From c64c115f7e4b1eab3776c1f531eda97b4a8e34bf Mon Sep 17 00:00:00 2001 From: hondacrx Date: Mon, 29 Nov 2021 17:19:10 -0500 Subject: [PATCH] Core: Remove wrong emotes played in combat Port From (https://github.com/TrinityCore/TrinityCore/commit/f7048afac12f89464f5445bdc0bb25c48bebf721) --- Source/Game/Entities/Unit/Unit.cs | 6 ------ 1 file changed, 6 deletions(-) diff --git a/Source/Game/Entities/Unit/Unit.cs b/Source/Game/Entities/Unit/Unit.cs index e9aff56b7..5692f4de1 100644 --- a/Source/Game/Entities/Unit/Unit.cs +++ b/Source/Game/Entities/Unit/Unit.cs @@ -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))) {