fix: two cases of NPCs printing messages in odd contexts #4098
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Purpose of change
This fixes another couple of cases of NPC messages printing in cases where they shouldn't.
Describe the solution
npc::move_to
so the second case of having NPCs shout "lemme move ree" (the one that applies when the person blocking the way is a fellow NPC) doesn't trigger if the person committing Door Stuck is currently following the player. In this case it can be reasonably assumed they get the picture and will move out of the way on their own when the player does, and more importantly this fixes the constant "move plz" spam that happens when you've got more than one NPC follower tailing you.sounds::process_sound_markers
so you're only reminded about noise waking you up if the person being woke up is the player, not an NPC.Describe alternatives you've considered
Making the sound message use a player-or-npc sorta message and having the NPC version be phrased as "the noise wakes up %s" or something like that.
Testing
Additional context
Checklist