#include "DIALOGS\Vito Leone_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\VILE\VILE001"; dialog.text = DLG_TEXT[0]+ Characters[GetCharacterIndex(DLG_TEXT[1])].lastname +DLG_TEXT[2]; link.l1 = DLG_TEXT[3]; link.l1.go = "Exit"; if(PChar.quest.Hitman == "mark_vito") { Dialog.snd = "voice\VILE\VILE002"; dialog.text = DLG_TEXT[4]; link.l1 = DLG_TEXT[5]+ Characters[GetCharacterIndex(DLG_TEXT[6])].name +" "+ Characters[GetCharacterIndex(DLG_TEXT[7])].lastname +DLG_TEXT[8]; link.l1.go = "1"; } if(PChar.quest.Hitman == "hit_mateus") { AddMoneyToCharacter(PChar, 10000); Dialog.snd = "voice\VILE\VILE003"; dialog.text = DLG_TEXT[9]; link.l1 = DLG_TEXT[10]; link.l1.go = "Exit_complete"; } break; case "1": Dialog.snd = "voice\VILE\VILE004"; dialog.text = DLG_TEXT[11] +PChar.lastname+ DLG_TEXT[12]; link.l1 = DLG_TEXT[13]; link.l1.go = "2"; break; case "2": Dialog.snd = "voice\VILE\VILE005"; dialog.text = DLG_TEXT[14]+ Characters[GetCharacterIndex(DLG_TEXT[15])].lastname +DLG_TEXT[16]; link.l1 = DLG_TEXT[17]+ Characters[GetCharacterIndex(DLG_TEXT[18])].lastname +DLG_TEXT[19]; link.l1.go = "3"; break; case "3": Dialog.snd = "voice\VILE\VILE008"; dialog.text = DLG_TEXT[20]+ Characters[GetCharacterIndex(DLG_TEXT[21])].lastname +DLG_TEXT[22]; link.l1 = DLG_TEXT[23]; link.l1.go = "4"; break; case "4": Dialog.snd = "voice\VILE\VILE009"; dialog.text = DLG_TEXT[24]+ Characters[GetCharacterIndex(DLG_TEXT[25])].lastname +DLG_TEXT[26]; link.l1 = DLG_TEXT[27]; link.l1.go = "5"; break; case "5": Dialog.snd = "voice\VILE\VILE012"; dialog.text = DLG_TEXT[28]; link.l1 = DLG_TEXT[29]; link.l1.go = "6"; break; case "6": Dialog.snd = "voice\VILE\VILE013"; dialog.text = DLG_TEXT[30]+ Characters[GetCharacterIndex(DLG_TEXT[31])].lastname +DLG_TEXT[32]; link.l1 = DLG_TEXT[33]+ Characters[GetCharacterIndex(DLG_TEXT[34])].lastname +DLG_TEXT[35]; link.l1.go = "7"; break; case "7": Dialog.snd = "voice\VILE\VILE014"; dialog.text = DLG_TEXT[36]+ Characters[GetCharacterIndex(DLG_TEXT[37])].lastname +DLG_TEXT[38]; link.l1 = DLG_TEXT[39]; link.l1.go = "8"; break; case "8": Dialog.snd = "voice\VILE\VILE015"; dialog.text = DLG_TEXT[40]+ Characters[GetCharacterIndex(DLG_TEXT[41])].lastname +DLG_TEXT[42]; link.l1 = DLG_TEXT[43]; link.l1.go = "9"; link.l2 = DLG_TEXT[44]; link.l2.go = "Exit_kill"; break; case "9": Dialog.snd = "voice\VILE\VILE016"; dialog.text = DLG_TEXT[45]+ Characters[GetCharacterIndex(DLG_TEXT[46])].lastname +DLG_TEXT[47]; link.l1 = DLG_TEXT[48]+ Characters[GetCharacterIndex(DLG_TEXT[49])].lastname +DLG_TEXT[50]; link.l1.go = "10"; link.l2 = DLG_TEXT[51]+ Characters[GetCharacterIndex(DLG_TEXT[52])].lastname +DLG_TEXT[53]; link.l2.go = "Exit_spare"; link.l3 = DLG_TEXT[54]; link.l3.go = "Exit_kill"; break; case "10": Dialog.snd = "voice\VILE\VILE017"; dialog.text = DLG_TEXT[55]; link.l1 = DLG_TEXT[56]; link.l1.go = "Exit_hit"; link.l2 = DLG_TEXT[57]+ Characters[GetCharacterIndex(DLG_TEXT[58])].lastname +DLG_TEXT[59]; link.l2.go = "Exit_spare"; link.l3 = DLG_TEXT[60]; link.l3.go = "Exit_kill"; break; case "Exit": DialogExit(); NextDiag.CurrentNode = NextDiag.TempNode; break; case "Exit_kill": DialogExit(); NextDiag.CurrentNode = NextDiag.TempNode; ChangeCharacterReputation(pchar, -10); AddDialogExitQuest("Hit_kill_Vito"); break; case "Exit_spare": DialogExit(); NextDiag.CurrentNode = NextDiag.TempNode; AddDialogExitQuest("Hit_spare_Vito"); break; case "Exit_hit": DialogExit(); NextDiag.CurrentNode = NextDiag.TempNode; AddDialogExitQuest("Hit_mark_Mateus"); break; case "Exit_complete": DialogExit(); NextDiag.CurrentNode = NextDiag.TempNode; AddDialogExitQuest("Hit_complete"); break; } }