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    C++ Script COMMANDS


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    gossip script commands


    void SendChatMessage(uint8 type, uint32 lang, const char *msg);
    void SendChatMessageAlternateEntry(uint32 entry, uint8 type, uint32 lang, const char * msg);
    void RegisterPeriodicChatMessage(uint32 delay, uint32 msgid, std::string message, bool sendnotify);
    void DelayedChatMessage(uint32 delay, uint32 msgid, std::string message, bool sendnotify);
    void SendNotifyToNearby(uint32 msgid);
    void SendNotifyToNearbyCreature(uint32 msgid, uint32 entryid);


    to cast a spell

    void CastSpell(Unit* Target, uint32 SpellID, bool triggered);
    void CastSpell(Unit* Target, SpellEntry* Sp, bool triggered);
    void CastSpell(uint64 targetGuid, uint32 SpellID, bool triggered);
    void CastSpell(uint64 targetGuid, SpellEntry* Sp, bool triggered);
    void CastSpellAoF(float x,float y,float z,SpellEntry* Sp, bool triggered);
    void EventCastSpell(Unit * Target, SpellEntry * Sp);
    bool isCasting();
    bool IsInInstance();
    void CalculateResistanceReduction(Unit *pVictim,dealdamage *dmg) ;
    void RegenerateHealth();
    void RegeneratePower(bool isinterrupted);
    inline void setHRegenTimer(uint32 time) {m_H_regenTimer = time; }
    inline void setPRegenTimer(uint32 time) {m_P_regenTimer = time; }
    inline void setPIRegenTimer(uint32 time) {m_P_I_regenTimer = time; }
    void DeMorph();
    uint32 ManaShieldAbsorb(uint32 dmg);
    void smsg_AttackStart(Unit* pVictim);
    void smsg_AttackStop(Unit* pVictim);
    void smsg_AttackStop(uint64 victimGuid);
    bool IsDazed();
    float spellcritperc;


    COMBAT commands

    inline int GetHealthPct() { return (int)(GetUInt32Value(UNIT_FIELD_HEALTH) * 100 / GetUInt32Value(UNIT_FIELD_MAXHEALTH)); };
    inline int GetManaPct() { return (int)(GetUInt32Value(UNIT_FIELD_POWER1) * 100 / GetUInt32Value(UNIT_FIELD_MAXPOWER1)); };
    void AddAttackTarget(const uint64& guid); // this means we clicked attack, not actually striked yet, so they shouldnt be in combat.
    void ClearPrimaryAttackTarget(); // means we deselected the unit, stopped attacking it.
    void OnDamageDealt(Unit * pTarget); // this is what puts the other person in combat.
    void WeHealed(Unit * pHealTarget); // called when a player heals another player, regardless of combat state.
    void RemoveAttacker(Unit * pAttacker, const uint64& guid); // this means we stopped attacking them totally. could be because of deagro, etc.
    void RemoveAttackTarget(Unit * pTarget); // means our DoT expired.
    void UpdateFlag(); // detects if we have changed combat state (in/out), and applies the flag.
    inline bool IsInCombat() { return m_lastStatus; } // checks if we are in combat or not.
    void OnRemoveFromWorld(); // called when we are removed from world, kills all references to us.


    STEALTH

    inline int32 GetStealthLevel() { return m_stealthLevel; }
    inline int32 GetStealthDetectBonus() { return m_stealthDetectBonus; }
    inline void SetStealth(uint32 id) { m_stealth = id; }
    inline bool IsStealth() { return (m_stealth!=0 ? true : false); }
    float detectRange;


    INVISIBILITY

    bool m_invisible;
    uint8 m_invisFlag;
    int32 m_invisDetect[INVIS_FLAG_TOTAL];
    bool HasAura(uint32 visualid);//not spell id!!!
    bool HasActiveAura(uint32 spelllid);
    bool HasActiveAura(uint32 spelllid,uint64);
    void GiveGroupXP(Unit *pVictim, Player *PlayerInGroup);


    DEATHSTATE

    inline bool isAlive() { return m_deathState == ALIVE; };
    inline bool isDead() { return m_deathState !=ALIVE; };
    virtual void setDeathState(DeathState s) {
    m_deathState = s;
    };
    DeathState getDeathState() { return m_deathState; }
    void OnDamageTaken();


    EVENT

    void Emote (EmoteType emote);
    void EventAddEmote(EmoteType emote, uint32 time);
    void EmoteExpire();
    inline void setEmoteState(uint8 emote) { m_emoteState = emote; };
    inline uint32 GetOldEmote() { return m_oldEmote; }
    void EventSummonPetExpire();
    void EventAurastateExpire(uint32 aurastateflag){RemoveFlag(UNIT_FIELD_AURASTATE,aur astateflag);} //hmm this looks like so not necesary :S
    void EventHealthChangeSinceLastUpdate();
    void SetStandState (uint8 standstate);


    MOVEMENT

    int32 m_speedModifier;
    int32 m_slowdown;
    map< uint32, int32 > speedReductionMap;
    bool GetSpeedDecrease();
    int32 m_mountedspeedModifier;
    int32 m_flyspeedModifier;
    void UpdateSpeed(bool delay = false);
    void EnableFlight(bool delay = false);
    void DisableFlight(bool delay = false);
    void MoveToWaypoint(uint32 wp_id);
    _unit->GetAIInterface()->StopMovement(18000);


    AURA

    void AddAura(Aura *aur);
    //! Remove aura from unit
    bool RemoveAura(Aura *aur);
    bool RemoveAura(uint32 spellId);
    bool RemoveAura(uint32 spellId,uint64 guid);
    bool RemoveAuraByNameHash(uint32 namehash); //required to remove weaker instances of a spell
    bool RemoveAuraPosByNameHash(uint32 namehash); //required to remove weaker instances of a spell
    bool RemoveAuraNegByNameHash(uint32 namehash); //required to remove weaker instances of a spell
    bool RemoveAuras(uint32 * SpellIds);
    void EventRemoveAura(uint32 SpellId)
    {
    RemoveAura(SpellId);
    }
    //! Remove all auras
    void RemoveAllAuras();
    void RemoveAllAuraType(uint32 auratype); //ex:to remove morph spells
    bool RemoveAllAuraByNameHash(uint32 namehash); //required to remove weaker instances of a spell
    bool RemoveAllPosAuraByNameHash(uint32 namehash); //required to remove weaker instances of a spell
    bool RemoveAllNegAuraByNameHash(uint32 namehash); //required to remove weaker instances of a spell
    void RemoveNegativeAuras();
    void RemoveAllAreaAuras();
    // Temporary remove all auras
    // Find auras
    Aura* FindAura(uint32 spellId);
    Aura* FindAura(uint32 spellId, uint64 guid);
    bool SetAurDuration(uint32 spellId,Unit* caster,uint32 duration);
    bool SetAurDuration(uint32 spellId,uint32 duration);
    void DropAurasOnDeath();
    void castSpell(Spell * pSpell);
    void InterruptSpell();
    //Others
    void RemoveAurasByBuffIndexType(uint32 buff_index_type, const uint64 &guid);
    void RemoveAurasByBuffType(uint32 buff_type, const uint64 &guid,uint32 skip);
    bool HasAurasOfBuffType(uint32 buff_type, const uint64 &guid,uint32 skip);
    int HasAurasWithNameHash(uint32 name_hash);
    bool HasNegativeAuraWithNameHash(uint32 name_hash); //just to reduce search range in some cases
    bool HasNegativeAura(uint32 spell_id); //just to reduce search range in some cases

    _unit->Despawn(2000, 8000); //Despawns the NPC (Time Remove, Time to Respawn)
    _unit->GetAIInterface()->setOutOfCombatRange(200000); //Sets the Range that the npc needs to reset (Range).


    FLAG COMMANDS

    enum UnitDynamicFlags
    {
    U_DYN_FLAG_LOOTABLE = 0x01,
    U_DYN_FLAG_UNIT_TRACKABLE = 0x02,
    U_DYN_FLAG_TAGGED_BY_OTHER = 0x04,
    U_DYN_FLAG_TAPPED_BY_PLAYER = 0x08,
    U_DYN_FLAG_PLAYER_INFO = 0x10,
    U_DYN_FLAG_DEAD = 0x20,
    };
    enum DamageFlags
    {
    DAMAGE_FLAG_MELEE = 1,
    DAMAGE_FLAG_HOLY = 2,
    DAMAGE_FLAG_FIRE = 4,
    DAMAGE_FLAG_NATURE = 8,
    DAMAGE_FLAG_FROST = 16,
    DAMAGE_FLAG_SHADOW = 32,
    DAMAGE_FLAG_ARCANE = 64
    };
    enum DamageType
    {
    MELEE,
    DUALWIELD,
    RANGED,
    };
    enum VisualState
    {
    ATTACK = 1,
    DODGE,
    PARRY,
    INTERRUPT,
    BLOCK,
    EVADE,
    IMMUNE,
    DEFLECT
    };
    enum HitStatus
    {
    HITSTATUS_HITANIMATION = 0x02,
    HITSTATUS_DUALWIELD = 0x04,
    HITSTATUS_MISS = 0x10,
    HITSTATUS_ABSORBED = 0x20,
    HITSTATUS_RESIST = 0x40,
    HITSTATUS_CRICTICAL = 0x80,
    HITSTATUS_BLOCK = 0x800,
    HITSTATUS_GLANCING = 0x4000,
    HITSTATUS_CRUSHINGBLOW = 0x8000,
    HITSTATUS_NOACTION = 0x10000,
    HITSTATUS_SWINGNOHITSOUND = 0x80000 // as in miss?
    };
    enum INVIS_FLAG
    {
    INVIS_FLAG_NORMAL, // players and units with no special invisibility flags
    INVIS_FLAG_SPIRIT1,
    INVIS_FLAG_SPIRIT2,
    INVIS_FLAG_TRAP,
    INVIS_FLAG_QUEST,
    INVIS_FLAG_GHOST,
    INVIS_FLAG_UNKNOWN6,
    INVIS_FLAG_UNKNOWN7,
    INVIS_FLAG_SHADOWMOON,
    INVIS_FLAG_NETHERSTORM,
    INVIS_FLAG_TOTAL
    };


    UNIT STATE

    enum DeathState
    {
    ALIVE = 0, // Unit is alive and well
    JUST_DIED, // Unit has JUST died
    CORPSE, // Unit has died but remains in the world as a corpse
    DEAD // Unit is dead and his corpse is gone from the world
    };
    #define HIGHEST_FACTION = 46
    enum Factions {
    FACTION_BLOODSAIL_BUCCANEERS,
    FACTION_BOOTY_BAY,
    FACTION_GELKIS_CLAN_CENTAUR,
    FACTION_MAGRAM_CLAN_CENTAUR,
    FACTION_THORIUM_BROTHERHOOD,
    FACTION_RAVENHOLDT,
    FACTION_SYNDICATE,
    FACTION_GADGETZAN,
    FACTION_WILDHAMMER_CLAN,
    FACTION_RATCHET,
    FACTION_UNK1,
    FACTION_UNK2,
    FACTION_UNK3,
    FACTION_ARGENT_DAWN,
    FACTION_ORGRIMMAR,
    FACTION_DARKSPEAR_TROLLS,
    FACTION_THUNDER_BLUFF,
    FACTION_UNDERCITY,
    FACTION_GNOMEREGAN_EXILES,
    FACTION_STORMWIND,
    FACTION_IRONFORGE,
    FACTION_DARNASSUS,
    FACTION_LEATHERWORKING_DRAGON,
    FACTION_LEATHERWORKING_ELEMENTAL,
    FACTION_LEATHERWORKING_TRIBAL,
    FACTION_ENGINEERING_GNOME,
    FACTION_ENGINEERING_GOBLIN,
    FACTION_WINTERSABER_TRAINERS,
    FACTION_EVERLOOK,
    FACTION_BLACKSMITHING_ARMOR,
    FACTION_BLACKSMITHING_WEAPON,
    FACTION_BLACKSMITHING_AXE,
    FACTION_BLACKSMITHING_SWORD,
    FACTION_BLACKSMITHING_HAMMER,
    FACTION_CAER_DARROW,
    FACTION_TIMBERMAW_FURBOLGS,
    FACTION_CENARION_CIRCLE,
    FACTION_SHATTERSPEAR_TROLLS,
    FACTION_RAVASAUR_TRAINERS,
    FACTION_BATTLEGROUND_NEUTRAL,
    FACTION_STORMPIKE_GUARDS,
    FACTION_FROSTWOLF_CLAN,
    FACTION_HYDRAXIAN_WATERLORDS,
    FACTION_MORO_GAI,
    FACTION_SHEN_DRALAR,
    FACTION_SILVERWING_SENTINELS,
    FACTION_WARSONG_OUTRIDERS
    };
    typedef enum
    {
    TEXTEMOTE_AGREE = 1,
    TEXTEMOTE_AMAZE = 2,
    TEXTEMOTE_ANGRY = 3,
    TEXTEMOTE_APOLOGIZE = 4,
    TEXTEMOTE_APPLAUD = 5,
    TEXTEMOTE_BASHFUL = 6,
    TEXTEMOTE_BECKON = 7,
    TEXTEMOTE_BEG = 8,
    TEXTEMOTE_BITE = 9,
    TEXTEMOTE_BLEED = 10,
    TEXTEMOTE_BLINK = 11,
    TEXTEMOTE_BLUSH = 12,
    TEXTEMOTE_BONK = 13,
    TEXTEMOTE_BORED = 14,
    TEXTEMOTE_BOUNCE = 15,
    TEXTEMOTE_BRB = 16,
    TEXTEMOTE_BOW = 17,
    TEXTEMOTE_BURP = 18,
    TEXTEMOTE_BYE = 19,
    TEXTEMOTE_CACKLE = 20,
    TEXTEMOTE_CHEER = 21,
    TEXTEMOTE_CHICKEN = 22,
    TEXTEMOTE_CHUCKLE = 23,
    TEXTEMOTE_CLAP = 24,
    TEXTEMOTE_CONFUSED = 25,
    TEXTEMOTE_CONGRATULATE = 26,
    TEXTEMOTE_COUGH = 27,
    TEXTEMOTE_COWER = 28,
    TEXTEMOTE_CRACK = 29,
    TEXTEMOTE_CRINGE = 30,
    TEXTEMOTE_CRY = 31,
    TEXTEMOTE_CURIOUS = 32,
    TEXTEMOTE_CURTSEY = 33,
    TEXTEMOTE_DANCE = 34,
    TEXTEMOTE_DRINK = 35,
    TEXTEMOTE_DROOL = 36,
    TEXTEMOTE_EAT = 37,
    TEXTEMOTE_EYE = 38,
    TEXTEMOTE_FART = 39,
    TEXTEMOTE_FIDGET = 40,
    TEXTEMOTE_FLEX = 41,
    TEXTEMOTE_FROWN = 42,
    TEXTEMOTE_GASP = 43,
    TEXTEMOTE_GAZE = 44,
    TEXTEMOTE_GIGGLE = 45,
    TEXTEMOTE_GLARE = 46,
    TEXTEMOTE_GLOAT = 47,
    TEXTEMOTE_GREET = 48,
    TEXTEMOTE_GRIN = 49,
    TEXTEMOTE_GROAN = 50,
    TEXTEMOTE_GROVEL = 51,
    TEXTEMOTE_GUFFAW = 52,
    TEXTEMOTE_HAIL = 53,
    TEXTEMOTE_HAPPY = 54,
    TEXTEMOTE_HELLO = 55,
    TEXTEMOTE_HUG = 56,
    TEXTEMOTE_HUNGRY = 57,
    TEXTEMOTE_KISS = 58,
    TEXTEMOTE_KNEEL = 59,
    TEXTEMOTE_LAUGH = 60,
    TEXTEMOTE_LAYDOWN = 61,
    TEXTEMOTE_MASSAGE = 62,
    TEXTEMOTE_MOAN = 63,
    TEXTEMOTE_MOON = 64,
    TEXTEMOTE_MOURN = 65,
    TEXTEMOTE_NO = 66,
    TEXTEMOTE_NOD = 67,
    TEXTEMOTE_NOSEPICK = 68,
    TEXTEMOTE_PANIC = 69,
    TEXTEMOTE_PEER = 70,
    TEXTEMOTE_PLEAD = 71,
    TEXTEMOTE_POINT = 72,
    TEXTEMOTE_POKE = 73,
    TEXTEMOTE_PRAY = 74,
    TEXTEMOTE_ROAR = 75,
    TEXTEMOTE_ROFL = 76,
    TEXTEMOTE_RUDE = 77,
    TEXTEMOTE_SALUTE = 78,
    TEXTEMOTE_SCRATCH = 79,
    TEXTEMOTE_***Y = 80,
    TEXTEMOTE_SHAKE = 81,
    TEXTEMOTE_SHOUT = 82,
    TEXTEMOTE_SHRUG = 83,
    TEXTEMOTE_SHY = 84,
    TEXTEMOTE_SIGH = 85,
    TEXTEMOTE_SIT = 86,
    TEXTEMOTE_SLEEP = 87,
    TEXTEMOTE_SNARL = 88,
    TEXTEMOTE_SPIT = 89,
    TEXTEMOTE_STARE = 90,
    TEXTEMOTE_SURPRISED = 91,
    TEXTEMOTE_SURRENDER = 92,
    TEXTEMOTE_TALK = 93,
    TEXTEMOTE_TALKEX = 94,
    TEXTEMOTE_TALKQ = 95,
    TEXTEMOTE_TAP = 96,
    TEXTEMOTE_THANK = 97,
    TEXTEMOTE_THREATEN = 98,
    TEXTEMOTE_TIRED = 99,
    TEXTEMOTE_VICTORY = 100,
    TEXTEMOTE_WAVE = 101,
    TEXTEMOTE_WELCOME = 102,
    TEXTEMOTE_WHINE = 103,
    TEXTEMOTE_WHISTLE = 104,
    TEXTEMOTE_WORK = 105,
    TEXTEMOTE_YAWN = 106,
    TEXTEMOTE_BOGGLE = 107,
    TEXTEMOTE_CALM = 108,
    TEXTEMOTE_COLD = 109,
    TEXTEMOTE_COMFORT = 110,
    TEXTEMOTE_CUDDLE = 111,
    TEXTEMOTE_DUCK = 112,
    TEXTEMOTE_INSULT = 113,
    TEXTEMOTE_INTRODUCE = 114,
    TEXTEMOTE_JK = 115,
    TEXTEMOTE_LICK = 116,
    TEXTEMOTE_LISTEN = 117,
    TEXTEMOTE_LOST = 118,
    TEXTEMOTE_MOCK = 119,
    TEXTEMOTE_PONDER = 120,
    TEXTEMOTE_POUNCE = 121,
    TEXTEMOTE_PRAISE = 122,
    TEXTEMOTE_PURR = 123,
    TEXTEMOTE_PUZZLE = 124,
    TEXTEMOTE_RAISE = 125,
    TEXTEMOTE_READY = 126,
    TEXTEMOTE_SHIMMY = 127,
    TEXTEMOTE_SHIVER = 128,
    TEXTEMOTE_SHOO = 129,
    TEXTEMOTE_SLAP = 130,
    TEXTEMOTE_SMIRK = 131,
    TEXTEMOTE_SNIFF = 132,
    TEXTEMOTE_SNUB = 133,
    TEXTEMOTE_SOOTHE = 134,
    TEXTEMOTE_STINK = 135,
    TEXTEMOTE_TAUNT = 136,
    TEXTEMOTE_TEASE = 137,
    TEXTEMOTE_THIRSTY = 138,
    TEXTEMOTE_VETO = 139,
    TEXTEMOTE_SNICKER = 140,
    TEXTEMOTE_STAND = 141,
    TEXTEMOTE_TICKLE = 142,
    TEXTEMOTE_VIOLIN = 143,
    TEXTEMOTE_SMILE = 163,
    TEXTEMOTE_RASP = 183,
    TEXTEMOTE_PITY = 203,
    TEXTEMOTE_GROWL = 204,
    TEXTEMOTE_BARK = 205,
    TEXTEMOTE_SCARED = 223,
    TEXTEMOTE_FLOP = 224,
    TEXTEMOTE_LOVE = 225,
    TEXTEMOTE_MOO = 226,
    TEXTEMOTE_COMMEND = 243,
    TEXTEMOTE_JOKE = 329
    } TextEmoteType;
    typedef enum
    {
    EMOTE_ONESHOT_NONE = 0,
    EMOTE_ONESHOT_TALK = 1, //DNR
    EMOTE_ONESHOT_BOW = 2,
    EMOTE_ONESHOT_WAVE = 3, //DNR
    EMOTE_ONESHOT_CHEER = 4, //DNR
    EMOTE_ONESHOT_EXCLAMATION = 5, //DNR
    EMOTE_ONESHOT_QUESTION = 6,
    EMOTE_ONESHOT_EAT = 7,
    EMOTE_STATE_DANCE = 10,
    EMOTE_ONESHOT_LAUGH = 11,
    EMOTE_STATE_SLEEP = 12,
    EMOTE_STATE_SIT = 13,
    EMOTE_ONESHOT_RUDE = 14, //DNR
    EMOTE_ONESHOT_ROAR = 15, //DNR
    EMOTE_ONESHOT_KNEEL = 16,
    EMOTE_ONESHOT_KISS = 17,
    EMOTE_ONESHOT_CRY = 18,
    EMOTE_ONESHOT_CHICKEN = 19,
    EMOTE_ONESHOT_BEG = 20,
    EMOTE_ONESHOT_APPLAUD = 21,
    EMOTE_ONESHOT_SHOUT = 22, //DNR
    EMOTE_ONESHOT_FLEX = 23,
    EMOTE_ONESHOT_SHY = 24, //DNR
    EMOTE_ONESHOT_POINT = 25, //DNR
    EMOTE_STATE_STAND = 26,
    EMOTE_STATE_READYUNARMED = 27,
    EMOTE_STATE_WORK = 28,
    EMOTE_STATE_POINT = 29, //DNR
    EMOTE_STATE_NONE = 30,
    EMOTE_ONESHOT_WOUND = 33,
    EMOTE_ONESHOT_WOUNDCRITICAL = 34,
    EMOTE_ONESHOT_ATTACKUNARMED = 35,
    EMOTE_ONESHOT_ATTACK1H = 36,
    EMOTE_ONESHOT_ATTACK2HTIGHT = 37,
    EMOTE_ONESHOT_ATTACK2HLOOSE = 38,
    EMOTE_ONESHOT_PARRYUNARMED = 39,
    EMOTE_ONESHOT_PARRYSHIELD = 43,
    EMOTE_ONESHOT_READYUNARMED = 44,
    EMOTE_ONESHOT_READY1H = 45,
    EMOTE_ONESHOT_READYBOW = 48,
    EMOTE_ONESHOT_SPELLPRECAST = 50,
    EMOTE_ONESHOT_SPELLCAST = 51,
    EMOTE_ONESHOT_BATTLEROAR = 53,
    EMOTE_ONESHOT_SPECIALATTACK1H = 54,
    EMOTE_ONESHOT_KICK = 60,
    EMOTE_ONESHOT_ATTACKTHROWN = 61,
    EMOTE_STATE_STUN = 64,
    EMOTE_STATE_DEAD = 65,
    EMOTE_ONESHOT_SALUTE = 66,
    EMOTE_STATE_KNEEL = 68,
    EMOTE_STATE_USESTANDING = 69,
    EMOTE_ONESHOT_WAVE_NOSHEATHE = 70,
    EMOTE_ONESHOT_CHEER_NOSHEATHE = 71,
    EMOTE_ONESHOT_EAT_NOSHEATHE = 92,
    EMOTE_STATE_STUN_NOSHEATHE = 93,
    EMOTE_ONESHOT_DANCE = 94,
    EMOTE_ONESHOT_SALUTE_NOSHEATH = 113,
    EMOTE_STATE_USESTANDING_NOSHEATHE = 133,
    EMOTE_ONESHOT_LAUGH_NOSHEATHE = 153,
    EMOTE_STATE_WORK_NOSHEATHE = 173,
    EMOTE_STATE_SPELLPRECAST = 193,
    EMOTE_ONESHOT_READYRIFLE = 213,
    EMOTE_STATE_READYRIFLE = 214,
    EMOTE_STATE_WORK_NOSHEATHE_MINING = 233,
    EMOTE_STATE_WORK_NOSHEATHE_CHOPWOOD= 234,
    EMOTE_zzOLDONESHOT_LIFTOFF = 253,
    EMOTE_ONESHOT_LIFTOFF = 254,
    EMOTE_ONESHOT_YES = 273, //DNR
    EMOTE_ONESHOT_NO = 274, //DNR
    EMOTE_ONESHOT_TRAIN = 275, //DNR
    EMOTE_ONESHOT_LAND = 293,
    EMOTE_STATE_AT_EASE = 313,
    EMOTE_STATE_READY1H = 333,
    EMOTE_STATE_SPELLKNEELSTART = 353,
    EMOTE_STATE_SUBMERGED = 373,
    EMOTE_ONESHOT_SUBMERGE = 374,
    EMOTE_STATE_READY2H = 375,
    EMOTE_STATE_READYBOW = 376,
    EMOTE_ONESHOT_MOUNTSPECIAL = 377,
    EMOTE_STATE_TALK = 378,
    EMOTE_STATE_FISHING = 379,
    EMOTE_ONESHOT_FISHING = 380,
    EMOTE_ONESHOT_LOOT = 381,
    EMOTE_STATE_WHIRLWIND = 382,
    EMOTE_STATE_DROWNED = 383,
    EMOTE_STATE_HOLD_BOW = 384,
    EMOTE_STATE_HOLD_RIFLE = 385,
    EMOTE_STATE_HOLD_THROWN = 386,
    EMOTE_ONESHOT_DROWN = 387,
    EMOTE_ONESHOT_STOMP = 388,
    EMOTE_ONESHOT_ATTACKOFF = 389,
    EMOTE_ONESHOT_ATTACKOFFPIERCE = 390,
    EMOTE_STATE_ROAR = 391,
    EMOTE_STATE_LAUGH = 392,
    EMOTE_ONESHOT_CREATURE_SPECIAL = 393,
    EMOTE_ONESHOT_JUMPANDRUN = 394,
    EMOTE_ONESHOT_JUMPEND = 395,
    EMOTE_ONESHOT_TALK_NOSHEATHE = 396,
    EMOTE_ONESHOT_POINT_NOSHEATHE = 397,
    EMOTE_STATE_CANNIBALIZE = 398,
    EMOTE_ONESHOT_JUMPSTART = 399,
    EMOTE_STATE_DANCESPECIAL = 400,
    EMOTE_ONESHOT_DANCESPECIAL = 401,
    EMOTE_ONESHOT_CUSTOMSPELL01 = 402,
    EMOTE_ONESHOT_CUSTOMSPELL02 = 403,
    EMOTE_ONESHOT_CUSTOMSPELL03 = 404,
    EMOTE_ONESHOT_CUSTOMSPELL04 = 405,
    EMOTE_ONESHOT_CUSTOMSPELL05 = 406,
    EMOTE_ONESHOT_CUSTOMSPELL06 = 407,
    EMOTE_ONESHOT_CUSTOMSPELL07 = 408,
    EMOTE_ONESHOT_CUSTOMSPELL08 = 409,
    EMOTE_ONESHOT_CUSTOMSPELL09 = 410,
    EMOTE_ONESHOT_CUSTOMSPELL10 = 411,
    EMOTE_STATE_EXCLAIM = 412,
    } EmoteType;
    enum StandState
    {
    STANDSTATE_STAND = 0,
    STANDSTATE_SIT = 1,
    STANDSTATE_SIT_CHAIR = 2,
    STANDSTATE_SLEEP = 3,
    STANDSTATE_SIT_LOW_CHAIR = 4,
    STANDSTATE_SIT_MEDIUM_CHAIR = 5,
    STANDSTATE_SIT_HIGH_CHAIR = 6,
    STANDSTATE_DEAD = 7,
    STANDSTATE_KNEEL = 8
    };
    enum UnitStates
    {
    UNIT_STATE_NORMAL = 0x01,
    UNIT_STATE_CHARM = 0x02,
    UNIT_STATE_FEAR = 0x04,
    UNIT_STATE_ROOT = 0x08,
    UNIT_STATE_SLEEP = 0x10,
    UNIT_STATE_SNARE = 0x20,
    UNIT_STATE_STUN = 0x40,
    UNIT_STATE_KNOCKOUT = 0x80,
    UNIT_STATE_BLEED = 0x100,
    UNIT_STATE_POLYMORPH = 0x200,
    UNIT_STATE_BANISH = 0x400,
    UNIT_STATE_CONFUSE = 0x800,
    UNIT_STATE_PACIFY = 0x1000,
    UNIT_STATE_SILENCE = 0x2000,
    UNIT_STATE_MOUNT = 0x4000,


    ------------------------------------------



    CREDITS : hackerpro1011




    › See More: C++ Script COMMANDS
    Last edited by EzMaN; 31-07-09 at 10:26 PM.



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