mirror of
https://github.com/mod-playerbots/mod-playerbots.git
synced 2026-01-15 18:00:27 +00:00
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This commit is contained in:
@@ -1,12 +1,14 @@
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/*
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* Copyright (C) 2016+ AzerothCore <www.azerothcore.org>, released under GNU GPL v2 license, you may redistribute it and/or modify it under version 2 of the License, or (at your option), any later version.
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* Copyright (C) 2016+ AzerothCore <www.azerothcore.org>, released under GNU GPL v2 license, you may redistribute it
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* and/or modify it under version 2 of the License, or (at your option), any later version.
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*/
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#include "EmoteAction.h"
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#include "Event.h"
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#include "PlayerbotTextMgr.h"
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#include "Playerbots.h"
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#include "ServerFacade.h"
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#include "PlayerbotTextMgr.h"
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std::map<std::string, uint32> EmoteActionBase::emotes;
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std::map<std::string, uint32> EmoteActionBase::textEmotes;
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@@ -18,9 +20,7 @@ EmoteActionBase::EmoteActionBase(PlayerbotAI* botAI, std::string const name) : A
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InitEmotes();
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}
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EmoteAction::EmoteAction(PlayerbotAI* botAI) : EmoteActionBase(botAI, "emote"), Qualified()
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{
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}
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EmoteAction::EmoteAction(PlayerbotAI* botAI) : EmoteActionBase(botAI, "emote"), Qualified() {}
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void EmoteActionBase::InitEmotes()
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{
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@@ -67,10 +67,10 @@ void EmoteActionBase::InitEmotes()
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textEmotes["congratulate"] = TEXT_EMOTE_CONGRATULATE;
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textEmotes["hello"] = TEXT_EMOTE_HELLO;
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textEmotes["no"] = TEXT_EMOTE_NO;
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textEmotes["nod"] = TEXT_EMOTE_NOD; // yes
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textEmotes["nod"] = TEXT_EMOTE_NOD; // yes
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textEmotes["sigh"] = TEXT_EMOTE_SIGH;
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textEmotes["thank"] = TEXT_EMOTE_THANK;
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textEmotes["welcome"] = TEXT_EMOTE_WELCOME; // you are welcome
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textEmotes["welcome"] = TEXT_EMOTE_WELCOME; // you are welcome
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textEmotes["whistle"] = TEXT_EMOTE_WHISTLE;
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textEmotes["yawn"] = TEXT_EMOTE_YAWN;
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textEmotes["oom"] = 323;
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@@ -196,7 +196,7 @@ bool EmoteActionBase::ReceiveEmote(Player* source, uint32 emote, bool verbal)
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case TEXT_EMOTE_BLUSH:
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case TEXT_EMOTE_SMILE:
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case TEXT_EMOTE_LOVE:
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//case TEXT_EMOTE_HOLDHAND:
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// case TEXT_EMOTE_HOLDHAND:
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emoteText = "Awwwww...";
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emoteId = EMOTE_ONESHOT_SHY;
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textEmote = TEXT_EMOTE_SHY;
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@@ -207,13 +207,13 @@ bool EmoteActionBase::ReceiveEmote(Player* source, uint32 emote, bool verbal)
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textEmote = TEXT_EMOTE_APPLAUD;
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break;
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case TEXT_EMOTE_ANGRY:
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//case TEXT_EMOTE_FACEPALM:
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// case TEXT_EMOTE_FACEPALM:
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case TEXT_EMOTE_GLARE:
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case TEXT_EMOTE_BLAME:
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//case TEXT_EMOTE_FAIL:
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//case TEXT_EMOTE_REGRET:
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//case TEXT_EMOTE_SCOLD:
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//case TEXT_EMOTE_CROSSARMS:
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// case TEXT_EMOTE_FAIL:
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// case TEXT_EMOTE_REGRET:
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// case TEXT_EMOTE_SCOLD:
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// case TEXT_EMOTE_CROSSARMS:
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emoteText = "Did I do thaaaaat?";
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emoteId = EMOTE_ONESHOT_QUESTION;
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textEmote = TEXT_EMOTE_SHRUG;
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@@ -247,7 +247,7 @@ bool EmoteActionBase::ReceiveEmote(Player* source, uint32 emote, bool verbal)
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case TEXT_EMOTE_CLAP:
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case TEXT_EMOTE_CONGRATULATE:
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case TEXT_EMOTE_HAPPY:
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//case TEXT_EMOTE_GOLFCLAP:
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// case TEXT_EMOTE_GOLFCLAP:
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emoteId = EMOTE_ONESHOT_BOW;
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textEmote = TEXT_EMOTE_BOW;
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emoteText = "Thank you.. Thank you.. I'm here all week.";
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@@ -262,8 +262,8 @@ bool EmoteActionBase::ReceiveEmote(Player* source, uint32 emote, bool verbal)
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case TEXT_EMOTE_BITE:
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case TEXT_EMOTE_POKE:
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case TEXT_EMOTE_SCRATCH:
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//case TEXT_EMOTE_PINCH:
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//case TEXT_EMOTE_PUNCH:
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// case TEXT_EMOTE_PINCH:
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// case TEXT_EMOTE_PUNCH:
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emoteId = EMOTE_ONESHOT_ROAR;
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textEmote = TEXT_EMOTE_ROAR;
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emoteYell = "OUCH! Dammit, that hurt!";
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@@ -300,9 +300,9 @@ bool EmoteActionBase::ReceiveEmote(Player* source, uint32 emote, bool verbal)
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case TEXT_EMOTE_PRAISE:
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case TEXT_EMOTE_SCARED:
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case TEXT_EMOTE_COMMEND:
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//case TEXT_EMOTE_AWE:
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//case TEXT_EMOTE_JEALOUS:
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//case TEXT_EMOTE_PROUD:
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// case TEXT_EMOTE_AWE:
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// case TEXT_EMOTE_JEALOUS:
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// case TEXT_EMOTE_PROUD:
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emoteId = EMOTE_ONESHOT_FLEX;
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textEmote = TEXT_EMOTE_FLEX;
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emoteText = "Yes, Yes. I know I'm amazing..";
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@@ -310,8 +310,8 @@ bool EmoteActionBase::ReceiveEmote(Player* source, uint32 emote, bool verbal)
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case TEXT_EMOTE_BLEED:
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case TEXT_EMOTE_MOURN:
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case TEXT_EMOTE_FLOP:
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//case TEXT_EMOTE_FAINT:
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//case TEXT_EMOTE_PULSE:
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// case TEXT_EMOTE_FAINT:
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// case TEXT_EMOTE_PULSE:
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emoteId = EMOTE_ONESHOT_KNEEL;
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textEmote = TEXT_EMOTE_KNEEL;
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emoteText = "MEDIC! Stat!";
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@@ -338,7 +338,7 @@ bool EmoteActionBase::ReceiveEmote(Player* source, uint32 emote, bool verbal)
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case TEXT_EMOTE_GUFFAW:
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case TEXT_EMOTE_ROFL:
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case TEXT_EMOTE_SNICKER:
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//case TEXT_EMOTE_SNORT:
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// case TEXT_EMOTE_SNORT:
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emoteId = EMOTE_ONESHOT_LAUGH;
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textEmote = TEXT_EMOTE_LAUGH;
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emoteText = "Wait... what are we laughing at again?";
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@@ -368,8 +368,8 @@ bool EmoteActionBase::ReceiveEmote(Player* source, uint32 emote, bool verbal)
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case TEXT_EMOTE_SPIT:
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case TEXT_EMOTE_LICK:
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case TEXT_EMOTE_BREATH:
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//case TEXT_EMOTE_SNEEZE:
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//case TEXT_EMOTE_SWEAT:
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// case TEXT_EMOTE_SNEEZE:
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// case TEXT_EMOTE_SWEAT:
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emoteId = EMOTE_ONESHOT_POINT;
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textEmote = TEXT_EMOTE_POINT;
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emoteText = "Ewww! Keep your nasty germs over there!";
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@@ -420,7 +420,7 @@ bool EmoteActionBase::ReceiveEmote(Player* source, uint32 emote, bool verbal)
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case TEXT_EMOTE_SHIMMY:
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case TEXT_EMOTE_SMIRK:
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case TEXT_EMOTE_WINK:
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//case TEXT_EMOTE_CHARM:
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// case TEXT_EMOTE_CHARM:
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emoteId = EMOTE_ONESHOT_NO;
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textEmote = TEXT_EMOTE_NO;
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emoteText = "Keep it in your pants, boss..";
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@@ -447,7 +447,7 @@ bool EmoteActionBase::ReceiveEmote(Player* source, uint32 emote, bool verbal)
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case TEXT_EMOTE_RASP:
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emoteId = EMOTE_ONESHOT_RUDE;
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textEmote = TEXT_EMOTE_RASP;
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emoteText = "Right back at you, bub!"; // , LANG_UNIVERSAL;
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emoteText = "Right back at you, bub!"; // , LANG_UNIVERSAL;
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break;
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case TEXT_EMOTE_ROAR:
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case TEXT_EMOTE_THREATEN:
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@@ -456,17 +456,17 @@ bool EmoteActionBase::ReceiveEmote(Player* source, uint32 emote, bool verbal)
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case TEXT_EMOTE_TAUNT:
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case TEXT_EMOTE_PITY:
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case TEXT_EMOTE_GROWL:
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//case TEXT_EMOTE_TRAIN:
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//case TEXT_EMOTE_INCOMING:
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//case TEXT_EMOTE_CHARGE:
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//case TEXT_EMOTE_FLEE:
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//case TEXT_EMOTE_ATTACKMYTARGET:
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// case TEXT_EMOTE_TRAIN:
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// case TEXT_EMOTE_INCOMING:
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// case TEXT_EMOTE_CHARGE:
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// case TEXT_EMOTE_FLEE:
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// case TEXT_EMOTE_ATTACKMYTARGET:
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case TEXT_EMOTE_OPENFIRE:
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case TEXT_EMOTE_ENCOURAGE:
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case TEXT_EMOTE_ENEMY:
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//case TEXT_EMOTE_CHALLENGE:
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//case TEXT_EMOTE_REVENGE:
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//case TEXT_EMOTE_SHAKEFIST:
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// case TEXT_EMOTE_CHALLENGE:
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// case TEXT_EMOTE_REVENGE:
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// case TEXT_EMOTE_SHAKEFIST:
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emoteId = EMOTE_ONESHOT_ROAR;
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textEmote = TEXT_EMOTE_ROAR;
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emoteYell = "RAWR!";
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@@ -493,8 +493,8 @@ bool EmoteActionBase::ReceiveEmote(Player* source, uint32 emote, bool verbal)
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case TEXT_EMOTE_VICTORY:
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case TEXT_EMOTE_CHEER:
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case TEXT_EMOTE_TOAST:
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//case TEXT_EMOTE_HIGHFIVE:
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//case TEXT_EMOTE_DING:
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// case TEXT_EMOTE_HIGHFIVE:
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// case TEXT_EMOTE_DING:
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emoteId = EMOTE_ONESHOT_CHEER;
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textEmote = TEXT_EMOTE_CHEER;
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emoteText = "Yay!";
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@@ -502,9 +502,9 @@ bool EmoteActionBase::ReceiveEmote(Player* source, uint32 emote, bool verbal)
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case TEXT_EMOTE_COLD:
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case TEXT_EMOTE_SHIVER:
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case TEXT_EMOTE_THIRSTY:
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//case TEXT_EMOTE_OOM:
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//case TEXT_EMOTE_HEALME:
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//case TEXT_EMOTE_POUT:
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// case TEXT_EMOTE_OOM:
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// case TEXT_EMOTE_HEALME:
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// case TEXT_EMOTE_POUT:
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emoteId = EMOTE_ONESHOT_QUESTION;
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textEmote = TEXT_EMOTE_PUZZLE;
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emoteText = "And what exactly am I supposed to do about that?";
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@@ -542,7 +542,7 @@ bool EmoteActionBase::ReceiveEmote(Player* source, uint32 emote, bool verbal)
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emoteText = "Shoo yourself!";
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break;
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case TEXT_EMOTE_SLAP:
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//case TEXT_EMOTE_SMACK:
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// case TEXT_EMOTE_SMACK:
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emoteId = EMOTE_ONESHOT_CRY;
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textEmote = TEXT_EMOTE_CRY;
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emoteText = "What did I do to deserve that?";
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@@ -562,18 +562,18 @@ bool EmoteActionBase::ReceiveEmote(Player* source, uint32 emote, bool verbal)
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textEmote = TEXT_EMOTE_SIGH;
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emoteText = "Har Har.. very funny..";
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break;
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//case TEXT_EMOTE_HELPME:
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// bot->HandleEmoteCommand(EMOTE_ONESHOT_POINT);
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// bot->Yell("Quick! Someone HELP!", LANG_UNIVERSAL);
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// break;
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// case TEXT_EMOTE_HELPME:
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// bot->HandleEmoteCommand(EMOTE_ONESHOT_POINT);
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// bot->Yell("Quick! Someone HELP!", LANG_UNIVERSAL);
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// break;
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case TEXT_EMOTE_GOODLUCK:
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//case TEXT_EMOTE_LUCK:
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// case TEXT_EMOTE_LUCK:
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emoteId = EMOTE_ONESHOT_TALK;
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textEmote = TEXT_EMOTE_THANK;
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emoteText = "Thanks... I'll need it..";
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break;
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case TEXT_EMOTE_BRANDISH:
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//case TEXT_EMOTE_MERCY:
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// case TEXT_EMOTE_MERCY:
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emoteId = EMOTE_ONESHOT_BEG;
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textEmote = TEXT_EMOTE_BEG;
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emoteText = "Please don't kill me!";
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@@ -612,9 +612,9 @@ bool EmoteActionBase::ReceiveEmote(Player* source, uint32 emote, bool verbal)
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bot->Yell("You think that's going to help you?!", LANG_UNIVERSAL);
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break;*/
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default:
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//return false;
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//bot->HandleEmoteCommand(EMOTE_ONESHOT_QUESTION);
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//bot->Say("Mmmmmkaaaaaay...", LANG_UNIVERSAL);
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// return false;
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// bot->HandleEmoteCommand(EMOTE_ONESHOT_QUESTION);
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// bot->Say("Mmmmmkaaaaaay...", LANG_UNIVERSAL);
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break;
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}
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@@ -668,8 +668,9 @@ bool EmoteAction::Execute(Event event)
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p >> nam;
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pSource = ObjectAccessor::FindPlayer(source);
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if (pSource && (pSource->GetGUID() != bot->GetGUID()) && ((urand(0, 1) && bot->HasInArc(static_cast<float>(M_PI), pSource, 10.0f)) ||
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(namlen > 1 && strstri(bot->GetName().c_str(), nam.c_str()))))
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if (pSource && (pSource->GetGUID() != bot->GetGUID()) &&
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((urand(0, 1) && bot->HasInArc(static_cast<float>(M_PI), pSource, 10.0f)) ||
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(namlen > 1 && strstri(bot->GetName().c_str(), nam.c_str()))))
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{
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/*LOG_INFO("playerbots", "Bot {} {}:{} <{}> received SMSG_TEXT_EMOTE {} from player {} <{}>",
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bot->GetGUID().ToString().c_str(), bot->GetTeamId() == TEAM_ALLIANCE ? "A" : "H", bot->GetLevel(),
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@@ -688,14 +689,16 @@ bool EmoteAction::Execute(Event event)
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p >> emoteId >> source;
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pSource = ObjectAccessor::FindPlayer(source);
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if (pSource && pSource != bot && sServerFacade->GetDistance2d(bot, pSource) < sPlayerbotAIConfig->farDistance && emoteId != EMOTE_ONESHOT_NONE)
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if (pSource && pSource != bot && sServerFacade->GetDistance2d(bot, pSource) < sPlayerbotAIConfig->farDistance &&
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emoteId != EMOTE_ONESHOT_NONE)
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{
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if ((pSource->GetGUID() != bot->GetGUID()) && (pSource->GetTarget() == bot->GetGUID() ||
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(urand(0, 1) && bot->HasInArc(static_cast<float>(M_PI), pSource, 10.0f))))
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if ((pSource->GetGUID() != bot->GetGUID()) &&
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(pSource->GetTarget() == bot->GetGUID() ||
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(urand(0, 1) && bot->HasInArc(static_cast<float>(M_PI), pSource, 10.0f))))
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{
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/*LOG_INFO("playerbots", "Bot {} {}:{} <{}> received SMSG_EMOTE {} from player {} <{}>",
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bot->GetGUID().ToString().c_str(), bot->GetTeamId() == TEAM_ALLIANCE ? "A" : "H", bot->GetLevel(), bot->GetName(),
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emoteId, pSource->GetGUID().ToString().c_str(), pSource->GetName());*/
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bot->GetGUID().ToString().c_str(), bot->GetTeamId() == TEAM_ALLIANCE ? "A" : "H", bot->GetLevel(),
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bot->GetName(), emoteId, pSource->GetGUID().ToString().c_str(), pSource->GetName());*/
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std::vector<uint32> types;
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for (int32 i = sEmotesTextStore.GetNumRows(); i >= 0; --i)
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@@ -732,7 +735,9 @@ bool EmoteAction::Execute(Event event)
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if ((!isReact && param.empty()) || emote)
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{
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time_t lastEmote = AI_VALUE2(time_t, "last emote", qualifier);
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botAI->GetAiObjectContext()->GetValue<time_t>("last emote", qualifier)->Set(time(nullptr) + urand(1000, sPlayerbotAIConfig->repeatDelay) / 1000);
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botAI->GetAiObjectContext()
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->GetValue<time_t>("last emote", qualifier)
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->Set(time(nullptr) + urand(1000, sPlayerbotAIConfig->repeatDelay) / 1000);
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param = qualifier;
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}
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@@ -832,7 +837,8 @@ uint32 TalkAction::GetRandomEmote(Unit* unit, bool textEmote)
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types.push_back(TEXT_EMOTE_TALKEX);
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types.push_back(TEXT_EMOTE_TALKQ);
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if (unit && (unit->HasFlag(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_TRAINER) || unit->HasFlag(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_QUESTGIVER)))
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if (unit && (unit->HasFlag(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_TRAINER) ||
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unit->HasFlag(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_QUESTGIVER)))
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{
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types.push_back(TEXT_EMOTE_SALUTE);
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}
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@@ -858,7 +864,8 @@ uint32 TalkAction::GetRandomEmote(Unit* unit, bool textEmote)
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types.push_back(EMOTE_ONESHOT_EXCLAMATION);
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types.push_back(EMOTE_ONESHOT_QUESTION);
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if (unit && (unit->HasFlag(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_TRAINER) || unit->HasFlag(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_QUESTGIVER)))
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if (unit && (unit->HasFlag(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_TRAINER) ||
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unit->HasFlag(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_QUESTGIVER)))
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{
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types.push_back(EMOTE_ONESHOT_SALUTE);
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}
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@@ -1272,24 +1279,24 @@ uint32 EmoteActionBase::GetNumberOfEmoteVariants(TextEmotes emote, uint8 Race, u
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{
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switch (Race)
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{
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case RACE_HUMAN:
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case RACE_DWARF:
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case RACE_NIGHTELF:
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case RACE_GNOME:
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case RACE_ORC:
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case RACE_TAUREN:
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case RACE_TROLL:
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{
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if (Gender == GENDER_MALE)
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case RACE_HUMAN:
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case RACE_DWARF:
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case RACE_NIGHTELF:
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case RACE_GNOME:
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case RACE_ORC:
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case RACE_TAUREN:
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case RACE_TROLL:
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{
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if (Gender == GENDER_MALE)
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return 3;
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return 3;
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return 3;
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}
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case RACE_UNDEAD_PLAYER:
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{
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if (Gender == GENDER_MALE)
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return 2;
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return 3;
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}
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}
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case RACE_UNDEAD_PLAYER:
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{
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if (Gender == GENDER_MALE)
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return 2;
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return 3;
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}
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}
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}
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else if (emote == TEXT_EMOTE_CONGRATULATE)
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