- exported the character names of Strife's dialogues.
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parent
b1820039d7
commit
e57b16b9e7
2 changed files with 88 additions and 2 deletions
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@ -370,7 +370,17 @@ static FStrifeDialogueNode *ReadRetailNode (FLevelLocals *Level, const char *nam
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// The speaker's name, if any.
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speech.Sound[0] = 0; //speech.Name[16] = 0;
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node->SpeakerName = speech.Name;
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if (name && speech.Name[0])
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{
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FString label = speech.Name;
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label.ReplaceChars(' ', '_');
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label.ReplaceChars('\'', '_');
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node->SpeakerName.Format("$TXT_SPEAKER_%s", label.GetChars());
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}
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else
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{
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node->SpeakerName = speech.Name;
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}
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// The item the speaker should drop when killed.
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node->DropType = GetStrifeType(speech.DropType);
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@ -459,7 +469,17 @@ static FStrifeDialogueNode *ReadTeaserNode (FLevelLocals *Level, const char *nam
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// The speaker's name, if any.
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speech.Dialogue[0] = 0; //speech.Name[16] = 0;
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node->SpeakerName = speech.Name;
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if (name && speech.Name[0])
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{
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FString label = speech.Name;
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label.ReplaceChars(' ', '_');
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label.ReplaceChars('\'', '_');
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node->SpeakerName.Format("$TXT_SPEAKER_%s", label.GetChars());
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}
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else
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{
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node->SpeakerName = speech.Name;
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}
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// The item the speaker should drop when killed.
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node->DropType = GetStrifeType (speech.DropType);
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