In the end, they both could use updating anyway. If the dialog does what we'd WANT it to, it can be restored to proper use.
Which would make it NOT a waste, but actually restoring lost functionality!
It's not that easy. Random_sailors_sit_tavern_dialog.c often uses things like this:
Code:
Link.l1.go = "exit";
LAi_LocationFightDisable(&locations[FindLocation(Pchar.location)], false);
LAi_group_SetRelation("random_sailors_group", LAI_GROUP_PLAYER, LAI_GROUP_ENEMY); //MT: why is random_sailors_group being used here? Doesn't show up in search!
Random_Raid("soldiers", 5, makeint(NPchar.nation),"enemy","friend","");
Diag.TempNode = "exit";
See that? Either the name of the group of NPC's is still used/indentical, or it's referencing the files we thought were commented out. It might be better to just remove random_sailors_group_dialog entirely to avoid further problems like this. It's functionality seems to have been completely replaced by Random_sailors_sit_tavern_dialog.
Yes, it would. It is simple enough to add that function somewhere though.
But if it is truly different every time, then you can skip the function and just have switches for ONLY the sounds in the dialog files.
Well, Random_sailors_sit_tavern_dialog uses far more identical ones, though still quite a wide variety. 3 or 4, at first glance. Might be worth doing for that one.
At the moment i'm just cleaning up the code first. I'll try rearranging it like i did with random_sailors_group_dialog later. Random_sailors_sit_tavern_dialog is about twice as big; a truly humongous dialogue tree, which is going to take absolute ages to dig through and fix. Once i get to doing that i'll be having a lot of questions, by the looks of it. It uses many functions that i haven't seen before.
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