[NPC] Support for multiple emotes per type, emote variables (#3801)

* [forage rule feature] add a rule to disabled using common_food_ids from the list in forage.cpp.  currently set to enabled.

* NPC database emotes now supports basic variables. More than one variable can be used at a time.

* Format manifest

* Formatting

* Formatting

* Formatting

---------

Co-authored-by: Akkadius <akkadius1@gmail.com>
This commit is contained in:
regneq
2023-12-24 21:28:57 -08:00
committed by GitHub
parent 6396a6fbef
commit 25872203ff
13 changed files with 88 additions and 58 deletions
+1 -5
View File
@@ -12,10 +12,7 @@ void ShowEmotes(Client *c, const Seperator *sep)
uint32 emote_count = 0;
const uint32 emote_id = t->GetEmoteID();
LinkedListIterator<NPC_Emote_Struct *> iterator(zone->NPCEmoteList);
iterator.Reset();
while (iterator.MoreElements()) {
const auto& e = iterator.GetData();
for (auto& e : zone->npc_emote_list) {
if (emote_id == e->emoteid) {
c->Message(
Chat::White,
@@ -41,7 +38,6 @@ void ShowEmotes(Client *c, const Seperator *sep)
emote_count++;
}
iterator.Advance();
}
c->Message(