From cdb5b01657c1c0a76a09d7246d53d5810165596a Mon Sep 17 00:00:00 2001 From: Nat Quayle Nelson Date: Mon, 5 May 2025 11:54:28 -0500 Subject: [PATCH] Fix 2nd dialog string lingering when asking preset talk word --- src/game/boe.dlgutil.cpp | 5 +++++ 1 file changed, 5 insertions(+) diff --git a/src/game/boe.dlgutil.cpp b/src/game/boe.dlgutil.cpp index 64d95bbe..2238f33d 100644 --- a/src/game/boe.dlgutil.cpp +++ b/src/game/boe.dlgutil.cpp @@ -806,29 +806,34 @@ void handle_talk_node(int which_talk_entry) { case TALK_DUNNO: SPECIAL_DUNNO: save_talk_str1 = univ.town.cur_talk().people[store_personality % 10].dunno; + save_talk_str2 = ""; if(save_talk_str1.length() < 2) save_talk_str1 = "You get no response."; place_talk_str(save_talk_str1, "", 0, dummy_rect); update_last_talk(TALK_DUNNO); return; case TALK_BUSINESS: // This one only reachable via "go back". place_talk_str("You conclude your business.", "", 0, dummy_rect); + save_talk_str2 = ""; update_last_talk(TALK_BUSINESS); return; case TALK_LOOK: SPECIAL_LOOK: save_talk_str1 = univ.town.cur_talk().people[store_personality % 10].look; + save_talk_str2 = ""; place_talk_str(save_talk_str1, "", 0, dummy_rect); update_last_talk(TALK_LOOK); return; case TALK_NAME: SPECIAL_NAME: save_talk_str1 = univ.town.cur_talk().people[store_personality % 10].name; + save_talk_str2 = ""; place_talk_str(save_talk_str1, "", 0, dummy_rect); update_last_talk(TALK_NAME); return; case TALK_JOB: SPECIAL_JOB: save_talk_str1 = univ.town.cur_talk().people[store_personality % 10].job; + save_talk_str2 = ""; place_talk_str(save_talk_str1, "", 0, dummy_rect); update_last_talk(TALK_JOB); return;