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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 Requires GameDir >= r2400 git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8516 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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@@ -2217,6 +2217,14 @@ void Converse( UINT8 ubNPC, UINT8 ubMerc, INT8 bApproach, UINT32 uiApproachData
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NPCConsiderTalking( ubNPC, ubMerc, bApproach, (UINT8)uiApproachData, pNPCQuoteInfoArray, &pQuotePtr, &ubRecordNum );
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break;
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default:
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// Flugente: additional dialogue
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if ( bApproach == APPROACH_FRIENDLY ) AdditionalTacticalCharacterDialogue_CallsLua( FindSoldierByProfileID( ubMerc, FALSE ), ADE_DIALOGUE_NPC_FRIENDLY, ubNPC );
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else if ( bApproach == APPROACH_DIRECT ) AdditionalTacticalCharacterDialogue_CallsLua( FindSoldierByProfileID( ubMerc, FALSE ), ADE_DIALOGUE_NPC_DIRECT, ubNPC );
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else if ( bApproach == APPROACH_THREATEN ) AdditionalTacticalCharacterDialogue_CallsLua( FindSoldierByProfileID( ubMerc, FALSE ), ADE_DIALOGUE_NPC_THREATEN, ubNPC );
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else if ( bApproach == APPROACH_RECRUIT ) AdditionalTacticalCharacterDialogue_CallsLua( FindSoldierByProfileID( ubMerc, FALSE ), ADE_DIALOGUE_NPC_RECRUIT, ubNPC );
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else if ( bApproach == APPROACH_REPEAT ) AdditionalTacticalCharacterDialogue_CallsLua( FindSoldierByProfileID( ubMerc, FALSE ), ADE_DIALOGUE_NPC_REPEAT, ubNPC );
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NPCConsiderTalking( ubNPC, ubMerc, bApproach, 0, pNPCQuoteInfoArray, &pQuotePtr, &ubRecordNum );
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break;
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}
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