From 6d95c83196d1adf9a6eebfc189b4b0ea6a4e20fd Mon Sep 17 00:00:00 2001 From: Maikel de Vries Date: Sun, 17 Jan 2016 12:36:56 +0100 Subject: [PATCH] fix dialogue stopping and waiting time (#1597) First stop the dialogue properly and then wait for 30 frames to start a new one. --- planet/Objects.ocd/Helpers.ocd/Dialogue.ocd/Script.c | 6 +++--- 1 file changed, 3 insertions(+), 3 deletions(-) diff --git a/planet/Objects.ocd/Helpers.ocd/Dialogue.ocd/Script.c b/planet/Objects.ocd/Helpers.ocd/Dialogue.ocd/Script.c index 0411a251e..ca916f914 100644 --- a/planet/Objects.ocd/Helpers.ocd/Dialogue.ocd/Script.c +++ b/planet/Objects.ocd/Helpers.ocd/Dialogue.ocd/Script.c @@ -193,8 +193,7 @@ public func StopDialogue() // clear remembered positions dlg_last_opt_sel = nil; // put on wait for a while; then reenable - SetDialogueStatus(DLG_Status_Wait); - ScheduleCall(this, this.SetDialogueStatus, 30, 1, DLG_Status_Stop); + SetDialogueStatus(DLG_Status_Stop); return true; } @@ -245,7 +244,8 @@ public func Interact(object clonk) if (dlg_status == DLG_Status_Stop) { clonk->CloseMenu(); - dlg_status = DLG_Status_Active; + dlg_status = DLG_Status_Wait; + ScheduleCall(this, this.SetDialogueStatus, 30, 0, DLG_Status_Active); // Do a call on a closed dialogue as well. var fn_closed = Format("~Dlg_%s_Closed", dlg_name); if (!Call(fn_closed, clonk, dlg_target))