From dea4a4901e2420aab13a60c40f7ed18e52be9197 Mon Sep 17 00:00:00 2001 From: Chaosvolt Date: Thu, 11 Jan 2024 19:41:48 -0600 Subject: [PATCH] fix: two cases of NPCs printing messages in odd contexts (#4098) fix: fix two cases of NPCs printing messages in odd contexts --- src/npcmove.cpp | 5 ++++- src/sounds.cpp | 2 +- 2 files changed, 5 insertions(+), 2 deletions(-) diff --git a/src/npcmove.cpp b/src/npcmove.cpp index b7ee6f6df0e..d55ff473d70 100644 --- a/src/npcmove.cpp +++ b/src/npcmove.cpp @@ -2365,7 +2365,10 @@ void npc::move_to( const tripoint &pt, bool no_bashing, std::set *nomo // other npcs should not try to move into this npc anymore, // so infinite loop can be avoided. realnomove->insert( pos() ); - say( "" ); + // Don't spam player with messages over followers blunder into each other. + if( !np->is_following() ) { + say( "" ); + } np->move_away_from( pos(), true, realnomove ); // if we moved NPC, readjust their path, so NPCs don't jostle each other out of their activity paths. if( np->attitude == NPCATT_ACTIVITY ) { diff --git a/src/sounds.cpp b/src/sounds.cpp index bed0803fd61..d59207f6cb3 100644 --- a/src/sounds.cpp +++ b/src/sounds.cpp @@ -497,7 +497,7 @@ void sounds::process_sound_markers( player *p ) !p->has_effect( effect_narcosis ) ) { //Not kidding about sleep-through-firefight p->wake_up(); - add_msg( m_warning, _( "Something is making noise." ) ); + p->add_msg_if_player( m_warning, _( "Something is making noise." ) ); } else { continue; } -- 2.43.0