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

Requires GameDir >= r2400

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8516 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
Flugente
2018-01-10 23:41:52 +00:00
parent fadb7710e6
commit dd3129ac11
18 changed files with 429 additions and 80 deletions
+10 -3
View File
@@ -52,6 +52,7 @@
#include "Quests.h"
#include "GameSettings.h"
#include "DynamicDialogue.h"// added by Flugente
#include "Dialogue Control.h" // added by Flugente
#endif
#include "connect.h"
@@ -689,13 +690,19 @@ void HandleMercArrivesQuotes( SOLDIERTYPE *pSoldier )
// If we are approaching with helicopter, don't say any ( yet )
if ( pSoldier->ubStrategicInsertionCode != INSERTION_CODE_CHOPPER )
{
// Player-generated characters issue a comment about arriving in Omerta.
if ( pSoldier->ubWhatKindOfMercAmI == MERC_TYPE__PLAYER_CHARACTER)
// if we haven't met the rebels yet, characters issue some comments
if ( gubQuest[QUEST_DELIVER_LETTER] == QUESTINPROGRESS )
{
if ( gubQuest[ QUEST_DELIVER_LETTER ] == QUESTINPROGRESS )
// Player-generated characters issue a comment about arriving in Omerta.
if ( pSoldier->ubWhatKindOfMercAmI == MERC_TYPE__PLAYER_CHARACTER )
{
TacticalCharacterDialogue( pSoldier, QUOTE_PC_DROPPED_OMERTA );
}
// Flugente: additional dialogue
else
{
AdditionalTacticalCharacterDialogue_CallsLua( pSoldier, ADE_OMERTA_ENTRY );
}
}
// Check to see if anyone hates this merc and will now complain