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Add GetCharacterName() to retrieve an NPC's name as defined in its dialogue script, if it exists. Otherwise it will just return the same output as GetTag().
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4 changed files with 28 additions and 0 deletions
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@ -950,6 +950,7 @@ public:
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bool IsSentient() const;
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const char *GetTag(const char *def = NULL) const;
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void SetTag(const char *def);
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const char *GetCharacterName() const;
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// Triggers SECSPAC_Exit/SECSPAC_Enter and related events if oldsec != current sector
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void CheckSectorTransition(sector_t *oldsec);
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@ -7399,6 +7399,19 @@ void AActor::SetTag(const char *def)
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else Tag = mStringPropertyData.Alloc(def);
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}
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const char *AActor::GetCharacterName() const
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{
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if (Conversation && Conversation->SpeakerName.Len() != 0)
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{
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const char *cname = Conversation->SpeakerName.GetChars();
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if (cname[0] == '$')
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{
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return GStrings(cname + 1);
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}
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else return cname;
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}
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return GetTag();
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}
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void AActor::ClearCounters()
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{
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@ -814,6 +814,19 @@ DEFINE_ACTION_FUNCTION_NATIVE(AActor, GetTag, GetTag)
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ACTION_RETURN_STRING(res);
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}
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static void GetCharacterName(AActor *self, FString *result)
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{
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*result = self->GetCharacterName();
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}
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DEFINE_ACTION_FUNCTION_NATIVE(AActor, GetCharacterName, GetCharacterName)
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{
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PARAM_SELF_PROLOGUE(AActor);
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FString res;
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GetCharacterName(self, &res);
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ACTION_RETURN_STRING(res);
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}
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static void SetTag(AActor *self, const FString &def)
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{
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if (def.IsEmpty()) self->Tag = nullptr;
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@ -619,6 +619,7 @@ class Actor : Thinker native
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protected native void CheckPortalTransition(bool linked = true);
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native clearscope string GetTag(string defstr = "") const;
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native clearscope string GetCharacterName() const;
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native void SetTag(string defstr = "");
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native clearscope double GetBobOffset(double frac = 0) const;
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native void ClearCounters();
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