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global function FactionDialogue_Init
global function InitFactionDialoguePersistence
global function PlayFactionDialogueToPlayer
global function PlayFactionDialogueToTeam
global function PlayFactionDialogueToTeamExceptPlayer
void function FactionDialogue_Init()
{
AddCallback_OnClientConnected( AssignEnemyFactionToPlayer )
}
void function InitFactionDialoguePersistence( entity player )
{
// doesn't seem to be used? required to compile tho
}
void function PlayFactionDialogueToPlayer( string conversationType, entity player )
{
#if !FACTION_DIALOGUE_ENABLED
return
#endif
if ( !ShouldPlayFactionDialogue( conversationType, player ) )
return
int conversationIndex = GetConversationIndex( conversationType )
Remote_CallFunction_NonReplay( player, "ServerCallback_PlayFactionDialogue", conversationIndex )
}
void function PlayFactionDialogueToTeam( string conversationType, int team )
{
foreach ( entity player in GetPlayerArrayOfTeam( team ) )
PlayFactionDialogueToPlayer( conversationType, player )
}
void function PlayFactionDialogueToTeamExceptPlayer( string conversationType, int team, entity except )
{
foreach ( entity player in GetPlayerArrayOfTeam( team ) )
if ( player != except )
PlayFactionDialogueToPlayer( conversationType, player )
}
void function AssignEnemyFactionToPlayer( entity player )
{
AssignEnemyFaction( player, expect string( player.GetPersistentVar( "factionChoice" ) ) )
}
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