Dialogue markup and lines, shared common folder, item atlases, ids, seconds and key checks
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@@ -11,8 +11,8 @@ enum TextMode
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TEXT_SEQUENCE
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};
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// Plays out a dialogue entry a character at a time with its effects, then offers its choices or the entry it leads to.
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// A scene holds the game still until its last entry finishes. The UI shows it and passes on the player's input.
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// Plays out a dialogue entry's lines a character at a time with their effects, then offers its choices or the entry it
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// leads to. A scene holds the game still until its last entry finishes. The UI shows it and passes on the player's input.
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class Text
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{
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public:
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@@ -23,6 +23,7 @@ public:
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int delay = 0;
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int delayBase = 0;
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int index = 0;
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int line = 0;
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int tick = 0;
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bool isAnimationStarted = false;
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bool isBlipQueued = false;
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@@ -35,8 +36,12 @@ public:
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void advance(Play& play);
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void choose(Play& play, int choice);
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void clear(Play& play);
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Line* line_get();
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bool is_interruptible();
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bool is_last_line();
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private:
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void effects_apply(Play& play, int at);
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void finish(Play& play);
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void line_start(Play& play, int index, Interrupt interrupt);
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};
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