- Fixed up file loading (but then broke it again)
- Reworked preferences to use plist - Cleaned out the shareware code - More tweaks to the dialog engine - Edited dialog #869 (the choose prefab scenario dialog) to use new invisible button (type 6) and to remove the "Must be registered" lines. - Tweaked window size so that the startup screen fits within it. - More major refactoring work. - A few additions/alterations to boe.consts.h Current status: - Scenario editor: compiles and runs, but can't load a scenario - Character editor: don't know - Game: Doesn't even compile I wouldn't normally submit code that doesn't compile, but I have already made a lot of major changes in this revision. I will submit a version that compiles as soon as possible. git-svn-id: http://openexile.googlecode.com/svn/trunk@28 4ebdad44-0ea0-11de-aab3-ff745001d230
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26
osx/talking.cpp
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26
osx/talking.cpp
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/*
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* talking.cpp
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* BoE
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*
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* Created by Celtic Minstrel on 22/04/09.
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*
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*/
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#include "talking.h"
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#include "oldstructs.h"
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__attribute__((deprecated))
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cSpeech& cSpeech::operator = (legacy::talking_record_type& old){
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int i,j;
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for(i = 0; i < 200; i++)
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strlens[i] = old.strlens[i];
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for(i = 0; i < 60; i++){
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talk_nodes[i].personality = old.talk_nodes[i].personality;
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talk_nodes[i].type = old.talk_nodes[i].type;
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for(j = 0; j < 4; j++){
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talk_nodes[i].link1[j] = old.talk_nodes[i].link1[j];
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talk_nodes[i].link2[j] = old.talk_nodes[i].link2[j];
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talk_nodes[i].extras[j] = old.talk_nodes[i].extras[j];
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}
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}
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}
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