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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
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@@ -210,6 +210,7 @@ extern BOOLEAN ContinueDialogue(SOLDIERTYPE *pSoldier, BOOLEAN fDone );
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extern void HandlePendingInitConv( );
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extern BOOLEAN WillMercRenew( SOLDIERTYPE *pSoldier, BOOLEAN fSayQuote );
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extern void DrawFace( INT16 sCharNumber );
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extern void LuaHandleReplaceQuote( UINT8 ubProfile, UINT16 usQuoteNum );
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// the next said quote will pause time
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BOOLEAN fPausedTimeDuringQuote = FALSE;
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@@ -2154,9 +2155,9 @@ BOOLEAN ExecuteCharacterDialogue( UINT8 ubCharacterNum, UINT16 usQuoteNum, INT32
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}
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// Flugente: hijack the quote for possible replacement by additional dialogue
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extern void LuaHandleReplaceQuote( UINT8 ubProfile, UINT16 usQuoteNum );
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LuaHandleReplaceQuote( ubCharacterNum, usQuoteNum );
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// only do so if recruited (npc dialogue is already unique)
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if ( gMercProfiles[ubCharacterNum].ubMiscFlags & PROFILE_MISC_FLAG_RECRUITED )
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LuaHandleReplaceQuote( ubCharacterNum, usQuoteNum );
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// sevenfm: stop high speed timer for any talking face
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if (IsFastForwardMode())
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