Merge branch 'master' into scripting
Conflicts: src/actor.h src/g_hexen/a_clericstaff.cpp src/p_enemy.cpp src/p_interaction.cpp src/p_local.h src/p_mobj.cpp src/thingdef/thingdef_codeptr.cpp
This commit is contained in:
commit
bf747075e8
179 changed files with 10280 additions and 4787 deletions
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@ -1117,7 +1117,7 @@ void P_StartConversation (AActor *npc, AActor *pc, bool facetalker, bool saveang
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if (facetalker)
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{
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A_FaceTarget (npc);
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pc->angle = R_PointToAngle2 (pc->x, pc->y, npc->x, npc->y);
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pc->angle = pc->AngleTo(npc);
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}
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if ((npc->flags & MF_FRIENDLY) || (npc->flags4 & MF4_NOHATEPLAYERS))
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{
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@ -1345,12 +1345,14 @@ static void HandleReply(player_t *player, bool isconsole, int nodenum, int reply
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if (reply->NextNode != 0)
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{
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int rootnode = npc->ConversationRoot;
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if (reply->NextNode < 0)
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unsigned next = (unsigned)(rootnode + (reply->NextNode < 0 ? -1 : 1) * reply->NextNode - 1);
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if (next < StrifeDialogues.Size())
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{
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unsigned next = (unsigned)(rootnode - reply->NextNode - 1);
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if (gameaction != ga_slideshow && next < StrifeDialogues.Size())
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npc->Conversation = StrifeDialogues[next];
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if (gameaction != ga_slideshow)
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{
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npc->Conversation = StrifeDialogues[next];
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P_StartConversation (npc, player->mo, player->ConversationFaceTalker, false);
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return;
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}
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@ -1359,10 +1361,6 @@ static void HandleReply(player_t *player, bool isconsole, int nodenum, int reply
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S_StopSound (npc, CHAN_VOICE);
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}
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}
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else
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{
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npc->Conversation = StrifeDialogues[rootnode + reply->NextNode - 1];
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}
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}
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npc->angle = player->ConversationNPCAngle;
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