- Next round of things from Gez's experimental build:
* MBF's dog (definition only, no sprites yet.) * User variables. There's an array of 10. They can be set and checked in both DECORATE and ACS. * Made the tag name changeable but eliminated the redundancy of having both the meta property and the individual actor's one. Having one is fully sufficient. TO BE FIXED: Names are case insensitive but this should better be case sensitive. Unfortunately there's currently nothing better than FName to store a string inside an actor without severely complicating matters. Also bumped savegame version to avoid problems with this change. SVN r1823 (trunk)
This commit is contained in:
parent
ea8c94d637
commit
a59de25107
20 changed files with 213 additions and 66 deletions
|
|
@ -875,11 +875,7 @@ static void DrawConversationMenu ()
|
|||
}
|
||||
else
|
||||
{
|
||||
speakerName = cp->ConversationNPC->GetClass()->Meta.GetMetaString (AMETA_StrifeName);
|
||||
if (speakerName == NULL)
|
||||
{
|
||||
speakerName = "Person";
|
||||
}
|
||||
speakerName = cp->mo->GetTag("Person");
|
||||
}
|
||||
|
||||
// Dim the screen behind the dialogue (but only if there is no backdrop).
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue