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Fix player not being able to talk to a Strife NPC during netplay, if another player talked to that NPC first. (#1312)
The ConversationNPC and ConversationPC fields were not cleared if the conversation was closed by selecting the goodbye option, or if the conversation was closed from the item checks. https://forum.zdoom.org/viewtopic.php?f=2&t=53655
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1cf0b18897
commit
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1 changed files with 20 additions and 8 deletions
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@ -151,6 +151,22 @@ int FLevelLocals::FindNode (const FStrifeDialogueNode *node)
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return rootnode;
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return rootnode;
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}
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}
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//============================================================================
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//
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// ClearConversationStuff
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//
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// Clear the conversation pointers on the player
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//
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//============================================================================
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static void ClearConversationStuff(player_t* player)
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{
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player->ConversationFaceTalker = false;
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player->ConversationNPC = nullptr;
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player->ConversationPC = nullptr;
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player->ConversationNPCAngle = 0.;
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}
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//============================================================================
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//============================================================================
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//
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//
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// CheckStrifeItem
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// CheckStrifeItem
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@ -471,6 +487,7 @@ static void HandleReply(player_t *player, bool isconsole, int nodenum, int reply
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if (!(npc->flags8 & MF8_DONTFACETALKER))
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if (!(npc->flags8 & MF8_DONTFACETALKER))
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npc->Angles.Yaw = player->ConversationNPCAngle;
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npc->Angles.Yaw = player->ConversationNPCAngle;
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npc->flags5 &= ~MF5_INCONVERSATION;
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npc->flags5 &= ~MF5_INCONVERSATION;
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if (gameaction != ga_slideshow) ClearConversationStuff(player);
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return;
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return;
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}
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}
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@ -488,6 +505,7 @@ static void HandleReply(player_t *player, bool isconsole, int nodenum, int reply
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if (!(npc->flags8 & MF8_DONTFACETALKER))
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if (!(npc->flags8 & MF8_DONTFACETALKER))
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npc->Angles.Yaw = player->ConversationNPCAngle;
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npc->Angles.Yaw = player->ConversationNPCAngle;
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npc->flags5 &= ~MF5_INCONVERSATION;
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npc->flags5 &= ~MF5_INCONVERSATION;
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if (gameaction != ga_slideshow) ClearConversationStuff(player);
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return;
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return;
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}
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}
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}
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}
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@ -626,10 +644,7 @@ static void HandleReply(player_t *player, bool isconsole, int nodenum, int reply
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if (gameaction != ga_slideshow)
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if (gameaction != ga_slideshow)
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{
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{
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npc->flags5 &= ~MF5_INCONVERSATION;
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npc->flags5 &= ~MF5_INCONVERSATION;
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player->ConversationFaceTalker = false;
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ClearConversationStuff(player);
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player->ConversationNPC = nullptr;
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player->ConversationPC = nullptr;
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player->ConversationNPCAngle = 0.;
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}
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}
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if (isconsole)
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if (isconsole)
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@ -673,10 +688,7 @@ void P_ConversationCommand (int netcode, int pnum, uint8_t **stream)
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}
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}
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if (netcode == DEM_CONVNULL)
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if (netcode == DEM_CONVNULL)
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{
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{
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player->ConversationFaceTalker = false;
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ClearConversationStuff(player);
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player->ConversationNPC = nullptr;
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player->ConversationPC = nullptr;
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player->ConversationNPCAngle = 0.;
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}
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}
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}
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}
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}
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}
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