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New feature: additional dialogue allows modders to play additional dialogue on man occasions, including reactions to other people speaking
For more info, see http://thepit.ja-galaxy-forum.com/index.php?t=tree&goto=351982&#msg_351982 and for a demonstration http://thepit.ja-galaxy-forum.com/index.php?t=tree&goto=351981&#msg_351981 git-svn-id: https://ja2svn.mooo.com/source/ja2_v1.13_data@2400 4f8fa57e-7814-0410-bad4-adc449f26b7c
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@@ -17,7 +17,7 @@ Facts =
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FACT_KINGPIN_KNOWS_MONEY_GONE = 103,
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FACT_PLAYER_REPAID_KINGPIN = 104,
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FACT_KINGPIN_NOT_IN_OFFICE = 256,
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FACT_PLAYER_KNOWS_ABOUT_BLOODCAT_LAIR = 335,
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}
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Attitude =
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@@ -66,21 +66,99 @@ Quests =
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}
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Profil =
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{
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{
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LYNX = 2,
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GRUNTY = 6,
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SIDNEY = 15,
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BUNS = 17,
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ICE = 18,
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HITMAN = 22,
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RAIDER = 24,
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RAVEN = 25,
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STEPHEN = 30,
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THOR = 35,
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SCOPE = 36,
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GUMPY = 45,
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MIGUEL = 57,
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CARLOS = 58,
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IRA = 59,
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DIMITRI = 60,
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DIMITRI = 60,
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DEVIN = 61,
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ROBOT = 62,
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HAMOUS = 63,
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SLAY = 64,
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DYNAMO = 66,
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SHANK = 67,
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IGGY = 68,
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VINCE = 69,
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CONRAD = 70,
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MADDOG = 72,
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DARREL = 73,
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PERKO = 74,
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DEIDRANNA = 75,
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AUNTIE = 76,
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CARMEN = 78,
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JOE = 79,
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STEVE = 80,
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RAT = 81,
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ANNIE = 82,
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CHRIS = 83,
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BOB = 84,
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BRENDA = 85,
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KINGPIN = 86,
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DARREN = 87,
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MARIA = 88,
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ANGEL = 89,
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JOEY = 90,
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JOEY = 90,
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TONY = 91,
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FRANK = 92,
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SPIKE = 93,
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DAMON = 94,
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KYLE = 95,
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MICKY = 96,
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SKYRIDER = 97,
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PABLO = 98,
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SAL = 99,
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FATHER = 100,
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FATIMA = 101,
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WARDEN = 102,
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GORDON = 103,
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GABBY = 104,
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ERNEST = 105,
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FRED = 106,
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MADAME = 107,
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YANNI = 108,
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MARTHA = 109,
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JOE = 110,
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JASMIN = 111,
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CHARLIE = 112,
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JAKE = 113,
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PACOS = 114,
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DAVE = 115,
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SKIPPER = 116,
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HANS = 117,
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JOHN = 118,
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MARY = 119,
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GENERAL = 120,
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SERGEANT = 121,
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ARMAND = 122,
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LORA = 123,
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FRANZ = 124,
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HOWARD = 125,
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SAM = 126,
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ELDIN = 127,
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ARNIE = 128,
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TINA = 129,
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FREDO = 130,
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WALTER = 131,
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JENNY = 132,
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BILLY = 133,
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BREWSTER = 134,
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ELLIOT = 135,
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DEREK = 136,
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OLIVER = 137,
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WALDO = 138,
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DOREEN = 139,
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JIM = 140,
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JACK = 141,
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OLAF = 142,
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@@ -88,6 +166,23 @@ Profil =
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OLGA = 144,
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TYRONE = 145,
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MADLAB = 146,
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KEITH = 147,
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MATT = 148,
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MIKE = 149,
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DARYL = 150,
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HERVE = 151,
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PETER = 152,
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ALBERTO = 153,
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CARLO = 154,
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MANNY = 155,
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OSWALD = 156,
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CALVIN = 157,
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CARL = 158,
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LAURA = 175,
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RUDOLF = 177,
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NO_PROFILE = 200,
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MOUSE = 245,
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STELLA = 248,
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}
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What =
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@@ -1485,4 +1580,72 @@ function HandleInteractiveActionResult(sSectorX, sSectorY, bSectorZ, sGridNo, bL
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end
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end
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-- tpyes of weather
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Weather =
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{
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WEATHER_FORECAST_NORMAL = 0,
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WEATHER_FORECAST_RAIN = 1,
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WEATHER_FORECAST_THUNDERSHOWERS = 2,
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WEATHER_FORECAST_SANDSTORM = 3,
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WEATHER_FORECAST_SNOW = 4,
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};
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-- skills
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Skill =
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{
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-- radio operator
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SKILLS_RADIO_ARTILLERY = 0,
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SKILLS_RADIO_JAM = 1,
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SKILLS_RADIO_SCAN_FOR_JAM = 2,
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SKILLS_RADIO_LISTEN = 3,
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SKILLS_RADIO_CALLREINFORCEMENTS = 4,
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SKILLS_RADIO_TURNOFF = 5,
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-- various
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SKILLS_SPOTTER = 6,
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SKILLS_FOCUS = 7,
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SKILLS_DRAG = 8,
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};
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-- different dialogue action events
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DialogueActionEvent =
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{
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ADE_DISCOVER_ROOM = 0, -- merc is the 1st one to explore this room, aData1 indicates the room in this event
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ADE_DIALOGUE_REACTION = 1, -- someone else used a line, and we might answer to that, aData1 indicates the profile number in this event, aData2 indicates the specific voice line we react to
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ADE_OMERTA_ENTRY = 2, -- similar to an IMP, we can comment upon the initial Omerta landing
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ADE_SECTOR_COMMENTARY = 3, -- similar to the rebel's quotes, this is called upon visiting a sector for the first time (if no rebel does their quote first)
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ADE_MERCHANT_CHAT = 4, -- we greet a merchant (used with non-profile merchants, in order to be a bit more lively)
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ADE_DIALOGUE_NPC_FRIENDLY = 5, -- in a conversation, we can say something when clicking on a button
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ADE_DIALOGUE_NPC_DIRECT = 6,
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ADE_DIALOGUE_NPC_THREATEN = 7,
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ADE_DIALOGUE_NPC_RECRUIT = 8,
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ADE_DIALOGUE_NPC_REPEAT = 9,
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ADE_DIALOGUE_RPC_RECRUIT_SUCCESS = 10, -- we've successfully recruited an RPC, and might comment on that
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ADE_SEX = 11, -- does exactly what you think it does
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ADE_WEATHERCHANGE = 12, -- the weather has changed in the current sector, and we can warn the player about that, aData1 is of Weather
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ADE_SKILL_RESULT = 13, -- we used a skill, and comment on the result, aData1 is of Skill, aData2 indicates whether it was a success (1) or failure (0)
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ADE_GRENADEWARNING = 14, -- a delayed enemy grenade was dropped nearby, and we can shout a warning
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}
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-- functions used here:
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-- ubProfile: profile number of merc (don't change that unless you know what to do)
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-- iFaceIndex: index (don't change that unless you know what to do)
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-- path: path and name of soundfile we want to play (in .wav or .ogg format)
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-- text: "Text that should appear"
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-- SetAdditionalDialogue(ubProfile, iFaceIndex, path, text)
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-- Do not use this function in any lua calls outside of HandleAdditionalDialogue(..)!
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--
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-- path: path and name of soundfile we want to play (in .wav or .ogg format)
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-- volume: optional sound volume (65: medium volume, 127: loud), default 65
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-- PlaySound(path, volume)
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-- handle
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-- sSectorX, sSectorY and bSectorZ indicate the sector coordinates
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-- ubProfile is the merc for whom this is called
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-- iFaceIndex is the face of the merc. DON'T CHANGE THIS UNLESS YOU KNOW WHAT YOU ARE DOING!
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-- usEventNr indicates which event from DialogueActionEvent is used here
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-- aData1, aData2, aData3 are additional data, see event description on what they do in each event
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function HandleAdditionalDialogue(sSectorX, sSectorY, bSectorZ, ubProfile, iFaceIndex, usEventNr, aData1, aData2, aData3 )
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end
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