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From dea4a4901e2420aab13a60c40f7ed18e52be9197 Mon Sep 17 00:00:00 2001
From: Chaosvolt <chaosvolt@users.noreply.github.com>
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<tripoint> *nomo
// other npcs should not try to move into this npc anymore,
// so infinite loop can be avoided.
realnomove->insert( pos() );
- say( "<let_me_pass>" );
+ // Don't spam player with messages over followers blunder into each other.
+ if( !np->is_following() ) {
+ say( "<let_me_pass>" );
+ }
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
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