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Merge pull request #2773 from Capostrophic/dialogue
Only clear dialogue history if the dialogue window is closed (bug #5358)
This commit is contained in:
commit
5df6646b06
3 changed files with 15 additions and 3 deletions
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@ -1,6 +1,7 @@
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0.47.0
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------
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Bug #5358: ForceGreeting always resets the dialogue window completely
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Bug #5364: Script fails/stops if trying to startscript an unknown script
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Bug #5367: Selecting a spell on an enchanted item per hotkey always plays the equip sound
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Bug #5369: Spawnpoint in the Grazelands doesn't produce oversized creatures
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@ -354,7 +354,10 @@ namespace MWGui
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void DialogueWindow::onByeClicked(MyGUI::Widget* _sender)
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{
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if (exit())
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{
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resetHistory();
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MWBase::Environment::get().getWindowManager()->removeGuiMode(GM_Dialogue);
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}
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}
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void DialogueWindow::onSelectListItem(const std::string& topic, int id)
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@ -418,9 +421,7 @@ namespace MWGui
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bool sameActor = (mPtr == actor);
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if (!sameActor)
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{
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for (DialogueText* text : mHistoryContents)
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delete text;
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mHistoryContents.clear();
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// The history is not reset here
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mKeywords.clear();
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mTopicsList->clear();
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for (Link* link : mLinks)
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@ -475,6 +476,13 @@ namespace MWGui
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mDeleteLater.clear();
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}
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void DialogueWindow::resetHistory()
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{
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for (DialogueText* text : mHistoryContents)
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delete text;
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mHistoryContents.clear();
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}
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void DialogueWindow::setKeywords(std::list<std::string> keyWords)
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{
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if (mKeywords == keyWords && isCompanion() == mIsCompanion)
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@ -655,6 +663,7 @@ namespace MWGui
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void DialogueWindow::onGoodbyeActivated()
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{
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resetHistory();
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MWBase::Environment::get().getDialogueManager()->goodbyeSelected();
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MWBase::Environment::get().getWindowManager()->removeGuiMode(MWGui::GM_Dialogue);
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resetReference();
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@ -709,6 +718,7 @@ namespace MWGui
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void DialogueWindow::onReferenceUnavailable()
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{
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resetHistory();
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MWBase::Environment::get().getWindowManager()->removeGuiMode(GM_Dialogue);
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}
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@ -156,6 +156,7 @@ namespace MWGui
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void updateDisposition();
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void restock();
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void deleteLater();
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void resetHistory();
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bool mIsCompanion;
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std::list<std::string> mKeywords;
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