Don't fix what's doubly broken: Emote dropdown.
Made it so that emote dropdown only responds to activation, instead of index changing, i.e., reverted to previous behaviour. Emote changing already had a failsafe for the emote dropdown index changing, which activated even when you clicked on the emotes. That made it so that you'd get the Pre button ticked on emotes that didn't have 'em, and vice versa.
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				@ -276,7 +276,7 @@ Courtroom::Courtroom(AOApplication *p_ao_app) : QMainWindow()
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  connect(ui_emote_left, SIGNAL(clicked()), this, SLOT(on_emote_left_clicked()));
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					  connect(ui_emote_left, SIGNAL(clicked()), this, SLOT(on_emote_left_clicked()));
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  connect(ui_emote_right, SIGNAL(clicked()), this, SLOT(on_emote_right_clicked()));
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					  connect(ui_emote_right, SIGNAL(clicked()), this, SLOT(on_emote_right_clicked()));
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  connect(ui_emote_dropdown, SIGNAL(currentIndexChanged(int)), this, SLOT(on_emote_dropdown_changed(int)));
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					  connect(ui_emote_dropdown, SIGNAL(activated(int)), this, SLOT(on_emote_dropdown_changed(int)));
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  connect(ui_pos_dropdown, SIGNAL(currentIndexChanged(int)), this, SLOT(on_pos_dropdown_changed(int)));
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					  connect(ui_pos_dropdown, SIGNAL(currentIndexChanged(int)), this, SLOT(on_pos_dropdown_changed(int)));
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  connect(ui_mute_list, SIGNAL(clicked(QModelIndex)), this, SLOT(on_mute_list_clicked(QModelIndex)));
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					  connect(ui_mute_list, SIGNAL(clicked(QModelIndex)), this, SLOT(on_mute_list_clicked(QModelIndex)));
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