACTION_SIMPLE_TALK:
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{
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ObjectList* targets = GetTargets(e, unit);
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if (targets)
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{
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for (ObjectList::const_iterator itr = targets->begin(); itr != targets->end(); itr++)
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{
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if (IsCreature((*itr)))
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{
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sCreatureTextMgr.SendChat((*itr)->ToCreature(), uint8(e.action.talk.textGroupID));
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} else if (IsPlayer((*itr)))
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{
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sCreatureTextMgr.SendChat(me, uint8(e.action.talk.textGroupID),NULL,CHAT_TYPE_END,LANG_ADDON,TEXT_RANGE_NORMAL,NULL,TEAM_OTHER,false, (*itr)->ToPlayer());
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}
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}
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}
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break;
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}
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case SMART_ACTION_PLAY_EMOTE:
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@@ -488,9 +488,6 @@ bool SmartAIMgr::IsEventValid(SmartScriptHolder &e)
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switch (e.GetActionType())
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{
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case SMART_ACTION_TALK:
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//if (!IsTextValid(e, e.action.talk.textGroupID)) return false;//can use other creatures texts too!
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break;
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case SMART_ACTION_SET_FACTION:
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if (e.action.faction.factionID && !sFactionStore.LookupEntry(e.action.faction.factionID))
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{
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@@ -752,6 +749,8 @@ bool SmartAIMgr::IsEventValid(SmartScriptHolder &e)
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case SMART_ACTION_SET_NPC_FLAG:
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case SMART_ACTION_ADD_NPC_FLAG:
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case SMART_ACTION_REMOVE_NPC_FLAG:
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case SMART_ACTION_TALK:
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case SMART_ACTION_SIMPLE_TALK:
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break;
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default:
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sLog.outErrorDb("SmartAIMgr: Not handled action_type(%u), Entry %d SourceType %u Event %u, skipped.", e.GetActionType(), e.GetEventType(), e.entryOrGuid, e.GetScriptType(), e.event_id);
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@@ -430,8 +430,9 @@ enum SMART_ACTION
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SMART_ACTION_SET_NPC_FLAG = 81, // Flags
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SMART_ACTION_ADD_NPC_FLAG = 82, // Flags
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SMART_ACTION_REMOVE_NPC_FLAG = 83, // Flags
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SMART_ACTION_SIMPLE_TALK = 84, // groupID, can be used to make players say groupID, Text_over event is not triggered, whisper can not be used (Target units will say the text)
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SMART_ACTION_END = 84,
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SMART_ACTION_END = 85,
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};
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struct SmartAction
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