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* [Cleanup] Consolidate #show commands into a singular #show command # Notes - All `#show` commands like `#showbuffs` are now subcommands of `#show`. - All aliases like `#showbuffs` still function. * Push up progress. * Final push. * Cleanup. * Update ip_lookup.cpp * emotes not emote * Cleanup * Update servertalk.h * Update show.cpp * Fix * Final push. * #aggro * #who
58 lines
1.1 KiB
C++
58 lines
1.1 KiB
C++
#include "../../client.h"
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void ShowEmotes(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 an NPC to view their emotes.");
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return;
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}
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const auto t = c->GetTarget()->CastToNPC();
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uint32 emote_count = 0;
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const uint32 emote_id = t->GetEmoteID();
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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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const 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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e->emoteid,
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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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e->emoteid,
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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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}
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iterator.Advance();
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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(t),
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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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