forked from Mirrors/openclonk
Add Dlg_*_Init callback to dialogues. To be used e.g. for starting timers of NPC activities.
Also fix scenario saving of attention state in dialogue object.issue1247
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86a0351e09
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474b6e1c31
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@ -80,6 +80,10 @@ public func InitDialogue(string name, object target, bool attention)
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// Update dialogue to target.
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UpdateDialogue();
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// Custom dialogue initialization
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if (!Call(Format("Dlg_%s_Init", dlg_name), dlg_target))
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GameCall(Format("Dlg_%s_Init", dlg_name), this, dlg_target);
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return;
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}
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@ -295,7 +299,7 @@ func SaveScenarioObject(props)
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if (!dlg_target) return false; // don't save dead dialogue object
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// Dialog has its own creation procedure
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props->RemoveCreation();
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props->Add(SAVEOBJ_Creation, "%s->SetDialogue(%v)", dlg_target->MakeScenarioSaveName(), dlg_name);
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props->Add(SAVEOBJ_Creation, "%s->SetDialogue(%v,%v)", dlg_target->MakeScenarioSaveName(), dlg_name, !!dlg_attention);
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return true;
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}
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