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- changed Strife dialogue setup so that STRIFE00 is being processed and the random texts explicitly excluded.
This fixes the stray "Peasant" in this file. (patch by Graf)
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1 changed files with 3 additions and 4 deletions
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@ -246,7 +246,6 @@ bool LoadScriptFile (const char *name, bool include, int type)
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auto fn = Wads.GetLumpFile(lumpnum);
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auto wadname = Wads.GetWadName(fn);
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if (stricmp(wadname, "STRIFE0.WAD") && stricmp(wadname, "STRIFE1.WAD") && stricmp(wadname, "SVE.WAD")) name = nullptr; // Only localize IWAD content.
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if (name && !stricmp(name, "SCRIPT00")) name = nullptr; // This only contains random string references which already use the string table.
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bool res = LoadScriptFile(name, lumpnum, lump, Wads.LumpLength(lumpnum), include, type);
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return res;
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@ -374,7 +373,7 @@ static FStrifeDialogueNode *ReadRetailNode (const char *name, FileReader &lump,
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// Convert the rest of the data to our own internal format.
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if (name)
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if (name && strncmp(speech.Dialogue, "RANDOM_", 7))
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{
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FStringf label("$TXT_DLG_%s_d%d_%s", name, int(pos), TokenFromString(speech.Dialogue).GetChars());
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node->Dialogue = GStrings.exists(label.GetChars()+1)? label : FString(speech.Dialogue);
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@ -470,7 +469,7 @@ static FStrifeDialogueNode *ReadTeaserNode (const char *name, FileReader &lump,
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}
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// Convert the rest of the data to our own internal format.
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if (name)
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if (name && strncmp(speech.Dialogue, "RANDOM_", 7))
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{
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FStringf label("$TXT_DLG_%s_d%d_%s", name, pos, TokenFromString(speech.Dialogue).GetChars());
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node->Dialogue = GStrings.exists(label.GetChars() + 1)? label : FString(speech.Dialogue);
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@ -496,7 +495,7 @@ static FStrifeDialogueNode *ReadTeaserNode (const char *name, FileReader &lump,
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// The speaker's name, if any.
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speech.Dialogue[0] = 0; //speech.Name[16] = 0;
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if (name && speech.Name[0])
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if ((name && speech.Name[0]))
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{
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FString label = speech.Name;
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label.ReplaceChars(' ', '_');
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