#include "DIALOGS\Enc_Rapers_dialog.h" void ProcessDialogEvent() { ref NPChar, PChar, d; PChar = GetMainCharacter(); aref Link, Diag; string NPC_Meeting; DeleteAttribute(&Dialog,"Links"); makeref(NPChar,CharacterRef); makearef(Link, Dialog.Links); makeref(d, Dialog); makearef(Diag, NPChar.Dialog); switch(Dialog.CurrentNode) { case "exit": Diag.CurrentNode = Diag.TempNode; NPChar.quest.meeting = NPC_Meeting; DialogExit(); break; case "exit_fight": AddDialogExitQuest("LandEnc_RapersFight"); Diag.CurrentNode = Diag.TempNode; NPChar.quest.meeting = NPC_Meeting; DialogExit(); break; case "exit_noFight": AddDialogExitQuest("LandEnc_RapersNoFight"); Diag.CurrentNode = Diag.TempNode; NPChar.quest.meeting = NPC_Meeting; DialogExit(); break; case "Node_1": Dialog.defAni = "dialog_stay2"; Dialog.defCam = "2"; Dialog.defSnd = "dialogs\0\017"; Dialog.defLinkAni = "dialog_1"; Dialog.defLinkCam = "1"; Dialog.defLinkSnd = "dialogs\woman\024"; Dialog.ani = "dialog_stay2"; Dialog.cam = "1"; Dialog.snd = "dialogs\0\009"; LAi_type_actor_Reset(CharacterFromID("Enc_Char1")); LAi_type_actor_Reset(CharacterFromID("Enc_Char2")); LAi_type_actor_Reset(CharacterFromID("Enc_Char3")); LAi_type_actor_Reset(CharacterFromID("Enc_Char4")); dialog.snd1 = ""; dialog.snd2 = ""; dialog.snd3 = ""; d.Text = RandPhrase(DLG_TEXT[0], DLG_TEXT[1], DLG_TEXT[2], &dialog, dialog.snd1, dialog.snd2, dialog.snd3); Link.l1 = LinkRandPhrase(DLG_TEXT[3], DLG_TEXT[4], DLG_TEXT[5]); Link.l1.go = "Node_2"; Link.l2 = LinkRandPhrase(DLG_TEXT[6], DLG_TEXT[7], DLG_TEXT[8]); Link.l2.go = "Exit_NoFight"; break; case "Node_2": d.Text = DLG_TEXT[9]; Link.l1 = DLG_TEXT[10]; Link.l1.go = "Exit_Fight"; break; case "OnceAgain": Diag.TempNode = "OnceAgain"; d.Text = DLG_TEXT[11]; Link.l1 = DLG_TEXT[12]; Link.l1.go = "Exit_NoFight"; Link.l2 = DLG_TEXT[13]; Link.l2.go = "Node_2"; break; } }