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
+5 -1
View File
@@ -28,6 +28,7 @@
#include "Strategic Movement.h" // added by Flugente
#include "tiledef.h" // added by Flugente
#include "worldman.h" // added by Flugente
#include "Dialogue Control.h" // added by Flugente
#endif
#include "Text.h"
@@ -906,7 +907,10 @@ void ChangeWeather( UINT8 aSector, UINT8 aType )
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"%s: Changed weather from %s to %s", pStrSectorName, szWeatherTypeText[SectorInfo[aSector].usWeather], szWeatherTypeText[aType] );
}
// First turn off whatever rain it is, then turn on the requested rain
// Flugente: additional dialogue
AdditionalTacticalCharacterDialogue_AllInSector( SECTORX( aSector ), SECTORY( aSector ), 0, NO_PROFILE, ADE_WEATHERCHANGE, aType );
// First turn off whatever weather it is, then turn on the requested weather
SectorInfo[aSector].usWeather = aType;
}
}