#include "DIALOGS\Soldier_for_fight_in_tavern_01_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 "DieMotherFucker": 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\SFNT\SFNT001"; Dialog.Text = DLG_TEXT[0] + Address_form.Eng + DLG_TEXT[1]; Link.l1 = DLG_TEXT[2]; Link.l1.go = "DieMotherFucker_2"; break; 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"; //потасовка в таверне if (pchar.quest.main_line == "talk_in_tavern_begin") { if (pchar.id == "Danielle") { Dialog.snd = "voice\SFNT\SFNT002"; Dialog.Text = DLG_TEXT[3] + Address_form.Eng + DLG_TEXT[4]; Link.l1 = DLG_TEXT[5]; Link.l1.go = "node_2_danielle"; } else { Dialog.snd = "voice\SFNT\SFNT003"; dialog.text = DLG_TEXT[6]; link.l1 = DLG_TEXT[7]; link.l1.go = "node_2_kick"; } } //арест блейза if (pchar.quest.main_line == "fawn_death") { Dialog.snd = "voice\SFNT\SFNT004"; dialog.text = DLG_TEXT[8] + address_form.eng + DLG_TEXT[9]; link.l1 = DLG_TEXT[10]; link.l1.go = "node_3_blaze"; } if (pchar.quest.main_line == "after_soldier_kick") { Dialog.snd = "voice\SFNT\SFNT005"; dialog.text = DLG_TEXT[11]; link.l1 = DLG_TEXT[12]; link.l1.go = "exit"; AddDialogExitQuest("fighting_in_tavern"); } break; case "DieMotherFucker_2": Dialog.snd = "voice\SFNT\SFNT006"; Dialog.Text = DLG_TEXT[13] + characters[GetCharacterIndex(DLG_TEXT[14])].lastname + DLG_TEXT[15]; Link.l1 = DLG_TEXT[16]; Link.l1.go = "DieMotherFucker_3"; break; case "DieMotherFucker_3": Dialog.snd = "voice\SFNT\SFNT007"; AddDialogExitQuest("Fem_BoatswainFoundsTheClue"); Dialog.Text = DLG_TEXT[17]; Link.l1 = DLG_TEXT[18]; Link.l1.go = "exit"; break; case "node_2_kick": Dialog.snd = "voice\SFNT\SFNT008"; dialog.text = DLG_TEXT[19]; link.l1 = DLG_TEXT[20]; link.l1.go = "node_2_kick_2"; break; case "node_2_kick_2": DialogExit(); NextDiag.CurrentNode = NextDiag.TempNode; AddDialogExitQuest("kicked_by_soldier_complete"); break; case "node_3_blaze": Dialog.snd = "voice\SFNT\SFNT009"; dialog.text = DLG_TEXT[21]; link.l1 = DLG_TEXT[22]; link.l1.go = "exit_arrest"; break; case "Exit": DialogExit(); NextDiag.CurrentNode = NextDiag.TempNode; break; case "exit_arrest": EndQuestMovie(); DialogExit(); NextDiag.CurrentNode = NextDiag.TempNode; pchar.gun = ""; pchar.blade = ""; AddDialogExitQuest("blaze_to_prison_complete"); break; } }