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fix(Core/Units): clear emote state on attack rather than on combat st… (#8170)
- Closes #6281
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@@ -1517,17 +1517,15 @@ public:
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{
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float angle = me->GetAngle(p);
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if (Unit* vehicle = me->GetVehicleBase())
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{
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vehicle->SetUInt32Value(UNIT_NPC_EMOTESTATE, EMOTE_STATE_CUSTOM_SPELL_01);
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vehicle->HandleEmoteCommand(EMOTE_STATE_CUSTOM_SPELL_01);
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angle -= vehicle->GetOrientation();
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}
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spinningUpOrientation = (uint32)((angle * 100.0f) / (2 * M_PI));
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spinningUpTimer = 1500;
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me->SetFacingTo(angle);
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me->CastSpell(p, SPELL_SPINNING_UP, true);
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if (Unit* vehicle = me->GetVehicleBase())
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{
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vehicle->SetUInt32Value(UNIT_NPC_EMOTESTATE, EMOTE_STATE_CUSTOM_SPELL_01);
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vehicle->HandleEmoteCommand(EMOTE_STATE_CUSTOM_SPELL_01);
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}
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events.RescheduleEvent((Phase == 2 ? EVENT_SPELL_RAPID_BURST : EVENT_HAND_PULSE), 14500);
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}
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break;
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