void CreatureEventAI::ReceiveEmote(Player* player, uint32 textEmote) { if (m_bEmptyList) return; for (CreatureEventAIList::iterator itr = m_CreatureEventAIList.begin(); itr != m_CreatureEventAIList.end(); ++itr) { if ((*itr).Event.event_type == EVENT_T_RECEIVE_EMOTE) { if ((*itr).Event.receive_emote.emoteId != textEmote) return; Condition cond; cond.ConditionType = ConditionTypes((*itr).Event.receive_emote.condition); cond.ConditionValue1 = (*itr).Event.receive_emote.conditionValue1; cond.ConditionValue2 = (*itr).Event.receive_emote.conditionValue2; ConditionSourceInfo srcInfo = ConditionSourceInfo(player); if (cond.Meets(srcInfo)) { sLog->outDebug(LOG_FILTER_DATABASE_AI, "CreatureEventAI: ReceiveEmote CreatureEventAI: Condition ok, processing"); ProcessEvent(*itr, player); } } } }