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https://github.com/mod-playerbots/mod-playerbots.git
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@@ -1,15 +1,16 @@
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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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#ifndef _PLAYERBOT_EMOTEACTION_H
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#define _PLAYERBOT_EMOTEACTION_H
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#include <map>
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#include "Action.h"
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#include "NamedObjectContext.h"
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#include <map>
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class Player;
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class PlayerbotAI;
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class Unit;
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@@ -18,36 +19,36 @@ enum TextEmotes : uint32;
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class EmoteActionBase : public Action
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{
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public:
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EmoteActionBase(PlayerbotAI* botAI, std::string const name);
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public:
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EmoteActionBase(PlayerbotAI* botAI, std::string const name);
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static uint32 GetNumberOfEmoteVariants(TextEmotes emote, uint8 race, uint8 gender);
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static uint32 GetNumberOfEmoteVariants(TextEmotes emote, uint8 race, uint8 gender);
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protected:
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bool Emote(Unit* target, uint32 type, bool textEmote = false);
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bool ReceiveEmote(Player* source, uint32 emote, bool verbal = false);
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Unit* GetTarget();
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void InitEmotes();
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static std::map<std::string, uint32> emotes;
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static std::map<std::string, uint32> textEmotes;
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protected:
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bool Emote(Unit* target, uint32 type, bool textEmote = false);
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bool ReceiveEmote(Player* source, uint32 emote, bool verbal = false);
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Unit* GetTarget();
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void InitEmotes();
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static std::map<std::string, uint32> emotes;
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static std::map<std::string, uint32> textEmotes;
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};
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class EmoteAction : public EmoteActionBase, public Qualified
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{
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public:
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EmoteAction(PlayerbotAI* botAI);
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public:
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EmoteAction(PlayerbotAI* botAI);
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bool Execute(Event event) override;
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bool isUseful() override;
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bool Execute(Event event) override;
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bool isUseful() override;
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};
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class TalkAction : public EmoteActionBase
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{
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public:
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TalkAction(PlayerbotAI* botAI) : EmoteActionBase(botAI, "talk") { }
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public:
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TalkAction(PlayerbotAI* botAI) : EmoteActionBase(botAI, "talk") {}
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bool Execute(Event event) override;
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static uint32 GetRandomEmote(Unit* unit, bool textEmote = false);
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bool Execute(Event event) override;
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static uint32 GetRandomEmote(Unit* unit, bool textEmote = false);
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};
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#endif
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