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fix(Core/Misc): Consider /dance as an emote state. (#14275)
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@@ -370,6 +370,15 @@ void WorldSession::HandleMovementOpcodes(WorldPacket& recvData)
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movementInfo.guid = guid;
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ReadMovementInfo(recvData, &movementInfo);
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// Stop emote on move
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if (Player* plrMover = mover->ToPlayer())
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{
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if (plrMover->GetUInt32Value(UNIT_NPC_EMOTESTATE) != EMOTE_ONESHOT_NONE)
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{
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plrMover->SetUInt32Value(UNIT_NPC_EMOTESTATE, EMOTE_ONESHOT_NONE);
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}
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}
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if (!movementInfo.pos.IsPositionValid())
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{
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if (plrMover)
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