4.10 support update (unfinished and untested).

This commit is contained in:
Mari the Deer 2022-12-05 02:10:56 +01:00
commit 8e952f412f
80 changed files with 2343 additions and 2356 deletions

View file

@ -339,11 +339,11 @@ Class SWWMDirectMessage : HUDMessageBase
// some messages may have newlines in them, split them
Array<String> storemsg;
txt.Split(storemsg,"\n");
for ( int i=0; i<storemsg.Size(); i++ )
foreach ( msg:storemsg )
{
EventHandler.SendNetworkEvent("swwmstoremessage."..chrname..": "..storemsg[i],level.totaltime,PRINT_CHAT,consoleplayer);
EventHandler.SendNetworkEvent("swwmstoremessage."..chrname..": "..msg,level.totaltime,PRINT_CHAT,consoleplayer);
// stick it into the console as well
Console.PrintfEx(PRINT_CHAT|PRINT_NONOTIFY,chrname..": "..storemsg[i]);
Console.PrintfEx(PRINT_CHAT|PRINT_NONOTIFY,chrname..": "..msg);
}
}
@ -537,24 +537,14 @@ Class SWWMDirectMessage : HUDMessageBase
}
}
// used to manually trigger dialogues through a hacky method in the hud
// because zscript is fucking stupid with its handling of names, we can't
// pass the dialogue name to arguments, so it'll have to be hardcoded
Class SWWMDialogueTrigger : Actor
// used to manually trigger dialogues
// the AMBUSH flag means the dialogue only shows for the activator
Class SWWMDialogueTrigger : SWWMNonInteractiveActor
{
default
{
+NOBLOCKMAP;
+NOINTERACTION;
}
override void Activate( Actor activator )
{
static const String dlglist[] =
{
"swwmultdoom2map20dlg"
};
if ( !swwm_nomapmsg )
Console.MidPrint(null,dlglist[args[0]]);
if ( !bAMBUSH || (activator && (activator.player == players[consoleplayer])) )
EventHandler.SendInterfaceEvent(consoleplayer,"swwmsetdialogue",args[0]);
Destroy();
}
override void Tick() {}