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Fixed broken 'closedialog' property in Strife dialogs
See http://forum.zdoom.org/viewtopic.php?t=50524
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parent
5421213711
commit
673ac1295c
1 changed files with 12 additions and 8 deletions
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@ -1345,20 +1345,24 @@ static void HandleReply(player_t *player, bool isconsole, int nodenum, int reply
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if (reply->NextNode != 0)
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if (reply->NextNode != 0)
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{
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{
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int rootnode = npc->ConversationRoot;
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int rootnode = npc->ConversationRoot;
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unsigned next = (unsigned)(rootnode + (reply->NextNode < 0 ? -1 : 1) * reply->NextNode - 1);
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const bool isNegative = reply->NextNode < 0;
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const unsigned next = (unsigned)(rootnode + (isNegative ? -1 : 1) * reply->NextNode - 1);
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if (next < StrifeDialogues.Size())
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if (next < StrifeDialogues.Size())
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{
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{
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npc->Conversation = StrifeDialogues[next];
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npc->Conversation = StrifeDialogues[next];
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if (gameaction != ga_slideshow)
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if (isNegative)
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{
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{
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P_StartConversation (npc, player->mo, player->ConversationFaceTalker, false);
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if (gameaction != ga_slideshow)
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return;
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{
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}
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P_StartConversation (npc, player->mo, player->ConversationFaceTalker, false);
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else
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return;
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{
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}
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S_StopSound (npc, CHAN_VOICE);
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else
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{
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S_StopSound (npc, CHAN_VOICE);
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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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}
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