- load common conversation lumps regardless of map naming scheme

https://forum.zdoom.org/viewtopic.php?t=61313
This commit is contained in:
alexey.lysiuk 2018-07-17 12:56:23 +03:00
parent 1ef9938320
commit 4e2385e912

View file

@ -187,25 +187,27 @@ void P_LoadStrifeConversations (MapData *map, const char *mapname)
}
else
{
if (strnicmp (mapname, "MAP", 3) != 0)
if (strnicmp (mapname, "MAP", 3) == 0)
{
return;
}
char scriptname_b[9] = { 'S','C','R','I','P','T',mapname[3],mapname[4],0 };
char scriptname_t[9] = { 'D','I','A','L','O','G',mapname[3],mapname[4],0 };
char scriptname_b[9] = { 'S','C','R','I','P','T',mapname[3],mapname[4],0 };
char scriptname_t[9] = { 'D','I','A','L','O','G',mapname[3],mapname[4],0 };
if (!LoadScriptFile(scriptname_t, false, 2))
{
if (!LoadScriptFile (scriptname_b, false, 1))
if ( LoadScriptFile(scriptname_t, false, 2)
|| LoadScriptFile(scriptname_b, false, 1))
{
if (gameinfo.Dialogue.IsNotEmpty())
{
if (LoadScriptFile(gameinfo.Dialogue, false, 0)) return;
}
LoadScriptFile ("SCRIPT00", false, 1);
return;
}
}
if (gameinfo.Dialogue.IsNotEmpty())
{
if (LoadScriptFile(gameinfo.Dialogue, false, 0))
{
return;
}
}
LoadScriptFile("SCRIPT00", false, 1);
}
}