[Feature] Change Lifetap Emotes to be filterable. (#2454)

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Aeadoin authored and GitHub committed 2022-09-28 21:03:26 -05:00
1 parent 714fb032e9
commit 554b41d424
2 files changed
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@@ -3704,7 +3704,7 @@ void Mob::CommonDamage(Mob* attacker, int64 &damage, const uint16 spell_id, cons
//we used to do a message to the client, but its gone now.
// emote goes with every one ... even npcs
entity_list.MessageClose(this, false, RuleI(Range, SpellMessages), Chat::Emote, "%s beams a smile at %s", attacker->GetCleanName(), GetCleanName());
entity_list.FilteredMessageClose(this, false, RuleI(Range, SpellMessages), Chat::Emote, FilterSocials, "%s beams a smile at %s", attacker->GetCleanName(), GetCleanName());
}
// 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
int64 healed = GetActSpellHealing(spell_id, damage);
LogCombat("Applying lifetap heal of [{}] to [{}]", healed, GetCleanName());
HealDamage(healed);
entity_list.MessageClose(this, true, 300, Chat::Spells, "%s beams a smile at %s", GetCleanName(), from->GetCleanName() );
entity_list.FilteredMessageClose(this, true, RuleI(Range, SpellMessages), Chat::Emote, FilterSocials, "%s beams a smile at %s", GetCleanName(), from->GetCleanName() );
}
CommonDamage(from, damage, spell_id, attack_skill, avoidable, buffslot, iBuffTic, special);