Fixed broken 'closedialog' property in Strife dialogs

See http://forum.zdoom.org/viewtopic.php?t=50524
This commit is contained in:
alexey.lysiuk 2016-01-21 15:53:35 +02:00
parent 5421213711
commit 673ac1295c

View file

@ -1345,12 +1345,15 @@ static void HandleReply(player_t *player, bool isconsole, int nodenum, int reply
if (reply->NextNode != 0)
{
int rootnode = npc->ConversationRoot;
unsigned next = (unsigned)(rootnode + (reply->NextNode < 0 ? -1 : 1) * reply->NextNode - 1);
const bool isNegative = reply->NextNode < 0;
const unsigned next = (unsigned)(rootnode + (isNegative ? -1 : 1) * reply->NextNode - 1);
if (next < StrifeDialogues.Size())
{
npc->Conversation = StrifeDialogues[next];
if (isNegative)
{
if (gameaction != ga_slideshow)
{
P_StartConversation (npc, player->mo, player->ConversationFaceTalker, false);
@ -1362,6 +1365,7 @@ static void HandleReply(player_t *player, bool isconsole, int nodenum, int reply
}
}
}
}
npc->angle = player->ConversationNPCAngle;