Core: Remove wrong emotes played in combat

Port From (https://github.com/TrinityCore/TrinityCore/commit/f7048afac12f89464f5445bdc0bb25c48bebf721)
This commit is contained in:
hondacrx
2021-11-29 17:19:10 -05:00
parent b543a20bc3
commit c64c115f7e
-6
View File
@@ -2714,12 +2714,6 @@ namespace Game.Entities
if (!victim.IsAlive() || victim.HasUnitState(UnitState.InFlight) || (victim.IsTypeId(TypeId.Unit) && victim.ToCreature().IsEvadingAttacks()))
return;
// Hmmmm dont like this emotes client must by self do all animations
if (damageInfo.HitInfo.HasAnyFlag(HitInfo.CriticalHit))
victim.HandleEmoteCommand(Emote.OneshotWoundCritical);
if (damageInfo.Blocked != 0 && damageInfo.TargetState != VictimState.Blocks)
victim.HandleEmoteCommand(Emote.OneshotParryShield);
if (damageInfo.TargetState == VictimState.Parry &&
(!IsTypeId(TypeId.Unit) || !ToCreature().GetCreatureTemplate().FlagsExtra.HasAnyFlag(CreatureFlagsExtra.NoParryHasten)))
{