Fix: do not call lua dialogue replacement function for RPCs

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8817 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
Flugente
2020-06-02 17:27:20 +00:00
parent 948ad8caf1
commit d5d4db6066
+4 -3
View File
@@ -210,6 +210,7 @@ extern BOOLEAN ContinueDialogue(SOLDIERTYPE *pSoldier, BOOLEAN fDone );
extern void HandlePendingInitConv( );
extern BOOLEAN WillMercRenew( SOLDIERTYPE *pSoldier, BOOLEAN fSayQuote );
extern void DrawFace( INT16 sCharNumber );
extern void LuaHandleReplaceQuote( UINT8 ubProfile, UINT16 usQuoteNum );
// the next said quote will pause time
BOOLEAN fPausedTimeDuringQuote = FALSE;
@@ -2154,9 +2155,9 @@ BOOLEAN ExecuteCharacterDialogue( UINT8 ubCharacterNum, UINT16 usQuoteNum, INT32
}
// Flugente: hijack the quote for possible replacement by additional dialogue
extern void LuaHandleReplaceQuote( UINT8 ubProfile, UINT16 usQuoteNum );
LuaHandleReplaceQuote( ubCharacterNum, usQuoteNum );
// only do so if recruited (npc dialogue is already unique)
if ( gMercProfiles[ubCharacterNum].ubMiscFlags & PROFILE_MISC_FLAG_RECRUITED )
LuaHandleReplaceQuote( ubCharacterNum, usQuoteNum );
// sevenfm: stop high speed timer for any talking face
if (IsFastForwardMode())