Fix 2nd dialog string lingering when asking preset talk word

This commit is contained in:
2025-05-05 11:54:28 -05:00
parent df446032a8
commit cdb5b01657

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@@ -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;