- scriptified the remaining parts of the conversationmenu.
- do not resolve the backdrop texture to a texture ID at load time. This will allow custom menu classes to use this info differently. - added a new ZSDF userstring property to dialog pages to give mods more means for customization. - allow overriding the conversation menu class both globally through MAPINFO and per conversation in ZSDF.
This commit is contained in:
parent
d85b9cdd71
commit
e05242e44d
10 changed files with 197 additions and 191 deletions
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@ -316,7 +316,14 @@ class USDFParser : public UDMFParserBase
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break;
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case NAME_Panel:
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node->Backdrop = TexMan.CheckForTexture (CheckString(key), FTexture::TEX_MiscPatch);
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node->Backdrop = CheckString(key);
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break;
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case NAME_Userstring:
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if (namespace_bits == Zd)
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{
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node->UserData = CheckString(key);
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}
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break;
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case NAME_Voice:
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@ -391,6 +398,7 @@ class USDFParser : public UDMFParserBase
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{
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PClassActor *type = NULL;
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int dlgid = -1;
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FName clsid;
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unsigned int startpos = StrifeDialogues.Size();
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while (!sc.CheckToken('}'))
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@ -415,6 +423,13 @@ class USDFParser : public UDMFParserBase
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dlgid = CheckInt(key);
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}
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break;
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case NAME_Class:
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if (namespace_bits == Zd)
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{
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clsid = CheckString(key);
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}
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break;
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}
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}
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else
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@ -440,6 +455,7 @@ class USDFParser : public UDMFParserBase
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for(;startpos < StrifeDialogues.Size(); startpos++)
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{
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StrifeDialogues[startpos]->SpeakerType = type;
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StrifeDialogues[startpos]->MenuClassName = clsid;
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}
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return true;
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}
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