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Posted

In Level1.cpp:

Find (ctrl + F) WorldPacket data(SMSG_PLAY_OBJECT_SOUND,4+8); and replace that line with: WorldPacket data(SMSG_PLAY_SOUND, 4);

Two lines under that, replace: m_session->SendPacket(&data); with sWorld.SendGlobalMessage(&data);

This will change the .debug playsound command.

Posted

Seems like it's moved to debugcmds.cpp and remade/cleaned up, i didn't know that. Code is different and more changes are needed, so here is a patch for new .sound command instead: link

  • 4 weeks later...
Posted
Seems like it's moved to debugcmds.cpp and remade/cleaned up, i didn't know that. Code is different and more changes are needed, so here is a patch for new .sound command instead: link

plssss Query for db to this patch :)

  • 1 month later...
Posted
Seems like it's moved to debugcmds.cpp and remade/cleaned up, i didn't know that. Code is different and more changes are needed, so here is a patch for new .sound command instead: link

This patch isn't working on rev 8057, can we get an update?

Thanks

  • 2 weeks later...
Posted

I have no idea how to fix it now, but I have located it in the newer revisions of MaNGOS:

debugcmds.cpp

//Play sound
bool ChatHandler::HandleDebugPlaySoundCommand(const char* args)
{
   // USAGE: .debug playsound #soundid
   // #soundid - ID decimal number from SoundEntries.dbc (1st column)
   if( !*args )
   {
       SendSysMessage(LANG_BAD_VALUE);
       SetSentErrorMessage(true);
       return false;
   }

   uint32 dwSoundId = atoi((char*)args);

   if(!sSoundEntriesStore.LookupEntry(dwSoundId))
   {
       PSendSysMessage(LANG_SOUND_NOT_EXIST, dwSoundId);
       SetSentErrorMessage(true);
       return false;
   }

   Unit* unit = getSelectedUnit();
   if(!unit)
   {
       SendSysMessage(LANG_SELECT_CHAR_OR_CREATURE);
       SetSentErrorMessage(true);
       return false;
   }

   if(m_session->GetPlayer()->GetSelection())
       unit->PlayDistanceSound(dwSoundId,m_session->GetPlayer());
   else
       unit->PlayDirectSound(dwSoundId,m_session->GetPlayer());

   PSendSysMessage(LANG_YOU_HEAR_SOUND, dwSoundId);
   return true;
}

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