39 lines
1.0 KiB
Plaintext
39 lines
1.0 KiB
Plaintext
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//::///////////////////////////////////////////////
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//:: SetListeningPatterns
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//:: NW_C2_DEFAULT4
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//:: Copyright (c) 2001 Bioware Corp.
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//:://////////////////////////////////////////////
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/*
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Determines the course of action to be taken
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by the generic script after dialogue or a
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shout is initiated.
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*/
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//:://////////////////////////////////////////////
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//:: Created By: Preston Watamaniuk
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//:: Created On: Oct 24, 2001
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//:://////////////////////////////////////////////
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#include "NW_I0_GENERIC"
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void main()
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{
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int nMatch = GetListenPatternNumber();
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object oShouter = GetLastSpeaker();
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object oIntruder;
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if (nMatch == -1 && GetCommandable(OBJECT_SELF))
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{
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ClearAllActions();
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BeginConversation();
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}
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else
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if(nMatch == 777 && GetIsObjectValid(oShouter) && GetIsPC(oShouter))
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// && GetIsFriend(oShouter)
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{
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if (oShouter == GetLocalObject(OBJECT_SELF, "Customer")) {
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string sSaid = GetMatchedSubstring(0);
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SetLocalString(OBJECT_SELF, "Stack", sSaid);
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}
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}
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}
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