//:://///////////////////////////////////////////// //:: Associate: On Dialogue //:: NW_CH_AC4 //:: Copyright (c) 2001 Bioware Corp. //::////////////////////////////////////////////// /* Determines the course of action to be taken by the generic script after dialogue or a shout is initiated. */ //::////////////////////////////////////////////// //:: Created By: Preston Watamaniuk //:: Created On: Oct 24, 2001 //::////////////////////////////////////////////// #include "hench_i0_hensho" void main() { object oMaster = GetMaster(); int nMatch = GetListenPatternNumber(); object oShouter = GetLastSpeaker(); object oIntruder; if (nMatch == -1) { if(!GetIsDisabled(OBJECT_SELF) && GetCurrentAction() != ACTION_OPENLOCK) { ClearAllActions(); // restore associate settings HenchGetDefSettings(); // * if in XP2, use an alternative dialog file string sDialog = ""; if (GetLocalInt(GetModule(), "X2_L_XP2") == 1) { sDialog = "x2_associate"; } BeginConversation(sDialog); } } else if(GetIsObjectValid(oShouter) && oMaster == oShouter) { SetCommandable(TRUE); HenchChRespondToShout(oShouter, nMatch, oIntruder); } // Signal user-defined event if(GetSpawnInCondition(NW_FLAG_ON_DIALOGUE_EVENT)) { SignalEvent(OBJECT_SELF, EventUserDefined(EVENT_DIALOGUE)); } }