#include "DIALOGS\Danielle hireling_dialog.h" // object Dialog; declared in dialog.c // ref NPChar; declared in dialog.c //#include "Dialogs\blaze_dialog_defines.c" void ProcessDialogEvent() { ref NPChar; aref Link, NextDiag; DeleteAttribute(&Dialog,"Links"); makeref(NPChar,CharacterRef); makearef(Link, Dialog.Links); makearef(NextDiag, NPChar.Dialog); ref PChar; PChar = GetMainCharacter(); Dialog.defAni = "dialog_stay1"; Dialog.defCam = "1"; Dialog.defSnd = "dialogs\0\017"; Dialog.defLinkAni = "dialog_1"; Dialog.defLinkCam = "1"; Dialog.defLinkSnd = "dialogs\woman\024"; Dialog.ani = "dialog_stay2"; Dialog.cam = "1"; switch(Dialog.CurrentNode) { case "first time": dialog.snd = "Voice\DAHA\DAHA001"; Dialog.Text = RandSwear() + DLG_TEXT[0]; Link.l1 = pcharrepphrase(DLG_TEXT[1],DLG_TEXT[2]); Link.l1.go = "exit"; if(CheckQuestAttribute("KillerStatus","defeat")) { dialog.snd = "Voice\DAHA\DAHA002"; Dialog.Text = DLG_TEXT[3]; Link.l1 = DLG_TEXT[4]; Link.l1.go = "KillerTalk_1"; Link.l2 = DLG_TEXT[5]; Link.l2.go = "KillerDeath"; } break; case "KillerTalk_1": dialog.snd = "Voice\DAHA\DAHA003"; Dialog.Text = DLG_TEXT[6]; Link.l1 = DLG_TEXT[7]; Link.l1.go = "KillerDeath"; Link.l2 = DLG_TEXT[8]; Link.l2.go = "KillerForgive"; break; case "KillerForgive": dialog.snd = "Voice\DAHA\DAHA004"; Dialog.Text = DLG_TEXT[9] Link.l1 = DLG_TEXT[10]; Link.l1.go = "exit"; SetAfterDialog_Task(NPChar,ADA_DISAPPEAR,true); break; case "KillerDeath": dialog.snd = "Voice\DAHA\DAHA005"; Dialog.Text = RandSwear() + DLG_TEXT[11] Link.l1 = DLG_TEXT[12]; Link.l1.go = "exit"; SetAfterDialog_Task_Character(NPChar,ADA_KILL,NPChar.id,true); break; case "exit": DialogExit(); NextDiag.CurrentNode = NextDiag.TempNode; break; } }