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[Commands] Cleanup #emotesearch and #emoteview Command. (#2494)
* [Commands] Cleanup #emoteview Command. Cleanup command messages and logic. Add constants for Emote Events and Emote Types and replace all the old constants with the new constants. * Update emoteview.cpp * Cleanup #emotesearch Command.
This commit is contained in:
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dcbc9a358f
commit
53dcd14534
@ -533,3 +533,49 @@ std::string EQ::constants::GetWeatherTypeName(uint8 weather_type)
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return std::string();
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}
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const std::map<uint8, std::string> &EQ::constants::GetEmoteEventTypeMap()
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{
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static const std::map<uint8, std::string> emote_event_type_map = {
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{ EmoteEventTypes::LeaveCombat, "Leave Combat" },
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{ EmoteEventTypes::EnterCombat, "Enter Combat" },
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{ EmoteEventTypes::OnDeath, "On Death" },
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{ EmoteEventTypes::AfterDeath, "After Death" },
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{ EmoteEventTypes::Hailed, "Hailed" },
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{ EmoteEventTypes::KilledPC, "Killed PC" },
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{ EmoteEventTypes::KilledNPC, "Killed NPC" },
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{ EmoteEventTypes::OnSpawn, "On Spawn" },
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{ EmoteEventTypes::OnDespawn, "On Despawn" }
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};
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return emote_event_type_map;
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}
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std::string EQ::constants::GetEmoteEventTypeName(uint8 emote_event_type)
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{
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if (EQ::ValueWithin(emote_event_type, EmoteEventTypes::LeaveCombat, EmoteEventTypes::OnDespawn)) {
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return EQ::constants::GetEmoteEventTypeMap().find(emote_event_type)->second;
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}
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return std::string();
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}
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const std::map<uint8, std::string> &EQ::constants::GetEmoteTypeMap()
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{
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static const std::map<uint8, std::string> emote_type_map = {
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{ EmoteTypes::Emote, "Emote" },
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{ EmoteTypes::Shout, "Shout" },
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{ EmoteTypes::Proximity, "Proximity" }
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};
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return emote_type_map;
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}
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std::string EQ::constants::GetEmoteTypeName(uint8 emote_type)
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{
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if (EQ::ValueWithin(emote_type, EmoteTypes::Emote, EmoteTypes::Proximity)) {
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return EQ::constants::GetEmoteTypeMap().find(emote_type)->second;
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}
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return std::string();
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}
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@ -337,6 +337,24 @@ namespace EQ
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Snowing
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};
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enum EmoteEventTypes : uint8 {
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LeaveCombat,
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EnterCombat,
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OnDeath,
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AfterDeath,
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Hailed,
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KilledPC,
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KilledNPC,
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OnSpawn,
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OnDespawn
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};
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enum EmoteTypes : uint8 {
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Emote,
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Shout,
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Proximity
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};
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const char *GetStanceName(StanceType stance_type);
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int ConvertStanceTypeToIndex(StanceType stance_type);
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@ -373,6 +391,12 @@ namespace EQ
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extern const std::map<uint8, std::string>& GetWeatherTypeMap();
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std::string GetWeatherTypeName(uint8 weather_type);
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extern const std::map<uint8, std::string>& GetEmoteEventTypeMap();
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std::string GetEmoteEventTypeName(uint8 emote_event_type);
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extern const std::map<uint8, std::string>& GetEmoteTypeMap();
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std::string GetEmoteTypeName(uint8 emote_type);
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const int STANCE_TYPE_FIRST = stancePassive;
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const int STANCE_TYPE_LAST = stanceBurnAE;
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const int STANCE_TYPE_COUNT = stanceBurnAE;
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@ -1802,7 +1802,7 @@ bool Client::Death(Mob* killerMob, int64 damage, uint16 spell, EQ::skills::Skill
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uint32 emoteid = killerMob->GetEmoteID();
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if (emoteid != 0)
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killerMob->CastToNPC()->DoNPCEmote(KILLEDPC, emoteid);
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killerMob->CastToNPC()->DoNPCEmote(EQ::constants::EmoteEventTypes::KilledPC, emoteid);
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killerMob->TrySpellOnKill(killed_level, spell);
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}
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@ -2650,7 +2650,7 @@ bool NPC::Death(Mob* killer_mob, int64 damage, uint16 spell, EQ::skills::SkillTy
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ApplyIllusionToCorpse(illusion_spell_id, corpse);
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if (killer != 0 && emoteid != 0)
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corpse->CastToNPC()->DoNPCEmote(AFTERDEATH, emoteid);
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corpse->CastToNPC()->DoNPCEmote(EQ::constants::EmoteEventTypes::AfterDeath, emoteid);
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if (killer != 0 && killer->IsClient()) {
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corpse->AllowPlayerLoot(killer, 0);
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if (killer->IsGrouped()) {
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@ -2734,12 +2734,12 @@ bool NPC::Death(Mob* killer_mob, int64 damage, uint16 spell, EQ::skills::SkillTy
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uint32 emoteid = GetEmoteID();
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if (emoteid != 0)
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DoNPCEmote(ONDEATH, emoteid);
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DoNPCEmote(EQ::constants::EmoteEventTypes::OnDeath, emoteid);
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if (oos->IsNPC()) {
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parse->EventNPC(EVENT_NPC_SLAY, oos->CastToNPC(), this, "", 0);
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uint32 emoteid = oos->GetEmoteID();
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if (emoteid != 0)
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oos->CastToNPC()->DoNPCEmote(KILLEDNPC, emoteid);
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oos->CastToNPC()->DoNPCEmote(EQ::constants::EmoteEventTypes::KilledNPC, emoteid);
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killer_mob->TrySpellOnKill(killed_level, spell);
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}
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}
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@ -6249,7 +6249,7 @@ void Client::CheckEmoteHail(Mob *target, const char* message)
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}
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uint32 emoteid = target->GetEmoteID();
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if(emoteid != 0)
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target->CastToNPC()->DoNPCEmote(HAILED,emoteid);
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target->CastToNPC()->DoNPCEmote(EQ::constants::EmoteEventTypes::Hailed, emoteid);
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}
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void Client::MarkSingleCompassLoc(float in_x, float in_y, float in_z, uint8 count)
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@ -133,7 +133,7 @@ int command_init(void)
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command_add("dzkickplayers", "Removes all players from current expedition. (/kickplayers alternative for pre-RoF clients)", AccountStatus::Player, command_dzkickplayers) ||
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command_add("editmassrespawn", "[name-search] [second-value] - Mass (Zone wide) NPC respawn timer editing command", AccountStatus::GMAdmin, command_editmassrespawn) ||
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command_add("emote", "['name'/'world'/'zone'] [type] [message] - Send an emote message", AccountStatus::QuestTroupe, command_emote) ||
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command_add("emotesearch", "Searches NPC Emotes", AccountStatus::QuestTroupe, command_emotesearch) ||
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command_add("emotesearch", "[Search Criteria] - Search for NPC Emotes", AccountStatus::QuestTroupe, command_emotesearch) ||
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command_add("emoteview", "Lists all NPC Emotes", AccountStatus::QuestTroupe, command_emoteview) ||
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command_add("emptyinventory", "Clears your or your target's entire inventory (Equipment, General, Bank, and Shared Bank)", AccountStatus::GMImpossible, command_emptyinventory) ||
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command_add("enablerecipe", "[Recipe ID] - Enables a Recipe", AccountStatus::QuestTroupe, command_enablerecipe) ||
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@ -700,7 +700,7 @@ void EntityList::AddNPC(NPC *npc, bool SendSpawnPacket, bool dontqueue)
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uint32 emoteid = npc->GetEmoteID();
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if (emoteid != 0)
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npc->DoNPCEmote(ONSPAWN, emoteid);
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npc->DoNPCEmote(EQ::constants::EmoteEventTypes::OnSpawn, emoteid);
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npc->SetSpawned();
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if (SendSpawnPacket) {
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if (dontqueue) { // aka, SEND IT NOW BITCH!
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@ -2,77 +2,141 @@
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void command_emotesearch(Client *c, const Seperator *sep)
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{
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if (sep->arg[1][0] == 0) {
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c->Message(Chat::White, "Usage: #emotesearch [search string or emoteid]");
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auto arguments = sep->argnum;
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if (!arguments) {
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c->Message(Chat::White, "Usage: #emotesearch [Emote ID]");
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c->Message(Chat::White, "Usage: #emotesearch [Search Crteria]");
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return;
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}
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else {
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const char *search_criteria = sep->argplus[1];
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int count = 0;
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if (Seperator::IsNumber(search_criteria)) {
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uint32 emoteid = atoi(search_criteria);
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LinkedListIterator<NPC_Emote_Struct *> iterator(zone->NPCEmoteList);
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iterator.Reset();
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while (iterator.MoreElements()) {
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NPC_Emote_Struct *nes = iterator.GetData();
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if (emoteid == nes->emoteid) {
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c->Message(
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Chat::White,
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"EmoteID: %i Event: %i Type: %i Text: %s",
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nes->emoteid,
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nes->event_,
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nes->type,
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nes->text
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);
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count++;
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}
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iterator.Advance();
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auto emote_count = 0;
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auto emote_number = 1;
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std::string search_criteria = sep->argplus[1];
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bool found_by_id = false;
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if (!sep->IsNumber(1)) {
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LinkedListIterator<NPC_Emote_Struct *> iterator(zone->NPCEmoteList);
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iterator.Reset();
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while (iterator.MoreElements()) {
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auto &e = iterator.GetData();
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auto current_text = Strings::ToLower(e->text);
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if (Strings::Contains(current_text, Strings::ToLower(search_criteria))) {
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c->Message(
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Chat::White,
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fmt::format(
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"Emote {} | Emote ID: {}",
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emote_number,
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e->emoteid
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).c_str()
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);
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c->Message(
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Chat::White,
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fmt::format(
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"Emote {} | Event: {} ({}) Type: {} ({})",
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emote_number,
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EQ::constants::GetEmoteEventTypeName(e->event_),
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e->event_,
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EQ::constants::GetEmoteTypeName(e->type),
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e->type
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).c_str()
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);
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c->Message(
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Chat::White,
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fmt::format(
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"Emote {} | Text: {}",
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emote_number,
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e->text
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).c_str()
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);
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emote_count++;
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emote_number++;
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}
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if (count == 0) {
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c->Message(Chat::White, "No emotes found.");
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}
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else {
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c->Message(Chat::White, "%i emote(s) found", count);
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if (emote_count == 50) {
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break;
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}
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iterator.Advance();
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}
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else {
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char sText[64];
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char sCriteria[515];
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strn0cpy(sCriteria, search_criteria, sizeof(sCriteria));
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strupr(sCriteria);
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char *pdest;
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} else {
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auto emote_id = std::stoul(search_criteria);
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LinkedListIterator<NPC_Emote_Struct *> iterator(zone->NPCEmoteList);
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iterator.Reset();
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while (iterator.MoreElements()) {
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auto &e = iterator.GetData();
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if (emote_id == e->emoteid) {
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found_by_id = true;
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LinkedListIterator<NPC_Emote_Struct *> iterator(zone->NPCEmoteList);
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iterator.Reset();
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while (iterator.MoreElements()) {
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NPC_Emote_Struct *nes = iterator.GetData();
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strn0cpy(sText, nes->text, sizeof(sText));
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strupr(sText);
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pdest = strstr(sText, sCriteria);
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if (pdest != nullptr) {
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c->Message(
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Chat::White,
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"EmoteID: %i Event: %i Type: %i Text: %s",
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nes->emoteid,
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nes->event_,
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nes->type,
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nes->text
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);
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count++;
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}
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if (count == 50) {
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break;
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}
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c->Message(
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Chat::White,
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fmt::format(
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"Emote {} | Event: {} ({}) Type: {} ({})",
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emote_number,
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EQ::constants::GetEmoteEventTypeName(e->event_),
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e->event_,
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EQ::constants::GetEmoteTypeName(e->type),
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e->type
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).c_str()
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);
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iterator.Advance();
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c->Message(
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Chat::White,
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fmt::format(
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"Emote {} | Text: {}",
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emote_number,
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e->text
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).c_str()
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);
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emote_count++;
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emote_number++;
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}
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if (count == 50) {
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c->Message(Chat::White, "50 emotes shown...too many results.");
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}
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else {
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c->Message(Chat::White, "%i emote(s) found", count);
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if (emote_count == 50) {
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break;
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}
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iterator.Advance();
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}
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}
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auto found_string = (
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found_by_id ?
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fmt::format("ID {}", search_criteria) :
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search_criteria
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);
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if (!emote_count) {
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c->Message(
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Chat::White,
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fmt::format(
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"No Emotes found matching {}.",
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found_string
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).c_str()
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);
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} else if (emote_count == 50) {
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c->Message(
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Chat::White,
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fmt::format(
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"50 Emotes shown matching {}, too many results.",
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found_string
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).c_str()
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);
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} else {
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c->Message(
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Chat::White,
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fmt::format(
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"{} Emote{} found matching {}.",
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emote_count,
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emote_count != 1 ? "s" : "",
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found_string
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).c_str()
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);
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}
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}
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@ -3,37 +3,70 @@
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void command_emoteview(Client *c, const Seperator *sep)
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{
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if (!c->GetTarget() || !c->GetTarget()->IsNPC()) {
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c->Message(Chat::White, "You must target a NPC to view their emotes.");
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c->Message(Chat::White, "You must target an NPC to view their emotes.");
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return;
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}
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if (c->GetTarget() && c->GetTarget()->IsNPC()) {
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int count = 0;
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int emoteid = c->GetTarget()->CastToNPC()->GetEmoteID();
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auto target = c->GetTarget()->CastToNPC();
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LinkedListIterator<NPC_Emote_Struct *> iterator(zone->NPCEmoteList);
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iterator.Reset();
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while (iterator.MoreElements()) {
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NPC_Emote_Struct *nes = iterator.GetData();
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if (emoteid == nes->emoteid) {
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c->Message(
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Chat::White,
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"EmoteID: %i Event: %i Type: %i Text: %s",
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nes->emoteid,
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nes->event_,
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nes->type,
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nes->text
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);
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count++;
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}
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iterator.Advance();
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}
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if (count == 0) {
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c->Message(Chat::White, "No emotes found.");
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}
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else {
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c->Message(Chat::White, "%i emote(s) found", count);
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auto emote_count = 0;
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auto emote_id = target->GetEmoteID();
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auto emote_number = 1;
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LinkedListIterator<NPC_Emote_Struct *> iterator(zone->NPCEmoteList);
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iterator.Reset();
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while (iterator.MoreElements()) {
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auto &e = iterator.GetData();
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if (emote_id == e->emoteid) {
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c->Message(
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Chat::White,
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fmt::format(
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"Emote {} | Event: {} ({}) Type: {} ({})",
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emote_number,
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EQ::constants::GetEmoteEventTypeName(e->event_),
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e->event_,
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EQ::constants::GetEmoteTypeName(e->type),
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e->type
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).c_str()
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);
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c->Message(
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Chat::White,
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fmt::format(
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"Emote {} | Text: {}",
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emote_number,
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e->text
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).c_str()
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);
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emote_count++;
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emote_number++;
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}
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iterator.Advance();
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}
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}
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if (!emote_count) {
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c->Message(
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Chat::White,
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fmt::format(
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"{} has no emotes on Emote ID {}.",
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c->GetTargetDescription(target),
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emote_id
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).c_str()
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);
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return;
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}
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c->Message(
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Chat::White,
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fmt::format(
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"{} has {} emote{} on Emote ID {}.",
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c->GetTargetDescription(target),
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emote_count,
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emote_count != 1 ? "s" : "",
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emote_id
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).c_str()
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);
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}
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@ -1925,7 +1925,7 @@ void Mob::AI_Event_Engaged(Mob *attacker, bool yell_for_help)
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parse->EventNPC(EVENT_COMBAT, CastToNPC(), attacker, "1", 0);
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uint32 emoteid = GetEmoteID();
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if (emoteid != 0) {
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CastToNPC()->DoNPCEmote(ENTERCOMBAT, emoteid);
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CastToNPC()->DoNPCEmote(EQ::constants::EmoteEventTypes::EnterCombat, emoteid);
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}
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std::string mob_name = GetCleanName();
|
||||
combat_record.Start(mob_name);
|
||||
@ -1958,7 +1958,7 @@ void Mob::AI_Event_NoLongerEngaged() {
|
||||
uint32 emoteid = CastToNPC()->GetEmoteID();
|
||||
parse->EventNPC(EVENT_COMBAT, CastToNPC(), nullptr, "0", 0);
|
||||
if (emoteid != 0) {
|
||||
CastToNPC()->DoNPCEmote(LEAVECOMBAT, emoteid);
|
||||
CastToNPC()->DoNPCEmote(EQ::constants::EmoteEventTypes::LeaveCombat, emoteid);
|
||||
}
|
||||
combat_record.Stop();
|
||||
CastToNPC()->SetCombatEvent(false);
|
||||
|
||||
@ -1112,7 +1112,7 @@ void NPC::UpdateEquipmentLight()
|
||||
void NPC::Depop(bool StartSpawnTimer) {
|
||||
uint32 emoteid = GetEmoteID();
|
||||
if(emoteid != 0)
|
||||
DoNPCEmote(ONDESPAWN,emoteid);
|
||||
DoNPCEmote(EQ::constants::EmoteEventTypes::OnDespawn,emoteid);
|
||||
p_depop = true;
|
||||
if (respawn2)
|
||||
{
|
||||
|
||||
10
zone/npc.h
10
zone/npc.h
@ -35,16 +35,6 @@
|
||||
#define M_PI 3.141592
|
||||
#endif
|
||||
|
||||
#define LEAVECOMBAT 0
|
||||
#define ENTERCOMBAT 1
|
||||
#define ONDEATH 2
|
||||
#define AFTERDEATH 3
|
||||
#define HAILED 4
|
||||
#define KILLEDPC 5
|
||||
#define KILLEDNPC 6
|
||||
#define ONSPAWN 7
|
||||
#define ONDESPAWN 8
|
||||
|
||||
typedef struct {
|
||||
float min_x;
|
||||
float max_x;
|
||||
|
||||
Loading…
x
Reference in New Issue
Block a user