Fixed stuck Strife dialogs

See http://forum.zdoom.org/viewtopic.php?t=50451 and http://forum.zdoom.org/viewtopic.php?t=48470
This commit is contained in:
alexey.lysiuk 2016-01-15 18:32:49 +02:00
parent b38d5b6fb9
commit a8e5b90667

View file

@ -1345,12 +1345,14 @@ static void HandleReply(player_t *player, bool isconsole, int nodenum, int reply
if (reply->NextNode != 0)
{
int rootnode = npc->ConversationRoot;
if (reply->NextNode < 0)
{
unsigned next = (unsigned)(rootnode - reply->NextNode - 1);
if (gameaction != ga_slideshow && next < StrifeDialogues.Size())
unsigned next = (unsigned)(rootnode + (reply->NextNode < 0 ? -1 : 1) * reply->NextNode - 1);
if (next < StrifeDialogues.Size())
{
npc->Conversation = StrifeDialogues[next];
if (gameaction != ga_slideshow)
{
P_StartConversation (npc, player->mo, player->ConversationFaceTalker, false);
return;
}
@ -1359,10 +1361,6 @@ static void HandleReply(player_t *player, bool isconsole, int nodenum, int reply
S_StopSound (npc, CHAN_VOICE);
}
}
else
{
npc->Conversation = StrifeDialogues[rootnode + reply->NextNode - 1];
}
}
npc->angle = player->ConversationNPCAngle;