- 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:
Christoph Oelckers 2009-09-14 21:41:44 +00:00
commit a59de25107
20 changed files with 213 additions and 66 deletions

View file

@ -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).