Fix dialogue creation through EditorAction

Silence a warning and make sure the name is valid.
qteditor
Sven Eberhardt 2016-08-07 01:06:26 -04:00
parent 7a9ff289f5
commit f6d1e6ed2b
1 changed files with 1 additions and 1 deletions

View File

@ -691,7 +691,7 @@ public func Definition(def)
UserAction->AddEvaluator("Object", nil, "$NPC$", "$NPCDesc$", "npc", [def, def.EvalObj_NPC]);
// Clonks can create a dialogue
if (!Clonk.EditorActions) Clonk.EditorActions = {};
Clonk.EditorActions.Dialogue = { Name="$Dialogue$", Command="SetDialogue(GetName(), true, true)", Select=true };
Clonk.EditorActions.Dialogue = { Name="$Dialogue$", Command="SetDialogue(\"Editor\", true)", Select=true };
// Dialogue EditorProps
if (!def.EditorProps) def.EditorProps = {};
def.EditorProps.dlg_target = { Name="$Target$", EditorHelp="$TargetDesc$", Type="object", Filter="IsClonk", Set="SetDialogueTarget" };