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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.
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-4
@@ -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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