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refactor(Core/Scripts): Simplify speeches for Special Surprise quests. (#14630)
Co-authored-by: Tec Dian de Akilet <12619865+TecDian@users.noreply.github.com> Co-authored-by: Aokromes <Aokromes@users.noreply.github.com>
This commit is contained in:
@@ -584,62 +584,19 @@ public:
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//used by 29032, 29061, 29065, 29067, 29068, 29070, 29074, 29072, 29073, 29071 but signed for 29032
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enum SpecialSurprise
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{
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SAY_EXEC_START_1 = 0, // speech for all
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SAY_EXEC_START_2 = 1,
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SAY_EXEC_START_3 = 2,
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SAY_EXEC_PROG_1 = 3,
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SAY_EXEC_PROG_2 = 4,
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SAY_EXEC_PROG_3 = 5,
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SAY_EXEC_PROG_4 = 6,
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SAY_EXEC_PROG_5 = 7,
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SAY_EXEC_PROG_6 = 8,
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SAY_EXEC_PROG_7 = 9,
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SAY_EXEC_NAME_1 = 10,
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SAY_EXEC_NAME_2 = 11,
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SAY_EXEC_RECOG_1 = 12,
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SAY_EXEC_RECOG_2 = 13,
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SAY_EXEC_RECOG_3 = 14,
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SAY_EXEC_RECOG_4 = 15,
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SAY_EXEC_RECOG_5 = 16,
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SAY_EXEC_RECOG_6 = 17,
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SAY_EXEC_NOREM_1 = 18,
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SAY_EXEC_NOREM_2 = 19,
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SAY_EXEC_NOREM_3 = 20,
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SAY_EXEC_NOREM_4 = 21,
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SAY_EXEC_NOREM_5 = 22,
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SAY_EXEC_NOREM_6 = 23,
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SAY_EXEC_NOREM_7 = 24,
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SAY_EXEC_NOREM_8 = 25,
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SAY_EXEC_NOREM_9 = 26,
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SAY_EXEC_THINK_1 = 27,
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SAY_EXEC_THINK_2 = 28,
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SAY_EXEC_THINK_3 = 29,
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SAY_EXEC_THINK_4 = 30,
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SAY_EXEC_THINK_5 = 31,
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SAY_EXEC_THINK_6 = 32,
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SAY_EXEC_THINK_7 = 33,
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SAY_EXEC_THINK_8 = 34,
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SAY_EXEC_THINK_9 = 35,
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SAY_EXEC_THINK_10 = 36,
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SAY_EXEC_LISTEN_1 = 37,
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SAY_EXEC_LISTEN_2 = 38,
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SAY_EXEC_LISTEN_3 = 39,
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SAY_EXEC_LISTEN_4 = 40,
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SAY_PLAGUEFIST = 41,
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SAY_EXEC_TIME_1 = 42,
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SAY_EXEC_TIME_2 = 43,
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SAY_EXEC_TIME_3 = 44,
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SAY_EXEC_TIME_4 = 45,
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SAY_EXEC_TIME_5 = 46,
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SAY_EXEC_TIME_6 = 47,
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SAY_EXEC_TIME_7 = 48,
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SAY_EXEC_TIME_8 = 49,
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SAY_EXEC_TIME_9 = 50,
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SAY_EXEC_TIME_10 = 51,
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SAY_EXEC_WAITING = 52,
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EMOTE_DIES = 53,
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SAY_EXEC_START = 0,
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SAY_EXEC_PROG = 1,
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SAY_EXEC_NAME = 2,
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SAY_EXEC_RECOG = 3,
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SAY_EXEC_NOREM = 4,
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SAY_EXEC_THINK = 5,
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SAY_EXEC_LISTEN = 6,
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SAY_EXEC_TIME = 7,
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SAY_EXEC_WAITING = 8,
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EMOTE_DIES = 9,
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NPC_PLAGUEFIST = 29053
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SAY_PLAGUEFIST = 0,
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NPC_PLAGUEFIST = 29053
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};
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class npc_a_special_surprise : public CreatureScript
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@@ -742,468 +699,51 @@ public:
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return;
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}
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/// @todo simplify text's selection
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switch (player->getRace())
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switch (ExecuteSpeech_Counter)
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{
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case RACE_HUMAN:
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switch (ExecuteSpeech_Counter)
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{
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case 0:
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Talk(SAY_EXEC_START_1, player);
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break;
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case 1:
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me->SetStandState(UNIT_STAND_STATE_STAND);
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break;
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case 2:
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Talk(SAY_EXEC_PROG_5, player);
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break;
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case 3:
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Talk(SAY_EXEC_NAME_1, player);
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break;
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case 4:
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Talk(SAY_EXEC_RECOG_1, player);
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break;
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case 5:
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Talk(SAY_EXEC_NOREM_5, player);
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break;
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case 6:
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Talk(SAY_EXEC_THINK_7, player);
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break;
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case 7:
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Talk(SAY_EXEC_LISTEN_1, player);
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break;
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case 8:
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if (Creature* Plaguefist = GetClosestCreatureWithEntry(me, NPC_PLAGUEFIST, 85.0f))
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Plaguefist->AI()->Talk(SAY_PLAGUEFIST, player);
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break;
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case 9:
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Talk(SAY_EXEC_TIME_6, player);
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me->SetStandState(UNIT_STAND_STATE_KNEEL);
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me->SetImmuneToPC(false);
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break;
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case 10:
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Talk(SAY_EXEC_WAITING, player);
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break;
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case 11:
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Talk(EMOTE_DIES);
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me->setDeathState(JUST_DIED);
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me->SetHealth(0);
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return;
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}
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break;
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case RACE_ORC:
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switch (ExecuteSpeech_Counter)
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{
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case 0:
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Talk(SAY_EXEC_START_1, player);
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break;
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case 1:
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me->SetStandState(UNIT_STAND_STATE_STAND);
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break;
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case 2:
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Talk(SAY_EXEC_PROG_6, player);
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break;
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case 3:
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Talk(SAY_EXEC_NAME_1, player);
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break;
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case 4:
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Talk(SAY_EXEC_RECOG_1, player);
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break;
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case 5:
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Talk(SAY_EXEC_NOREM_7, player);
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break;
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case 6:
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Talk(SAY_EXEC_THINK_8, player);
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break;
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case 7:
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Talk(SAY_EXEC_LISTEN_1, player);
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break;
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case 8:
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if (Creature* Plaguefist = GetClosestCreatureWithEntry(me, NPC_PLAGUEFIST, 85.0f))
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Plaguefist->AI()->Talk(SAY_PLAGUEFIST, player);
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break;
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case 9:
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Talk(SAY_EXEC_TIME_8, player);
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me->SetStandState(UNIT_STAND_STATE_KNEEL);
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me->SetImmuneToPC(false);
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break;
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case 10:
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Talk(SAY_EXEC_WAITING, player);
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break;
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case 11:
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Talk(EMOTE_DIES);
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me->setDeathState(JUST_DIED);
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me->SetHealth(0);
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return;
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}
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break;
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case RACE_DWARF:
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switch (ExecuteSpeech_Counter)
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{
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case 0:
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Talk(SAY_EXEC_START_2, player);
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break;
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case 1:
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me->SetStandState(UNIT_STAND_STATE_STAND);
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break;
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case 2:
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Talk(SAY_EXEC_PROG_2, player);
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break;
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case 3:
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Talk(SAY_EXEC_NAME_1, player);
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break;
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case 4:
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Talk(SAY_EXEC_RECOG_3, player);
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break;
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case 5:
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Talk(SAY_EXEC_NOREM_2, player);
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break;
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case 6:
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Talk(SAY_EXEC_THINK_5, player);
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break;
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case 7:
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Talk(SAY_EXEC_LISTEN_2, player);
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break;
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case 8:
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if (Creature* Plaguefist = GetClosestCreatureWithEntry(me, NPC_PLAGUEFIST, 85.0f))
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Plaguefist->AI()->Talk(SAY_PLAGUEFIST, player);
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break;
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case 9:
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Talk(SAY_EXEC_TIME_3, player);
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me->SetStandState(UNIT_STAND_STATE_KNEEL);
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me->SetImmuneToPC(false);
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break;
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case 10:
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Talk(SAY_EXEC_WAITING, player);
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break;
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case 11:
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Talk(EMOTE_DIES);
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me->setDeathState(JUST_DIED);
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me->SetHealth(0);
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return;
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}
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break;
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case RACE_NIGHTELF:
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switch (ExecuteSpeech_Counter)
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{
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case 0:
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Talk(SAY_EXEC_START_1, player);
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break;
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case 1:
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me->SetStandState(UNIT_STAND_STATE_STAND);
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break;
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case 2:
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Talk(SAY_EXEC_PROG_5, player);
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break;
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case 3:
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Talk(SAY_EXEC_NAME_1, player);
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break;
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case 4:
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Talk(SAY_EXEC_RECOG_1, player);
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break;
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case 5:
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Talk(SAY_EXEC_NOREM_6, player);
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break;
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case 6:
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Talk(SAY_EXEC_THINK_2, player);
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break;
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case 7:
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Talk(SAY_EXEC_LISTEN_1, player);
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break;
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case 8:
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if (Creature* Plaguefist = GetClosestCreatureWithEntry(me, NPC_PLAGUEFIST, 85.0f))
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Plaguefist->AI()->Talk(SAY_PLAGUEFIST, player);
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break;
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case 9:
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Talk(SAY_EXEC_TIME_7, player);
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me->SetStandState(UNIT_STAND_STATE_KNEEL);
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me->SetImmuneToPC(false);
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break;
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case 10:
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Talk(SAY_EXEC_WAITING, player);
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break;
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case 11:
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Talk(EMOTE_DIES);
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me->setDeathState(JUST_DIED);
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me->SetHealth(0);
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return;
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}
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break;
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case RACE_UNDEAD_PLAYER:
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switch (ExecuteSpeech_Counter)
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{
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case 0:
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Talk(SAY_EXEC_START_1, player);
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break;
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case 1:
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me->SetStandState(UNIT_STAND_STATE_STAND);
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break;
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case 2:
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Talk(SAY_EXEC_PROG_3, player);
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break;
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case 3:
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Talk(SAY_EXEC_NAME_1, player);
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break;
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case 4:
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Talk(SAY_EXEC_RECOG_4, player);
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break;
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case 5:
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Talk(SAY_EXEC_NOREM_3, player);
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break;
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case 6:
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Talk(SAY_EXEC_THINK_1, player);
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break;
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case 7:
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Talk(SAY_EXEC_LISTEN_3, player);
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break;
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case 8:
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if (Creature* Plaguefist = GetClosestCreatureWithEntry(me, NPC_PLAGUEFIST, 85.0f))
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Plaguefist->AI()->Talk(SAY_PLAGUEFIST, player);
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break;
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case 9:
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Talk(SAY_EXEC_TIME_4, player);
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me->SetStandState(UNIT_STAND_STATE_KNEEL);
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me->SetImmuneToPC(false);
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break;
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case 10:
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Talk(SAY_EXEC_WAITING, player);
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break;
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case 11:
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Talk(EMOTE_DIES);
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me->setDeathState(JUST_DIED);
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me->SetHealth(0);
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return;
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}
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break;
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case RACE_TAUREN:
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switch (ExecuteSpeech_Counter)
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{
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case 0:
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Talk(SAY_EXEC_START_1, player);
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break;
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case 1:
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me->SetStandState(UNIT_STAND_STATE_STAND);
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break;
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case 2:
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Talk(SAY_EXEC_PROG_1, player);
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break;
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case 3:
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Talk(SAY_EXEC_NAME_1, player);
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break;
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case 4:
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Talk(SAY_EXEC_RECOG_5, player);
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break;
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case 5:
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Talk(SAY_EXEC_NOREM_8, player);
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break;
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case 6:
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Talk(SAY_EXEC_THINK_9, player);
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break;
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case 7:
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Talk(SAY_EXEC_LISTEN_1, player);
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break;
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case 8:
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if (Creature* Plaguefist = GetClosestCreatureWithEntry(me, NPC_PLAGUEFIST, 85.0f))
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Plaguefist->AI()->Talk(SAY_PLAGUEFIST, player);
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break;
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case 9:
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Talk(SAY_EXEC_TIME_9, player);
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me->SetStandState(UNIT_STAND_STATE_KNEEL);
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me->SetImmuneToPC(false);
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break;
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case 10:
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Talk(SAY_EXEC_WAITING, player);
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break;
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case 11:
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Talk(EMOTE_DIES);
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me->setDeathState(JUST_DIED);
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me->SetHealth(0);
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return;
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}
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break;
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case RACE_GNOME:
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switch (ExecuteSpeech_Counter)
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{
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case 0:
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Talk(SAY_EXEC_START_1, player);
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break;
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case 1:
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me->SetStandState(UNIT_STAND_STATE_STAND);
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break;
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case 2:
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Talk(SAY_EXEC_PROG_4, player);
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break;
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case 3:
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Talk(SAY_EXEC_NAME_1, player);
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break;
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case 4:
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Talk(SAY_EXEC_RECOG_1, player);
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break;
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case 5:
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Talk(SAY_EXEC_NOREM_4, player);
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break;
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case 6:
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Talk(SAY_EXEC_THINK_6, player);
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break;
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case 7:
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Talk(SAY_EXEC_LISTEN_1, player);
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break;
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case 8:
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if (Creature* Plaguefist = GetClosestCreatureWithEntry(me, NPC_PLAGUEFIST, 85.0f))
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Plaguefist->AI()->Talk(SAY_PLAGUEFIST, player);
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break;
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case 9:
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Talk(SAY_EXEC_TIME_5, player);
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me->SetStandState(UNIT_STAND_STATE_KNEEL);
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me->SetImmuneToPC(false);
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break;
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case 10:
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Talk(SAY_EXEC_WAITING, player);
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break;
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case 11:
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Talk(EMOTE_DIES);
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me->setDeathState(JUST_DIED);
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me->SetHealth(0);
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return;
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}
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break;
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case RACE_TROLL:
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switch (ExecuteSpeech_Counter)
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{
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case 0:
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Talk(SAY_EXEC_START_3, player);
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break;
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case 1:
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me->SetStandState(UNIT_STAND_STATE_STAND);
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break;
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case 2:
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Talk(SAY_EXEC_PROG_7, player);
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break;
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case 3:
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Talk(SAY_EXEC_NAME_2, player);
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break;
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case 4:
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Talk(SAY_EXEC_RECOG_6, player);
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break;
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case 5:
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Talk(SAY_EXEC_NOREM_9, player);
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break;
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case 6:
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Talk(SAY_EXEC_THINK_10, player);
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break;
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case 7:
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Talk(SAY_EXEC_LISTEN_4, player);
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break;
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case 8:
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if (Creature* Plaguefist = GetClosestCreatureWithEntry(me, NPC_PLAGUEFIST, 85.0f))
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Plaguefist->AI()->Talk(SAY_PLAGUEFIST, player);
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break;
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case 9:
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Talk(SAY_EXEC_TIME_10, player);
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me->SetStandState(UNIT_STAND_STATE_KNEEL);
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me->SetImmuneToPC(false);
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break;
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case 10:
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Talk(SAY_EXEC_WAITING, player);
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break;
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case 11:
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Talk(EMOTE_DIES);
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me->setDeathState(JUST_DIED);
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me->SetHealth(0);
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return;
|
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}
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break;
|
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case RACE_BLOODELF:
|
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switch (ExecuteSpeech_Counter)
|
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{
|
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case 0:
|
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Talk(SAY_EXEC_START_1, player);
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break;
|
||||
case 1:
|
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me->SetStandState(UNIT_STAND_STATE_STAND);
|
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break;
|
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case 2:
|
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Talk(SAY_EXEC_PROG_1, player);
|
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break;
|
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case 3:
|
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Talk(SAY_EXEC_NAME_1, player);
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break;
|
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case 4:
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Talk(SAY_EXEC_RECOG_1, player);
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break;
|
||||
//case 5: //unknown
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case 6:
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Talk(SAY_EXEC_THINK_3, player);
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break;
|
||||
case 7:
|
||||
Talk(SAY_EXEC_LISTEN_1, player);
|
||||
break;
|
||||
case 8:
|
||||
if (Creature* Plaguefist = GetClosestCreatureWithEntry(me, NPC_PLAGUEFIST, 85.0f))
|
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Plaguefist->AI()->Talk(SAY_PLAGUEFIST, player);
|
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break;
|
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case 9:
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Talk(SAY_EXEC_TIME_1, player);
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me->SetStandState(UNIT_STAND_STATE_KNEEL);
|
||||
me->SetImmuneToPC(false);
|
||||
break;
|
||||
case 10:
|
||||
Talk(SAY_EXEC_WAITING, player);
|
||||
break;
|
||||
case 11:
|
||||
Talk(EMOTE_DIES);
|
||||
me->setDeathState(JUST_DIED);
|
||||
me->SetHealth(0);
|
||||
return;
|
||||
}
|
||||
break;
|
||||
case RACE_DRAENEI:
|
||||
switch (ExecuteSpeech_Counter)
|
||||
{
|
||||
case 0:
|
||||
Talk(SAY_EXEC_START_1, player);
|
||||
break;
|
||||
case 1:
|
||||
me->SetStandState(UNIT_STAND_STATE_STAND);
|
||||
break;
|
||||
case 2:
|
||||
Talk(SAY_EXEC_PROG_1, player);
|
||||
break;
|
||||
case 3:
|
||||
Talk(SAY_EXEC_NAME_1, player);
|
||||
break;
|
||||
case 4:
|
||||
Talk(SAY_EXEC_RECOG_2, player);
|
||||
break;
|
||||
case 5:
|
||||
Talk(SAY_EXEC_NOREM_1, player);
|
||||
break;
|
||||
case 6:
|
||||
Talk(SAY_EXEC_THINK_4, player);
|
||||
break;
|
||||
case 7:
|
||||
Talk(SAY_EXEC_LISTEN_1, player);
|
||||
break;
|
||||
case 8:
|
||||
if (Creature* Plaguefist = GetClosestCreatureWithEntry(me, NPC_PLAGUEFIST, 85.0f))
|
||||
Plaguefist->AI()->Talk(SAY_PLAGUEFIST, player);
|
||||
break;
|
||||
case 9:
|
||||
Talk(SAY_EXEC_TIME_2, player);
|
||||
me->SetStandState(UNIT_STAND_STATE_KNEEL);
|
||||
me->SetImmuneToPC(false);
|
||||
break;
|
||||
case 10:
|
||||
Talk(SAY_EXEC_WAITING, player);
|
||||
break;
|
||||
case 11:
|
||||
Talk(EMOTE_DIES);
|
||||
me->setDeathState(JUST_DIED);
|
||||
me->SetHealth(0);
|
||||
return;
|
||||
}
|
||||
break;
|
||||
case 0:
|
||||
Talk(SAY_EXEC_START, player);
|
||||
break;
|
||||
case 1:
|
||||
me->SetStandState(UNIT_STAND_STATE_STAND);
|
||||
break;
|
||||
case 2:
|
||||
Talk(SAY_EXEC_PROG, player);
|
||||
break;
|
||||
case 3:
|
||||
Talk(SAY_EXEC_NAME, player);
|
||||
break;
|
||||
case 4:
|
||||
Talk(SAY_EXEC_RECOG, player);
|
||||
break;
|
||||
case 5:
|
||||
Talk(SAY_EXEC_NOREM, player);
|
||||
break;
|
||||
case 6:
|
||||
Talk(SAY_EXEC_THINK, player);
|
||||
break;
|
||||
case 7:
|
||||
Talk(SAY_EXEC_LISTEN, player);
|
||||
break;
|
||||
case 8:
|
||||
if (Creature* Plaguefist = GetClosestCreatureWithEntry(me, NPC_PLAGUEFIST, 85.0f))
|
||||
{
|
||||
Plaguefist->AI()->Talk(SAY_PLAGUEFIST, player);
|
||||
}
|
||||
break;
|
||||
case 9:
|
||||
Talk(SAY_EXEC_TIME, player);
|
||||
me->SetStandState(UNIT_STAND_STATE_KNEEL);
|
||||
me->SetImmuneToPC(false);
|
||||
break;
|
||||
case 10:
|
||||
Talk(SAY_EXEC_WAITING, player);
|
||||
break;
|
||||
case 11:
|
||||
Talk(EMOTE_DIES);
|
||||
me->setDeathState(JUST_DIED);
|
||||
me->SetHealth(0);
|
||||
return;
|
||||
}
|
||||
|
||||
if (ExecuteSpeech_Counter >= 9)
|
||||
|
||||
Reference in New Issue
Block a user