fix(Core/Units): clear emote state on attack rather than on combat st… (#8170)

- Closes #6281
This commit is contained in:
UltraNix
2021-10-14 16:18:51 +02:00
committed by GitHub
parent 13db23200f
commit cb71cc0131
2 changed files with 7 additions and 8 deletions

View File

@@ -1517,17 +1517,15 @@ public:
{
float angle = me->GetAngle(p);
if (Unit* vehicle = me->GetVehicleBase())
{
vehicle->SetUInt32Value(UNIT_NPC_EMOTESTATE, EMOTE_STATE_CUSTOM_SPELL_01);
vehicle->HandleEmoteCommand(EMOTE_STATE_CUSTOM_SPELL_01);
angle -= vehicle->GetOrientation();
}
spinningUpOrientation = (uint32)((angle * 100.0f) / (2 * M_PI));
spinningUpTimer = 1500;
me->SetFacingTo(angle);
me->CastSpell(p, SPELL_SPINNING_UP, true);
if (Unit* vehicle = me->GetVehicleBase())
{
vehicle->SetUInt32Value(UNIT_NPC_EMOTESTATE, EMOTE_STATE_CUSTOM_SPELL_01);
vehicle->HandleEmoteCommand(EMOTE_STATE_CUSTOM_SPELL_01);
}
events.RescheduleEvent((Phase == 2 ? EVENT_SPELL_RAPID_BURST : EVENT_HAND_PULSE), 14500);
}
break;