#include "DIALOGS\Mateus Santos_dialog.h" 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(); switch(Dialog.CurrentNode) { // -----------------------------------Диалог первый - первая встреча case "First time": 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"; Dialog.snd = "voice\MASA\MASA001"; dialog.text = DLG_TEXT[0]; link.l1 = DLG_TEXT[1]; link.l1.go = "Exit"; if(PChar.quest.Hitman == "hit_ambroz") { AddMoneyToCharacter(PChar, 3000); Dialog.snd = "voice\MASA\MASA002"; dialog.text = DLG_TEXT[2]; link.l1 = DLG_TEXT[3]; link.l1.go = "hit1"; link.l2 = DLG_TEXT[4]; link.l2.go = "refused1"; } if(PChar.quest.Hitman == "hit_geffrey") { AddMoneyToCharacter(PChar, 4500); Dialog.snd = "voice\MASA\MASA003"; dialog.text = DLG_TEXT[5]; link.l1 = DLG_TEXT[6]+ Characters[GetCharacterIndex(DLG_TEXT[7])].lastname +DLG_TEXT[8]; link.l1.go = "hit2"; link.l2 = DLG_TEXT[9]; link.l2.go = "refused1"; } if(PChar.quest.Hitman == "hit_pepin") { AddMoneyToCharacter(PChar, 7000); Dialog.snd = "voice\MASA\MASA004"; dialog.text = DLG_TEXT[10]+ Characters[GetCharacterIndex(DLG_TEXT[11])].lastname +DLG_TEXT[12]; link.l1 = DLG_TEXT[13]; link.l1.go = "hit3"; link.l2 = DLG_TEXT[14]; link.l2.go = "refused1"; } if(PChar.quest.Hitman == "hit_amerigo") { AddMoneyToCharacter(PChar, 10000); Dialog.snd = "voice\MASA\MASA005"; dialog.text = DLG_TEXT[15]+ Characters[GetCharacterIndex(DLG_TEXT[16])].name +DLG_TEXT[17]; link.l1 = DLG_TEXT[18]; link.l1.go = "hit4"; link.l2 = DLG_TEXT[19]; link.l2.go = "refused1"; } if(PChar.quest.Hitman == "hit_vito") { Dialog.snd = "voice\MASA\MASA006"; dialog.text = DLG_TEXT[20]; link.l1 = DLG_TEXT[21]+ Characters[GetCharacterIndex(DLG_TEXT[22])].lastname +DLG_TEXT[23]; link.l1.go = "Exit_die"; } if(PChar.quest.Hitman == "mark_mateus") { Dialog.snd = "voice\MASA\MASA007"; dialog.text = DLG_TEXT[24]; link.l1 = DLG_TEXT[25]+ Characters[GetCharacterIndex(DLG_TEXT[26])].lastname +DLG_TEXT[27]; link.l1.go = "showdown"; } break; case "start": Dialog.snd = "voice\MASA\MASA008"; dialog.text = DLG_TEXT[28] + PChar.lastname + DLG_TEXT[29]; link.l1 = DLG_TEXT[30]; link.l1.go = "start1"; break; case "start1": Dialog.snd = "voice\MASA\MASA009"; dialog.text = DLG_TEXT[31]; link.l1 = DLG_TEXT[32]; link.l1.go = "start2"; break; case "start2": Dialog.snd = "voice\MASA\MASA010"; dialog.text = DLG_TEXT[33]; link.l1 = DLG_TEXT[34]; link.l1.go = "start3"; link.l2 = DLG_TEXT[35]; link.l2.go = "die"; break; case "start3": Dialog.snd = "voice\MASA\MASA011"; dialog.text = DLG_TEXT[36]+ Characters[GetCharacterIndex(DLG_TEXT[37])].name +DLG_TEXT[38]; link.l1 = DLG_TEXT[39]; link.l1.go = "start4"; link.l2 = DLG_TEXT[40]; link.l2.go = "die"; break; case "start4": Dialog.snd = "voice\MASA\MASA012"; dialog.text = DLG_TEXT[41]; link.l1 = DLG_TEXT[42]; link.l1.go = "start5"; link.l2 = DLG_TEXT[43]; link.l2.go = "refused"; break; case "start5": Dialog.snd = "voice\MASA\MASA013"; dialog.text = DLG_TEXT[44]; link.l1 = DLG_TEXT[45]; link.l1.go = "start6"; break; case "start6": Dialog.snd = "voice\MASA\MASA014"; dialog.text = DLG_TEXT[46]; link.l1 = DLG_TEXT[47]; link.l1.go = "start7"; break; case "start7": Dialog.snd = "voice\MASA\MASA015"; dialog.text = DLG_TEXT[48]; link.l1 = DLG_TEXT[49]; link.l1.go = "start8"; break; case "start8": Dialog.snd = "voice\MASA\MASA016"; dialog.text = DLG_TEXT[50]; link.l1 = DLG_TEXT[51]; link.l1.go = "start9"; link.l2 = DLG_TEXT[52]; link.l2.go = "refused"; break; case "start9": Dialog.snd = "voice\MASA\MASA017"; dialog.text = DLG_TEXT[53]+ Characters[GetCharacterIndex(DLG_TEXT[54])].name +DLG_TEXT[55]+ Characters[GetCharacterIndex(DLG_TEXT[56])].lastname +DLG_TEXT[57]; link.l1 = DLG_TEXT[58]; link.l1.go = "start10"; link.l2 = DLG_TEXT[59]; link.l2.go = "refused"; break; case "start10": Dialog.snd = "voice\MASA\MASA018"; dialog.text = DLG_TEXT[60]; link.l1 = DLG_TEXT[61]; link.l1.go = "Exit_start"; break; case "refused": Dialog.snd = "voice\MASA\MASA019"; dialog.text = DLG_TEXT[62]+ Characters[GetCharacterIndex(DLG_TEXT[63])].name +DLG_TEXT[64]; link.l1 = DLG_TEXT[65]; link.l1.go = "Exit_refused"; break; case "refused1": Dialog.snd = "voice\MASA\MASA020"; dialog.text = DLG_TEXT[66]; link.l1 = DLG_TEXT[67]; link.l1.go = "Exit_refused"; break; case "die": Dialog.snd = "voice\MASA\MASA021"; dialog.text = DLG_TEXT[68]; link.l1 = DLG_TEXT[69]; link.l1.go = "Exit_die"; break; case "hit1": Dialog.snd = "voice\MASA\MASA022"; dialog.text = DLG_TEXT[70]+ Characters[GetCharacterIndex(DLG_TEXT[71])].name +" "+ Characters[GetCharacterIndex(DLG_TEXT[72])].lastname +DLG_TEXT[73]; link.l1 = DLG_TEXT[74]; link.l1.go = "Exit_hit1"; link.l2 = DLG_TEXT[75]; link.l2.go = "refused1"; break; case "hit2": Dialog.snd = "voice\MASA\MASA023"; dialog.text = DLG_TEXT[76]; link.l1 = DLG_TEXT[77]; link.l1.go = "hit2_1"; link.l2 = DLG_TEXT[78]; link.l2.go = "refused1"; break; case "hit2_1": Dialog.snd = "voice\MASA\MASA024"; dialog.text = DLG_TEXT[79]+ Characters[GetCharacterIndex(DLG_TEXT[80])].name +" "+ Characters[GetCharacterIndex(DLG_TEXT[81])].lastname +DLG_TEXT[82]; link.l1 = DLG_TEXT[83]; link.l1.go = "hit2_2"; link.l2 = DLG_TEXT[84]; link.l2.go = "refused1"; break; case "hit2_2": Dialog.snd = "voice\MASA\MASA025"; dialog.text = DLG_TEXT[85]+ Characters[GetCharacterIndex(DLG_TEXT[86])].lastname +DLG_TEXT[87]; link.l1 = DLG_TEXT[88]; link.l1.go = "Exit_hit2"; link.l2 = DLG_TEXT[89]; link.l2.go = "refused1"; break; case "hit3": Dialog.snd = "voice\MASA\MASA026"; dialog.text = DLG_TEXT[90]; link.l1 = DLG_TEXT[91]; link.l1.go = "hit3_1"; link.l2 = DLG_TEXT[92]; link.l2.go = "refused1"; break; case "hit3_1": Dialog.snd = "voice\MASA\MASA027"; dialog.text = DLG_TEXT[93]+ Characters[GetCharacterIndex(DLG_TEXT[94])].name +" "+ Characters[GetCharacterIndex(DLG_TEXT[95])].lastname +DLG_TEXT[96]; link.l1 = DLG_TEXT[97]; link.l1.go = "hit3_2"; link.l2 = DLG_TEXT[98]; link.l2.go = "refused1"; break; case "hit3_2": Dialog.snd = "voice\MASA\MASA028"; dialog.text = DLG_TEXT[99]+ Characters[GetCharacterIndex(DLG_TEXT[100])].lastname +DLG_TEXT[101]; link.l1 = DLG_TEXT[102]; link.l1.go = "Exit_hit3"; link.l2 = DLG_TEXT[103]; link.l2.go = "refused1"; break; case "hit4": Dialog.snd = "voice\MASA\MASA029"; dialog.text = DLG_TEXT[104]; link.l1 = DLG_TEXT[105]; link.l1.go = "hit4_1"; link.l2 = DLG_TEXT[106]; link.l2.go = "refused1"; break; case "hit4_1": Dialog.snd = "voice\MASA\MASA030"; dialog.text = DLG_TEXT[107]; link.l1 = DLG_TEXT[108]; link.l1.go = "hit4_2"; link.l2 = DLG_TEXT[109]; link.l2.go = "refused1"; break; case "hit4_2": Dialog.snd = "voice\MASA\MASA031"; dialog.text = DLG_TEXT[110]; link.l1 = DLG_TEXT[111]; link.l1.go = "hit4_3"; link.l2 = DLG_TEXT[112]; link.l2.go = "refused1"; break; case "hit4_3": Dialog.snd = "voice\MASA\MASA032"; dialog.text = DLG_TEXT[113]; link.l1 = DLG_TEXT[114]; link.l1.go = "Exit_hit4"; link.l2 = DLG_TEXT[115]; link.l2.go = "refused1"; break; case "showdown": Dialog.snd = "voice\MASA\MASA033"; dialog.text = DLG_TEXT[116]; link.l1 = DLG_TEXT[117]; link.l1.go = "Exit_kill"; break; case "Exit": DialogExit(); NextDiag.CurrentNode = NextDiag.TempNode; break; case "Exit_start": DialogExit(); NextDiag.CurrentNode = NextDiag.TempNode; AddDialogExitQuest("Hit_mark_Ambroz"); break; case "Exit_hit1": DialogExit(); NextDiag.CurrentNode = NextDiag.TempNode; AddDialogExitQuest("Hit_mark_Geffrey"); break; case "Exit_hit2": DialogExit(); NextDiag.CurrentNode = NextDiag.TempNode; AddDialogExitQuest("Hit_mark_Pepin"); break; case "Exit_hit3": DialogExit(); NextDiag.CurrentNode = NextDiag.TempNode; AddDialogExitQuest("Hit_mark_Amerigo"); break; case "Exit_hit4": DialogExit(); NextDiag.CurrentNode = NextDiag.TempNode; AddDialogExitQuest("Hit_mark_Vito"); break; case "Exit_refused": DialogExit(); NextDiag.CurrentNode = NextDiag.TempNode; AddDialogExitQuest("Hit_refused_Mateus"); break; case "Exit_die": DialogExit(); NextDiag.CurrentNode = NextDiag.TempNode; AddDialogExitQuest("Hit_die"); break; case "Exit_kill": DialogExit(); NextDiag.CurrentNode = NextDiag.TempNode; AddDialogExitQuest("Hit_kill_Mateus"); break; } }