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- fixed: The UDMF check for dialogues without owning class needs to be relaxed. A dialogue with an id and no class is a valid construct.
- fixed: Trying to assign a non-existent dialogue to an actor in UDMF partially overwrote the default dialogue. SVN r2579 (trunk)
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2 changed files with 5 additions and 3 deletions
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@ -4398,9 +4398,11 @@ AActor *P_SpawnMapThing (FMapThing *mthing, int position)
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// Check if this actor's mapthing has a conversation defined
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// Check if this actor's mapthing has a conversation defined
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if (mthing->Conversation > 0)
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if (mthing->Conversation > 0)
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{
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{
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mobj->ConversationRoot = GetConversation(mthing->Conversation);
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// Make sure that this does not partially overwrite the default dialogue settings.
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if (mobj->ConversationRoot != -1)
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int root = GetConversation(mthing->Conversation);
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if (root != -1)
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{
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{
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mobj->ConversationRoot = root;
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mobj->Conversation = StrifeDialogues[mobj->ConversationRoot];
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mobj->Conversation = StrifeDialogues[mobj->ConversationRoot];
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}
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}
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}
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}
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@ -407,7 +407,7 @@ class USDFParser : public UDMFParserBase
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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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if (type == NULL)
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if (type == NULL && dlgid == 0)
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{
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{
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sc.ScriptMessage("No valid actor type defined in conversation.");
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sc.ScriptMessage("No valid actor type defined in conversation.");
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return false;
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return false;
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