GRIM: Better implementation of IsMessageGoing() when no actor is passed.
This commit is contained in:
parent
310262066b
commit
65b074987e
4 changed files with 21 additions and 10 deletions
|
@ -494,13 +494,6 @@ void L1_SayLine() {
|
|||
}
|
||||
if (!msg.empty()) {
|
||||
actor->sayLine(msg.c_str(), msgId); //background, vol, pan, x, y
|
||||
|
||||
// Set the value of "system.lastActortalking".
|
||||
// Necessary for wait_for_message() (_system.LUA, line 1319)
|
||||
lua_pushobject(lua_getref(refSystemTable));
|
||||
lua_pushstring("lastActorTalking");
|
||||
lua_pushusertag(actor->getId(), MKTAG('A','C','T','R'));
|
||||
lua_settable();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -567,9 +560,10 @@ void L1_IsMessageGoing() {
|
|||
pushbool(actor->isTalking());
|
||||
}
|
||||
} else {
|
||||
// TODO
|
||||
// this part code check something more
|
||||
pushbool(g_imuse->isVoicePlaying());
|
||||
// NOTE: i'm not sure this currentTextObject stuff is totally right.
|
||||
// if you do changes test them against the crying angelitos in the fo set.
|
||||
// the dialog menu should appear few secods after they start crying.
|
||||
pushbool(g_grim->getCurrentTextObject() != NULL);
|
||||
}
|
||||
} else
|
||||
lua_pushnil();
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue