Tweak to error dialogs and add separate warning dialogs
(Also some error messages tweaked)
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@@ -85,13 +85,13 @@ int main(int argc, char* argv[]) {
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Handle_One_Event();
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return 0;
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} catch(std::exception& x) {
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giveError(x.what());
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showFatalError(x.what());
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throw;
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} catch(std::string& x) {
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giveError(x);
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showFatalError(x);
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throw;
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} catch(...) {
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giveError("An unknown error occurred!");
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showFatalError("An unknown error occurred!");
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throw;
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}
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}
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@@ -220,7 +220,7 @@ void handle_menu_choice(eMenu item_hit) {
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}
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if(univ.party.left_in != size_t(-1) && univ.party.left_in != univ.town.num) {
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std::string need_town = univ.scenario.towns[univ.party.left_in]->town_name;
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giveError("You can't reunite your party when you're in a different town than you split up in.", "Return to the following town in-game and then try again: " + need_town);
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showError("You can't reunite your party when you're in a different town than you split up in.", "Return to the following town in-game and then try again: " + need_town);
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break;
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}
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cChoiceDlog("reunited").show();
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@@ -323,7 +323,7 @@ void handle_item_menu(int item_hit) {
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store_i = univ.scenario.scen_items[item_hit];
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store_i.ident = true;
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if(!univ.party[current_active_pc].give_item(store_i,GIVE_ALLOW_OVERLOAD))
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giveError("Sorry, that PC has no free inventory slots left! You'll have to either drop something or give it to a different PC.");
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showError("Sorry, that PC has no free inventory slots left! You'll have to either drop something or give it to a different PC.");
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}
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bool verify_restore_quit(std::string dlog) {
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