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- added UMDF property to assign conversation dialogues to mapthings.
SVN r2567 (trunk)
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5 changed files with 23 additions and 0 deletions
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@ -180,6 +180,8 @@ Note: All <bool> fields default to false unless mentioned otherwise.
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class# = <bool> // Unlike the base spec, # can range from 1-8.
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// 8 is the maximum amount of classes the class
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// menu can display.
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conversation = <int> // Assigns a conversation dialogue to this thing.
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// Parameter is the conversation ID, 0 meaning none.
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}
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@ -268,6 +270,9 @@ Added 'playeruseback' line trigger flag.
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1.11 07.08.2010
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Added 'soundsequnce' sector property.
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1.12 22.08.2010
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Added 'conversation' thing property.
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===============================================================================
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EOF
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===============================================================================
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@ -340,6 +340,7 @@ struct FMapThing
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DWORD flags;
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int special;
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int args[5];
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int Conversation;
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void Serialize (FArchive &);
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};
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@ -383,6 +383,7 @@ xx(Firstsideonly)
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xx(Transparent)
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xx(Passuse)
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xx(Repeatspecial)
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xx(Conversation)
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xx(Playercross)
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xx(Playeruse)
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@ -4394,6 +4394,17 @@ AActor *P_SpawnMapThing (FMapThing *mthing, int position)
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mobj->AddToHash ();
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mobj->PrevAngle = mobj->angle = (DWORD)((mthing->angle * UCONST64(0x100000000)) / 360);
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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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{
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mobj->ConversationRoot = GetConversation(mthing->Conversation);
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if (mobj->ConversationRoot != -1)
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{
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mobj->Conversation = StrifeDialogues[mobj->ConversationRoot];
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}
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}
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mobj->BeginPlay ();
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if (!(mobj->ObjectFlags & OF_EuthanizeMe))
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{
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@ -493,6 +493,11 @@ public:
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th->type = (short)CheckInt(key);
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break;
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case NAME_Conversation:
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CHECK_N(Zd | Zdt)
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th->Conversation = CheckInt(key);
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break;
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case NAME_Special:
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CHECK_N(Hx | Zd | Zdt | Va)
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th->special = CheckInt(key);
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