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[Feature] Change Lifetap Emotes to be filterable. (#2454)
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@ -3704,7 +3704,7 @@ void Mob::CommonDamage(Mob* attacker, int64 &damage, const uint16 spell_id, cons
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//we used to do a message to the client, but its gone now.
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// emote goes with every one ... even npcs
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entity_list.MessageClose(this, false, RuleI(Range, SpellMessages), Chat::Emote, "%s beams a smile at %s", attacker->GetCleanName(), GetCleanName());
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entity_list.FilteredMessageClose(this, false, RuleI(Range, SpellMessages), Chat::Emote, FilterSocials, "%s beams a smile at %s", attacker->GetCleanName(), GetCleanName());
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}
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// If a client pet is damaged while sitting, stand, fix sit button,
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@ -5025,7 +5025,7 @@ void Bot::Damage(Mob *from, int64 damage, uint16 spell_id, EQ::skills::SkillType
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int64 healed = GetActSpellHealing(spell_id, damage);
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LogCombat("Applying lifetap heal of [{}] to [{}]", healed, GetCleanName());
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HealDamage(healed);
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entity_list.MessageClose(this, true, 300, Chat::Spells, "%s beams a smile at %s", GetCleanName(), from->GetCleanName() );
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entity_list.FilteredMessageClose(this, true, RuleI(Range, SpellMessages), Chat::Emote, FilterSocials, "%s beams a smile at %s", GetCleanName(), from->GetCleanName() );
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}
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CommonDamage(from, damage, spell_id, attack_skill, avoidable, buffslot, iBuffTic, special);
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