Fixed the fullstop-silence bug.
Made it so that characters correctly switch to-and-fro idle / talking anims during full stops, and don't interrupt non-interrupting pres.
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@ -2297,7 +2297,7 @@ void Courtroom::chat_tick()
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// Silencing the character during long times of ellipses.
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else if (f_character == "." and !next_character_is_not_special and !previous_character_is_fullstop)
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{
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if (!previous_character_is_fullstop && inline_blue_depth == 0 && !entire_message_is_blue)
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if (!previous_character_is_fullstop && inline_blue_depth == 0 && !entire_message_is_blue && anim_state != 4)
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{
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QString f_char = m_chatmessage[CHAR_NAME];
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QString f_emote = m_chatmessage[EMOTE];
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@ -2352,8 +2352,9 @@ void Courtroom::chat_tick()
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// - But the previous character was
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// - And we're out of inline blues
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// - And the entire messages isn't blue
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// - And we aren't still in a non-interrupting pre
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// - And this isn't the last character.
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if (f_character != "." && previous_character_is_fullstop && inline_blue_depth == 0 && !entire_message_is_blue && tick_pos+1 >= f_message.size())
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if (f_character != "." && previous_character_is_fullstop && inline_blue_depth == 0 && !entire_message_is_blue && anim_state != 4 && tick_pos+1 <= f_message.size())
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{
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QString f_char = m_chatmessage[CHAR_NAME];
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QString f_emote = m_chatmessage[EMOTE];
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