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https://github.com/1dot13/source.git
synced 2026-08-05 14:00:23 +02:00
Disabled auto fast forwarding for talking faces.
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8688 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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@@ -1829,6 +1829,12 @@ BOOLEAN CharacterDialogueWithSpecialEvent( UINT8 ubCharacterNum, UINT16 usQuoteN
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// Add to queue
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ghDialogueQ = AddtoQueue( ghDialogueQ, &QItem );
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// sevenfm: disable FF for dialogues
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if (IsFastForwardMode())
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{
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SetFastForwardMode(FALSE);
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}
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if ( uiFlag & DIALOGUE_SPECIAL_EVENT_PCTRIGGERNPC )
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{
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// Increment refrence count...
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@@ -1908,13 +1914,19 @@ BOOLEAN CharacterDialogue( UINT8 ubCharacterNum, UINT16 usQuoteNum, INT32 iFaceI
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AdditionalTacticalCharacterDialogue_CallsLua( MercPtrs[gusSelectedSoldier], ADE_DIALOGUE_REACTION, ubCharacterNum, usQuoteNum, ( gMercProfiles[ubCharacterNum].ubMiscFlags & PROFILE_MISC_FLAG_RECRUITED ) ? 1 : 0 );
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}
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}
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// if teammembers talk, anyone may answer
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// if team members talk, anyone may answer
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else
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{
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// other teammembers might react to this line
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// other team members might react to this line
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AdditionalTacticalCharacterDialogue_AllInSector( gWorldSectorX, gWorldSectorY, gbWorldSectorZ, ubCharacterNum, ADE_DIALOGUE_REACTION, ubCharacterNum, usQuoteNum, ( gMercProfiles[ubCharacterNum].ubMiscFlags & PROFILE_MISC_FLAG_RECRUITED ) ? 1 : 0 );
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}
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// sevenfm: disable FF for dialogues
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if (IsFastForwardMode())
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{
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SetFastForwardMode(FALSE);
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}
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return( TRUE );
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}
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@@ -2131,6 +2143,12 @@ BOOLEAN ExecuteCharacterDialogue( UINT8 ubCharacterNum, UINT16 usQuoteNum, INT32
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return( FALSE );
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}
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// sevenfm: stop high speed timer for any talking face
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if (IsFastForwardMode())
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{
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SetFastForwardMode(FALSE);
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}
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if( bUIHandlerID == DIALOGUE_EXTERNAL_NPC_UI )
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{
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// external NPC
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@@ -2144,7 +2162,7 @@ BOOLEAN ExecuteCharacterDialogue( UINT8 ubCharacterNum, UINT16 usQuoteNum, INT32
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// pSoldier can be null here... ( if NOT from an alive soldier )
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CreateTalkingUI( bUIHandlerID, iFaceIndex, ubCharacterNum, pSoldier, gzQuoteStr );
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// Set global handleer ID value, used when face desides it's done...
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// Set global handler ID value, used when face desides it's done...
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gbUIHandlerID = bUIHandlerID;
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guiScreenIDUsedWhenUICreated = guiCurrentScreen;
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@@ -11224,6 +11224,8 @@ BOOLEAN GetRandomUnknownVIPSector( UINT16& aSector )
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return FALSE;
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}
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extern FACETYPE *gpCurrentTalkingFace;
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void UpdateFastForwardMode(SOLDIERTYPE* pSoldier, INT8 bAction)
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{
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BOOLEAN fAction = FALSE;
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@@ -11262,6 +11264,9 @@ void UpdateFastForwardMode(SOLDIERTYPE* pSoldier, INT8 bAction)
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pSoldier->flags.uiStatusFlags & SOLDIER_PC ||
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pSoldier->bVisible == TRUE ||
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gTacticalStatus.ubCurrentTeam == gbPlayerNum ||
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gTacticalStatus.bBoxingState != NOT_BOXING ||
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gTacticalStatus.uiFlags & ENGAGED_IN_CONV ||
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gpCurrentTalkingFace != NULL && gpCurrentTalkingFace->fTalking ||
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fAction)
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{
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if (IsFastForwardMode())
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