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fix: two cases of NPCs printing messages in odd contexts #4098

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Jan 12, 2024
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5 changes: 4 additions & 1 deletion src/npcmove.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -2361,7 +2361,10 @@ 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 ) {
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2 changes: 1 addition & 1 deletion src/sounds.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -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;
}
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