/*////////////////////////////////////////////////////////////////////////////// Script: xx_pc_4_convers Programmer: Philos //////////////////////////////////////////////////////////////////////////////// Player OnDialoge event script for PC AI; Fires when oCreature has been clicked on for conversation. Fires when oCreature hears a shout from another creature. If SetListening is FALSE then oCreature will not "hear" anything. */////////////////////////////////////////////////////////////////////////////// #include "0i_associates" void main() { object oCreature = OBJECT_SELF; int nMatch = GetListenPatternNumber(); object oLastSpeaker = GetLastSpeaker(); if(AI_DEBUG) ai_Debug("xx_pc_4_convers", "17", GetName(oCreature) + " listens " + IntToString(nMatch) + " to " + GetName(oLastSpeaker) + "." + " Searching: " + IntToString(GetLocalInt(oCreature, AI_AM_I_SEARCHING))); // If we are disabled then we can't listen or talk, Busy is checked in ai_SelectAssociateCommand(). // Some modules disable the player then talk to them! So it should be ok // to keep this remarked out. // Some commands override being busy so we check in ai_SelectAssociateCommand. if(nMatch != -1) { if(!GetFactionEqual(oLastSpeaker, oCreature)) return; if(!ai_Disabled(oCreature)) ai_SelectAssociateCommand(oCreature, oLastSpeaker, nMatch); } else BeginConversation("", oLastSpeaker); }