#include "DIALOGS\father Gareth_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\FATG\FATG001"; dialog.text = DLG_TEXT[0]; link.l1 = DLG_TEXT[1]; link.l1.go = "exit"; if (CheckQuestAttribute("ANIMISTS", "frigate_lost")) { dialog.snd = "Voice\FATG\FATG002"; dialog.text = DLG_TEXT[2]; link.l1 = DLG_TEXT[3]; link.l1.go = "exit"; } if (CheckQuestAttribute("ANIMISTS", "letter_to_domingues245")) { link.l1 = DLG_TEXT[4]; link.l1.go = "letter_to_domingues_1"; } if (CheckQuestAttribute("ANIMISTS", "before_knight")) { dialog.snd = "Voice\FATG\FATG003"; dialog.text = DLG_TEXT[5]; link.l1 = DLG_TEXT[6]; link.l1.go = "exit"; AddDialogExitQuest("fight_with_ANIMISTS_in_church"); } NextDiag.TempNode = "first time"; break; case "letter_to_domingues_1": dialog.snd = "Voice\FATG\FATG004"; dialog.text = DLG_TEXT[7]; link.l1 = DLG_TEXT[8]; link.l1.go = "letter_to_domingues_2"; break; case "letter_to_domingues_2": dialog.snd = "Voice\FATG\FATG005"; dialog.text = DLG_TEXT[9]; link.l1 = DLG_TEXT[10]; link.l1.go = "letter_to_domingues_3"; break; case "letter_to_domingues_3": dialog.snd = "Voice\FATG\FATG006"; dialog.text = DLG_TEXT[11]; link.l1 = DLG_TEXT[12]; link.l1.go = "exit"; break; case "Exit": DialogExit(); NextDiag.CurrentNode = NextDiag.TempNode; break; } }