Difference between revisions of "Osiris/Shared/Proc DialogFlagSetup"

From Divinity Engine Wiki
Jump to: navigation, search
m
m
 
Line 8: Line 8:
 
* PROC '''Proc_DialogFlagSetup'''(''(STRING)'''''_Dialog''',''(GUIDSTRING)'''''_Speaker1''',''(GUIDSTRING)'''''_Speaker2''',''(GUIDSTRING)'''''_Speaker2''',''(GUIDSTRING)'''''_Speaker3''',''(GUIDSTRING)'''''_Speaker4''',''(GUIDSTRING)'''''_Speaker5''',''(GUIDSTRING)'''''_Speaker6''')
 
* PROC '''Proc_DialogFlagSetup'''(''(STRING)'''''_Dialog''',''(GUIDSTRING)'''''_Speaker1''',''(GUIDSTRING)'''''_Speaker2''',''(GUIDSTRING)'''''_Speaker2''',''(GUIDSTRING)'''''_Speaker3''',''(GUIDSTRING)'''''_Speaker4''',''(GUIDSTRING)'''''_Speaker5''',''(GUIDSTRING)'''''_Speaker6''')
 
===== Description =====
 
===== Description =====
This routine is called by the Shared mod every time '''_Dialog''' gets started through [[Osiris/Shared/Proc_StartDialog|Proc_StartDialog]], which should virtually always be the case. As its name implies, you can overload this routine to set or clear flags right before the dialog gets started. Flags set in this routine are visible already in the greeting nodes (i.e., no need to worry about [[Osiris_Overview#Osiris_Frames|frame delays]]).
+
This routine is called by the Shared mod every time '''_Dialog''' gets started with the listed number of speakers through [[Osiris/Shared/Proc_StartDialog|Proc_StartDialog]], which should virtually always be the case. As its name implies, you can overload this routine to set or clear flags right before the dialog gets started. Flags set in this routine are visible already in the greeting nodes (i.e., no need to worry about [[Osiris_Overview#Osiris_Frames|frame delays]]).
 
===== Return Values =====
 
===== Return Values =====
 
* /
 
* /

Latest revision as of 11:01, 8 August 2020

Full Definition(s)
  • PROC Proc_DialogFlagSetup((STRING)_Dialog,(GUIDSTRING)_Speaker1)
  • PROC Proc_DialogFlagSetup((STRING)_Dialog,(GUIDSTRING)_Speaker1,(GUIDSTRING)_Speaker2)
  • PROC Proc_DialogFlagSetup((STRING)_Dialog,(GUIDSTRING)_Speaker1,(GUIDSTRING)_Speaker2,(GUIDSTRING)_Speaker2)
  • PROC Proc_DialogFlagSetup((STRING)_Dialog,(GUIDSTRING)_Speaker1,(GUIDSTRING)_Speaker2,(GUIDSTRING)_Speaker2,(GUIDSTRING)_Speaker3)
  • PROC Proc_DialogFlagSetup((STRING)_Dialog,(GUIDSTRING)_Speaker1,(GUIDSTRING)_Speaker2,(GUIDSTRING)_Speaker2,(GUIDSTRING)_Speaker3,(GUIDSTRING)_Speaker4)
  • PROC Proc_DialogFlagSetup((STRING)_Dialog,(GUIDSTRING)_Speaker1,(GUIDSTRING)_Speaker2,(GUIDSTRING)_Speaker2,(GUIDSTRING)_Speaker3,(GUIDSTRING)_Speaker4,(GUIDSTRING)_Speaker5)
  • PROC Proc_DialogFlagSetup((STRING)_Dialog,(GUIDSTRING)_Speaker1,(GUIDSTRING)_Speaker2,(GUIDSTRING)_Speaker2,(GUIDSTRING)_Speaker3,(GUIDSTRING)_Speaker4,(GUIDSTRING)_Speaker5,(GUIDSTRING)_Speaker6)
Description

This routine is called by the Shared mod every time _Dialog gets started with the listed number of speakers through Proc_StartDialog, which should virtually always be the case. As its name implies, you can overload this routine to set or clear flags right before the dialog gets started. Flags set in this routine are visible already in the greeting nodes (i.e., no need to worry about frame delays).

Return Values
  • /
Notes
  • /
See Also