[DiscordArchive] how do you remove emote state after setting it? just get rid of it back to default?
[DiscordArchive] how do you remove emote state after setting it? just get rid of it back to default?
Archived author: Drikish • Posted: 2023-02-11T00:10:27.981000+00:00
Original source
how do you remove emote state after setting it? just get rid of it back to default?
Archived author: Drikish • Posted: 2023-02-11T00:16:47.406000+00:00
Original source
me->SetEmoteState(EMOTE_ONESHOT_NONE);
![[Image: image.png?ex=690bf245&is=690aa0c5&hm=306...aebadb9d6&]](https://cdn.discordapp.com/attachments/376457042392514560/1073769496315187291/image.png?ex=690bf245&is=690aa0c5&hm=306c7268fee398a99b4e02db651100f481560e8013aa3e4e557ab80aebadb9d6&)
Archived author: jackpoz • Posted: 2023-02-11T00:56:37.647000+00:00
Original source
Map Update - Split tells you what the empty server is doing
![[Image: image.png?ex=690bf245&is=690aa0c5&hm=306...aebadb9d6&]](https://cdn.discordapp.com/attachments/376457042392514560/1073769496315187291/image.png?ex=690bf245&is=690aa0c5&hm=306c7268fee398a99b4e02db651100f481560e8013aa3e4e557ab80aebadb9d6&)
Archived author: jackpoz • Posted: 2023-02-11T00:56:51.569000+00:00
Original source
all those maps are taking time to update
Archived author: jackpoz • Posted: 2023-02-11T00:57:35.446000+00:00
Original source
usually it's Ebon Hold with some SetActive events
Archived author: Drikish • Posted: 2023-02-11T01:13:04.562000+00:00
Original source
Does anyone know how to stop a CreatureAI from casting?
Archived author: Drikish • Posted: 2023-02-11T01:13:25.004000+00:00
Original source
What can I call to make it stop mid cast when an scheduledevent is fired off
Archived author: Drikish • Posted: 2023-02-11T01:13:40.490000+00:00
Original source
I tried
```
me->ClearUnitState(UNIT_STATE_CASTING);
```
Archived author: Drikish • Posted: 2023-02-11T01:28:43.892000+00:00
Original source
Found it...
Archived author: Drikish • Posted: 2023-02-11T01:28:45.064000+00:00
Original source
me->InterruptSpell(CURRENT_GENERIC_SPELL, false);