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Fix messages involving NPC suffering #2008

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merged 2 commits into from
Oct 21, 2022

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chaosvolt
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Summary

SUMMARY: Bugfixes "Fix some suffer and bionic messages acting like the player is receiving effects applied to NPCs"

Purpose of change

Was reminded recently that there's a good chunk of messages in the code that tell the player something is happening to them when it's actually happening to an NPC instead.

Describe the solution

  • Fixed Narcolepsy message to use add_msg_player_or_npc so that the player will be alerted if an NPC passes out due to it, instead of printing the same message as if the player passes out.
  • Fixed some nonsensical Psychosis messages to use add_msg_if_player so NPCs with Psychosis won't secretly gaslight the player.
  • Fixed some faulty bionic effects triggering as add_msg incorrectly, plus in one case converted a use of add_msg_if_player with add_msg_player_or_npc since it has effects the player would see.
  • Converted stim effects to use add_msg_if_player instead of add_msg.
  • Also fixed bionic shorting out messages to not tell the player they're failing to use CBMs that NPCs have.

Describe alternatives you've considered

Screaming.

Testing

  • Checked affected files for astyle.
  • Compiled and load tested.

Additional context

@chaosvolt
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Oh whoops, I forgot the changes were in suffer.cpp, not player_hardcoded_effects.cpp, and astyle-checked the wrong file. @.@

@Coolthulhu Coolthulhu self-assigned this Oct 15, 2022
@Coolthulhu Coolthulhu merged commit e6fd5c9 into cataclysmbnteam:upload Oct 21, 2022
@Coolthulhu
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When running make, it calls astyle automatically. Maybe it's possible to set msvc to do the same before build or before commit.

@chaosvolt chaosvolt deleted the no-you-do-not-feel-tired branch October 21, 2022 15:26
@chaosvolt
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Could be handy, yeah. I usually try to remember to do so just in case but sometimes forget.

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2 participants