Core/Units: implement function to play animkit.dbc entrys by using smsg play one shot anim kit.
*handle emote command is deprecated for cataclysm; on sniffs i've seen that every npc use the animkit.dbc for playing special emotes.
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@@ -14579,6 +14579,14 @@ void Unit::SendDurabilityLoss(Player* receiver, uint32 percent)
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receiver->GetSession()->SendPacket(&data);
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}
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void Unit::PlayOneShotAnimKit(uint32 id)
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{
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WorldPacket data(SMSG_PLAY_ONE_SHOT_ANIM_KIT, 8+1);
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data.appendPackGUID(GetGUID());
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data << uint16(id);
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SendMessageToSet(&data, true);
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}
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void Unit::Kill(Unit* victim, bool durabilityLoss)
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{
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// Prevent killing unit twice (and giving reward from kill twice)
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@@ -1426,6 +1426,7 @@ class Unit : public WorldObject
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MountCapabilityEntry const* GetMountCapability(uint32 mountType) const;
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void SendDurabilityLoss(Player* receiver, uint32 percent);
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void PlayOneShotAnimKit(uint32 id);
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uint16 GetMaxSkillValueForLevel(Unit const* target = NULL) const { return (target ? getLevelForTarget(target) : getLevel()) * 5; }
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void DealDamageMods(Unit* victim, uint32 &damage, uint32* absorb);
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@@ -1076,6 +1076,7 @@ void OpcodeTable::Initialize()
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DEFINE_OPCODE_HANDLER(SMSG_PLAY_DANCE, STATUS_NEVER, PROCESS_INPLACE, &WorldSession::Handle_ServerSide );
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DEFINE_OPCODE_HANDLER(SMSG_PLAY_MUSIC, STATUS_NEVER, PROCESS_INPLACE, &WorldSession::Handle_ServerSide );
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DEFINE_OPCODE_HANDLER(SMSG_PLAY_OBJECT_SOUND, STATUS_NEVER, PROCESS_INPLACE, &WorldSession::Handle_ServerSide );
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DEFINE_OPCODE_HANDLER(SMSG_PLAY_ONE_SHOT_ANIM_KIT, STATUS_NEVER, PROCESS_INPLACE, &WorldSession::Handle_ServerSide );
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DEFINE_OPCODE_HANDLER(SMSG_PLAY_SOUND, STATUS_NEVER, PROCESS_INPLACE, &WorldSession::Handle_ServerSide );
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DEFINE_OPCODE_HANDLER(SMSG_PLAY_SPELL_VISUAL, STATUS_UNHANDLED, PROCESS_INPLACE, &WorldSession::Handle_ServerSide );
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DEFINE_OPCODE_HANDLER(SMSG_PLAY_SPELL_VISUAL_KIT, STATUS_NEVER, PROCESS_INPLACE, &WorldSession::Handle_ServerSide );
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