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Describe the bug
SVM samples might be choked off when the NPC changes their state.
Expected behavior
SVM samples are no longer choked off when the NPC changes their state.
Additional context
//////////////////////////////////////////////////////////////////////////// DB_Say// ===========// Ein Ersatz für B_SayOverlay, das leider durch Bug #3046 beim// Zustandwechsel abgewürgt wird, und das ist praktisch immer// wenn diese Funktion aufgerufen wird...// es werden nur einige B_SayOverlay's ersetzt, manche funzen auch//////////////////////////////////////////////////////////////////////////
func void DB_Say(var C_NPC slf, var C_Npc oth, var string text)
{
B_SmartTurnToNpc(slf, oth);
if ( (slf.voice >0) && (slf.voice <15) ) {
AI_OutputSVM_Overlay(slf, oth, ConcatStrings("$", text)); // Mundbewegung + Textfenster
Snd_Play3d(slf, ConcatStrings(ConcatStrings("SVM", IntToString(slf.voice)), text) ); // COOL! ;)
};
};
The text was updated successfully, but these errors were encountered:
It may be much cleaner to compare the differences between Gothic 1 and Gothic 2 (where the problem does not seem to arise) and solve the problem (possibly on engine level) how it is done in Gothic 2.
Describe the bug
SVM samples might be choked off when the NPC changes their state.
Expected behavior
SVM samples are no longer choked off when the NPC changes their state.
Additional context
The text was updated successfully, but these errors were encountered: