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added language paramter to Lua_Mob::Say() and Lua_Mob::Shout() (credit to Torven)
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@ -753,6 +753,11 @@ void Lua_Mob::Say(const char *message) {
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self->Say(message);
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}
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void Lua_Mob::Say(const char* message, int language) {
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Lua_Safe_Call_Void();
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entity_list.ChannelMessage(self, ChatChannel_Say, language, message); // these run through the client channels and probably shouldn't for NPCs, but oh well
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}
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void Lua_Mob::QuestSay(Lua_Client client, const char *message) {
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Lua_Safe_Call_Void();
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self->QuestJournalledSay(client, message);
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@ -763,6 +768,11 @@ void Lua_Mob::Shout(const char *message) {
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self->Shout(message);
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}
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void Lua_Mob::Shout(const char* message, int language) {
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Lua_Safe_Call_Void();
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entity_list.ChannelMessage(self, ChatChannel_Shout, language, message);
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}
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void Lua_Mob::Emote(const char *message) {
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Lua_Safe_Call_Void();
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self->Emote(message);
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@ -2319,9 +2329,11 @@ luabind::scope lua_register_mob() {
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.def("GetSize", &Lua_Mob::GetSize)
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.def("Message", &Lua_Mob::Message)
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.def("Message_StringID", &Lua_Mob::Message_StringID)
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.def("Say", &Lua_Mob::Say)
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.def("Say", (void(Lua_Mob::*)(const char*))& Lua_Mob::Say)
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.def("Say", (void(Lua_Mob::*)(const char*, int))& Lua_Mob::Say)
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.def("QuestSay", &Lua_Mob::QuestSay)
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.def("Shout", &Lua_Mob::Shout)
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.def("Shout", (void(Lua_Mob::*)(const char*))& Lua_Mob::Shout)
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.def("Shout", (void(Lua_Mob::*)(const char*, int))& Lua_Mob::Shout)
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.def("Emote", &Lua_Mob::Emote)
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.def("InterruptSpell", (void(Lua_Mob::*)(void))&Lua_Mob::InterruptSpell)
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.def("InterruptSpell", (void(Lua_Mob::*)(int))&Lua_Mob::InterruptSpell)
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@ -168,8 +168,10 @@ public:
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void Message(int type, const char *message);
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void Message_StringID(int type, int string_id, uint32 distance);
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void Say(const char *message);
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void Say(const char* message, int language);
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void QuestSay(Lua_Client client, const char *message);
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void Shout(const char *message);
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void Shout(const char* message, int language);
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void Emote(const char *message);
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void InterruptSpell();
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void InterruptSpell(int spell_id);
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