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More function name refactoring
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+5
-5
@@ -7948,7 +7948,7 @@ void Client::MerchantRejectMessage(Mob *merchant, int primaryfaction)
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}
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// If no primary faction or biggest influence is your faction hit
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if (primaryfaction <= 0 || lowestvalue == tmpFactionValue) {
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merchant->Say_StringID(zone->random.Int(WONT_SELL_DEEDS1, WONT_SELL_DEEDS6));
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merchant->SayString(zone->random.Int(WONT_SELL_DEEDS1, WONT_SELL_DEEDS6));
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} else if (lowestvalue == fmod.race_mod) { // race biggest
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// Non-standard race (ex. illusioned to wolf)
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if (GetRace() > PLAYER_RACE_COUNT) {
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@@ -7967,7 +7967,7 @@ void Client::MerchantRejectMessage(Mob *merchant, int primaryfaction)
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messageid = WONT_SELL_NONSTDRACE1;
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break;
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}
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merchant->Say_StringID(messageid);
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merchant->SayString(messageid);
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} else { // normal player races
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messageid = zone->random.Int(1, 4);
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switch (messageid) {
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@@ -7987,15 +7987,15 @@ void Client::MerchantRejectMessage(Mob *merchant, int primaryfaction)
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messageid = WONT_SELL_RACE1;
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break;
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}
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merchant->Say_StringID(messageid, itoa(GetRace()));
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merchant->SayString(messageid, itoa(GetRace()));
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}
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} else if (lowestvalue == fmod.class_mod) {
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merchant->Say_StringID(zone->random.Int(WONT_SELL_CLASS1, WONT_SELL_CLASS5), itoa(GetClass()));
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merchant->SayString(zone->random.Int(WONT_SELL_CLASS1, WONT_SELL_CLASS5), itoa(GetClass()));
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} else {
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// Must be deity - these two sound the best for that.
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// Can't use a message with a field, GUI wants class/race names.
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// for those message IDs. These are straight text.
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merchant->Say_StringID(zone->random.Int(WONT_SELL_DEEDS1, WONT_SELL_DEEDS2));
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merchant->SayString(zone->random.Int(WONT_SELL_DEEDS1, WONT_SELL_DEEDS2));
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}
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return;
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}
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