Core: Remove wrong emotes played in combat
Port From (https://github.com/TrinityCore/TrinityCore/commit/f7048afac12f89464f5445bdc0bb25c48bebf721)
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@@ -2714,12 +2714,6 @@ namespace Game.Entities
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if (!victim.IsAlive() || victim.HasUnitState(UnitState.InFlight) || (victim.IsTypeId(TypeId.Unit) && victim.ToCreature().IsEvadingAttacks()))
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if (!victim.IsAlive() || victim.HasUnitState(UnitState.InFlight) || (victim.IsTypeId(TypeId.Unit) && victim.ToCreature().IsEvadingAttacks()))
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return;
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return;
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// Hmmmm dont like this emotes client must by self do all animations
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if (damageInfo.HitInfo.HasAnyFlag(HitInfo.CriticalHit))
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victim.HandleEmoteCommand(Emote.OneshotWoundCritical);
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if (damageInfo.Blocked != 0 && damageInfo.TargetState != VictimState.Blocks)
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victim.HandleEmoteCommand(Emote.OneshotParryShield);
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if (damageInfo.TargetState == VictimState.Parry &&
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if (damageInfo.TargetState == VictimState.Parry &&
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(!IsTypeId(TypeId.Unit) || !ToCreature().GetCreatureTemplate().FlagsExtra.HasAnyFlag(CreatureFlagsExtra.NoParryHasten)))
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(!IsTypeId(TypeId.Unit) || !ToCreature().GetCreatureTemplate().FlagsExtra.HasAnyFlag(CreatureFlagsExtra.NoParryHasten)))
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{
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{
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