using System.Collections.Generic; using ACE.Entity.Enum; namespace ACE.Server.Entity { public class SoulEmote { public static HashSet SoulEmotes = new HashSet() { MotionCommand.AFKState, // *afk*, *away from keyboard*, *away* MotionCommand.AkimboState, // *akimbo*, *heroic*, *super* MotionCommand.AtEaseState, // *at ease*, *atease* MotionCommand.ATOYOT, // *atoyot* MotionCommand.Beckon, // *beckon*, *beckons*, *come here*, *come*, *comehere* MotionCommand.BeSeeingYou, // *bcingu*, *bcinu*, *be seeing you*, *beseeingyou* MotionCommand.BlowKiss, // *blow kiss*, *blowkiss*, *kiss*, *kisses* MotionCommand.BowDeepState, // *bow deep*, *bow*, *bowdeep*, *bows* MotionCommand.Cheer, // *cheer*, *happy*, *joy*, *whoo hoo*, *woo hoo*, *woo-hoo*, *yay*, *yeppie* MotionCommand.ClapHands, // *applause*, *clap hands*, *clap*, *claphands*, *claps* MotionCommand.ClapHandsState, // *clapping hands*, *clapping* MotionCommand.Cringe, // *cower*, *cringe*, *cringes*, *flinch* MotionCommand.CrossArmsState, // *cross arms*, *crossarms* MotionCommand.Cry, // *cries*, *cry*, *sad* MotionCommand.CurtseyState, // *curtsey*, *curtsy* MotionCommand.DrudgeDance, // *dance step*, *dancestep* MotionCommand.DrudgeDanceState, // *crazy dance*, *crazydance*, *dance crazy*, *dance like a drudge*, *dance*, *dancecrazy*, *drudge dance*, *drudgedance* MotionCommand.HaveASeat, // *musical chair*, *musicalchair* MotionCommand.HaveASeatState, // *have a seat*, *haveaseat*, *offer seat*, *offerseat* MotionCommand.HeartyLaugh, // *big laugh*, *biglaugh*, *hearty laugh*, *heartylaugh*, *lol* MotionCommand.Helper, // *available*, *helper* MotionCommand.KneelState, // *kneel*, *kneels* MotionCommand.Knock, // *knock* MotionCommand.Laugh, // *ha ha*, *ha*, *hah hah*, *hah*, *haha*, *ha-ha*, *hah-hah*, *he he*, *heh heh*, *heh*, *hehe*, *he-he*, *hehehe*, *heh-heh*, *laugh*, *laughs*, *roflmao* MotionCommand.LeanState, // *lean* MotionCommand.MeditateState, // *meditate*, *pray kneel*, *praykneel* MotionCommand.MimeDrink, // *drink*, *drinks*, *mime drink*, *mime drinking*, *mimedrink*, *mimedrinking* MotionCommand.MimeEat, // *eat*, *eats*, *mime eat*, *mime eating*, *mimeeat*, *mimeeating* MotionCommand.Mock, // *mock*, *point and laugh*, *pointandlaugh*, *rofl* MotionCommand.Nod, // *k*, *nod*, *nods*, *ok*, *okay*, *yes* MotionCommand.NudgeLeft, // *nudge left*, *nudgeleft* MotionCommand.NudgeRight, // *nudge right*, *nudgeright* MotionCommand.PleadState, // *grovel*, *grovels*, *plead*, *pleads*, *please* MotionCommand.PointDown, // *point down*, *pointdown* MotionCommand.PointDownState, // *point down state*, *pointdownstate*, *pointing down*, *pointingdown*, *points down*, *pointsdown* MotionCommand.PointLeft, // *point left*, *pointleft* MotionCommand.PointLeftState, // *gauche*, *point left state*, *pointing left*, *pointleftstate*, *points left* MotionCommand.PointRight, // *point right*, *pointright* MotionCommand.PointRightState, // *droit*, *point right state*, *pointing right*, *pointrightstate*, *points right* MotionCommand.PointState, // *point*, *points*, *there* MotionCommand.PossumState, // *opossum*, *play dead*, *play possum*, *playdead*, *playpossum*, *possum* MotionCommand.PrayState, // *pray* MotionCommand.ReadState, // *read a book*, *read something*, *read*, *readabook*, *readsomething* MotionCommand.SaluteState, // *salute*, *salutes*, *yes sir*, *yessir* MotionCommand.ScanHorizon, // *lookout*, *peer*, *scan horizon*, *scan*, *scanhorizon* MotionCommand.ScratchHead, // *huh?*, *scratch head*, *scratches head* MotionCommand.ScratchHeadState, // *hmm*, *hmmm*, *hmmmm*, *itchy*, *scratching head*, *scratching*, *scratchinghead* MotionCommand.ShakeFist, // *angry*, *shake fist*, *shakefist*, *shakes fist* MotionCommand.ShakeFistState, // *getting angry*, *shaking fist*, *shakingfist* MotionCommand.ShakeHead, // *no*, *nope*, *shake head*, *shakes head* MotionCommand.Shiver, // *brrr*, *cold*, *shiver*, *shivers*, *shudder*, *shudders* MotionCommand.Shoo, // *go away*, *goaway*, *shoo*, *shoos* MotionCommand.Shrug, // *beats me*, *beatsme*, *dunno*, *got me*, *gotme*, *i don't know*, *i dunno*, *idontknow*, *idunno*, *shrug*, *shrugs* MotionCommand.SitBackState, // *getreallycomfortable*, *sit back*, *sitback*, *sits back*, *sitting back* MotionCommand.SitCrossleggedState, // *cross leg*, *cross legs*, *crossleg*, *crosslegs*, *getcomfortable*, *sit cross legged*, *sitcrosslegged*, *sits cross legged*, *sitting cross legged*, *sitting crosslegged* MotionCommand.SitState, // *asseoir*, *sit down*, *sit*, *sitdown*, *sits down*, *sits*, *sitsdown*, *sitting* MotionCommand.SlouchState, // *slouch*, *slouches* MotionCommand.SmackHead, // *doh!*, *doh*, *oops*, *slap head*, *slaphead*, *smack head*, *smackhead*, *smacks head*, *smackshead*, *v8* MotionCommand.SnowAngelState, // *snow angel*, *snowangel* MotionCommand.Spit, // *spit*, *spits* MotionCommand.SurrenderState, // *give up*, *giveup*, *surrender*, *surrenders* MotionCommand.TalktotheHandState, // *talk to hand*, *talk to the hand*, *talktohand*, *talktothehand* MotionCommand.TapFootState, // *tap foot*, *tapfoot*, *tapping foot*, *tappingfoot*, *taps foot*, *wait* MotionCommand.Teapot, // *i'm a little teapot*, *teapot* MotionCommand.ThinkerState, // *think*, *thinker* MotionCommand.WarmHands, // *blow hands*, *blow in hands*, *blow on hands*, *warm hands*, *warm up hands* MotionCommand.Wave, // *hello*, *hi*, *howdy*, *wave*, *wave1*, *waves* MotionCommand.WaveHigh, // *wave high*, *wave2*, *wavehigh*, *waves high*, *waveshigh* MotionCommand.WaveLow, // *wave low*, *wave3*, *wavelow*, *waves low*, *waveslow* MotionCommand.WaveState, // *waving hand*, *waving* MotionCommand.WindedState, // *winded* MotionCommand.WoahState, // *stop*, *stops*, *whoa*, *woah* MotionCommand.YawnStretch, // *stretch*, *stretches*, *tired*, *yawn*, *yawns* MotionCommand.YMCA, // *ymca* }; } }