Rename findMatchInGuild to findEmojiInGuild
@@ -1330,7 +1330,7 @@ INDEX_LOOP:
} else {
//Local guild emoji take priority
if channelGuild != nil {
- emoji := window.findMatchInGuild(channelGuild, true, emojiSequence)
+ emoji := window.findEmojiInGuild(channelGuild, true, emojiSequence)
if emoji != "" {
asRunes = *mergeRuneSlices(asRunes[:startIndex], []rune(emoji), asRunes[endIndex+1:])
continue INDEX_LOOP
@@ -1339,7 +1339,7 @@ INDEX_LOOP:
//Check for global emotes
for _, guild := range window.session.State.Guilds {
- emoji := window.findMatchInGuild(guild, false, emojiSequence)
+ emoji := window.findEmojiInGuild(guild, false, emojiSequence)
if emoji != "" {
asRunes = *mergeRuneSlices(asRunes[:startIndex], []rune(emoji), asRunes[endIndex+1:])
continue INDEX_LOOP
@@ -1351,10 +1351,10 @@ INDEX_LOOP:
return string(asRunes)
}
-// findMatchInGuild searches for a fitting emoji. Fitting means the correct name
+// findEmojiInGuild searches for a fitting emoji. Fitting means the correct name
// (caseinsensitive), not animated and the correct permissions. If the result
// is an empty string, it means no result was found.
-func (window *Window) findMatchInGuild(guild *discordgo.Guild, omitGWCheck bool, emojiSequence string) string {
+func (window *Window) findEmojiInGuild(guild *discordgo.Guild, omitGWCheck bool, emojiSequence string) string {
for _, emoji := range guild.Emojis {
if emoji.Animated {
continue
