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CPlayer: Rename EyeEmote to EyeEmoteEnabled (to be clear)
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@ -1061,21 +1061,21 @@ void CGameContext::ConSetEyeEmote(IConsole::IResult *pResult,
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pSelf->Console()->Print(
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IConsole::OUTPUT_LEVEL_STANDARD,
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"emote",
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(pPlayer->m_EyeEmote) ?
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(pPlayer->m_EyeEmoteEnabled) ?
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"You can now use the preset eye emotes." :
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"You don't have any eye emotes, remember to bind some. (until you die)");
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return;
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}
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else if(str_comp_nocase(pResult->GetString(0), "on") == 0)
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pPlayer->m_EyeEmote = true;
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pPlayer->m_EyeEmoteEnabled = true;
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else if(str_comp_nocase(pResult->GetString(0), "off") == 0)
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pPlayer->m_EyeEmote = false;
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pPlayer->m_EyeEmoteEnabled = false;
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else if(str_comp_nocase(pResult->GetString(0), "toggle") == 0)
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pPlayer->m_EyeEmote = !pPlayer->m_EyeEmote;
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pPlayer->m_EyeEmoteEnabled = !pPlayer->m_EyeEmoteEnabled;
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pSelf->Console()->Print(
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IConsole::OUTPUT_LEVEL_STANDARD,
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"emote",
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(pPlayer->m_EyeEmote) ?
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(pPlayer->m_EyeEmoteEnabled) ?
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"You can now use the preset eye emotes." :
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"You don't have any eye emotes, remember to bind some. (until you die)");
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}
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@ -2290,7 +2290,7 @@ void CGameContext::OnMessage(int MsgID, CUnpacker *pUnpacker, int ClientID)
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SendEmoticon(ClientID, pMsg->m_Emoticon);
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CCharacter *pChr = pPlayer->GetCharacter();
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if(pChr && g_Config.m_SvEmotionalTees && pPlayer->m_EyeEmote)
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if(pChr && g_Config.m_SvEmotionalTees && pPlayer->m_EyeEmoteEnabled)
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{
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int EmoteType = EMOTE_NORMAL;
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switch(pMsg->m_Emoticon)
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@ -61,7 +61,7 @@ void CPlayer::Reset()
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m_Sent2ndAfkWarning = 0;
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m_ChatScore = 0;
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m_Moderating = false;
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m_EyeEmote = true;
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m_EyeEmoteEnabled = true;
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if(Server()->IsSixup(m_ClientID))
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m_TimerType = TIMERTYPE_SIXUP;
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else
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@ -190,7 +190,7 @@ public:
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int m_Sent1stAfkWarning; // afk timer's 1st warning after 50% of sv_max_afk_time
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int m_Sent2ndAfkWarning; // afk timer's 2nd warning after 90% of sv_max_afk_time
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char m_pAfkMsg[160];
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bool m_EyeEmote;
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bool m_EyeEmoteEnabled;
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int m_TimerType;
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int m_DefEmote;
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int m_DefEmoteReset;
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