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[Commands] Cleanup #picklock Command (#3046)
* [Commands] Cleanup #picklock Command # Notes - Cleanup messages and logic. * Update picklock.cpp
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@ -2,23 +2,28 @@
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void command_picklock(Client *c, const Seperator *sep)
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void command_picklock(Client *c, const Seperator *sep)
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{
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{
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Mob *target = c->GetTarget();
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if (!c->GetTarget() || !c->GetTarget()->IsNPC()) {
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if (!target) {
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c->Message(Chat::White, "You must target an NPC to use this command.");
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c->Message(Chat::Red, "You must have a target.");
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return;
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return;
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}
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}
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if (target->IsNPC()) {
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auto t = c->GetTarget()->CastToNPC();
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if (c->HasSkill(EQ::skills::SkillPickLock)) {
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if (DistanceSquaredNoZ(c->GetPosition(), target->GetPosition()) > RuleI(Adventure, LDoNTrapDistanceUse)) {
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if (c->HasSkill(EQ::skills::SkillPickLock)) {
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c->Message(Chat::Red, "%s is too far away.", target->GetCleanName());
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if (DistanceSquaredNoZ(c->GetPosition(), t->GetPosition()) > RuleI(Adventure, LDoNTrapDistanceUse)) {
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return;
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c->Message(
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}
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Chat::White,
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c->HandleLDoNPickLock(target->CastToNPC(), c->GetSkill(EQ::skills::SkillPickLock), LDoNTypeMechanical);
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fmt::format(
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}
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"{} is too far away.",
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else {
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c->GetTargetDescription(t)
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c->Message(Chat::Red, "You do not have the pick locks skill.");
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).c_str()
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);
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return;
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}
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}
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c->HandleLDoNPickLock(t, c->GetSkill(EQ::skills::SkillPickLock), LDoNTypeMechanical);
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} else {
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c->Message(Chat::White, "You do not have the Pick Lock skill.");
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}
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}
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}
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}
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