From a1abe8abfa9aaf6ff0fbb7197555d1c97f6b5cdd Mon Sep 17 00:00:00 2001 From: Crystalwarrior Date: Tue, 20 Apr 2021 02:50:42 +0300 Subject: [PATCH] Fix blankposting when narrating not hiding the chatbox Fix using objections against talking players not causing them to stop talking (with this method, they will only finish their current animation cycle unitl freezing in place) --- src/courtroom.cpp | 5 +++++ 1 file changed, 5 insertions(+) diff --git a/src/courtroom.cpp b/src/courtroom.cpp index 2314c99..a29788a 100644 --- a/src/courtroom.cpp +++ b/src/courtroom.cpp @@ -2229,6 +2229,7 @@ bool Courtroom::handle_objection() filename, m_chatmessage[CHAR_NAME], ao_app->get_chat(m_chatmessage[CHAR_NAME])); sfx_player->clear(); // Objection played! Cut all sfx. + ui_vp_player_char->set_play_once(true); return true; } if (m_chatmessage[EMOTE] != "") @@ -3253,6 +3254,10 @@ void Courtroom::start_chat_ticking() ui_vp_chatbox->show(); ui_vp_message->show(); } + else { + ui_vp_chatbox->hide(); + ui_vp_message->hide(); + } // If we're not already waiting on the next message, start the timer. We could be overriden if there's an objection planned. int delay = ao_app->stay_time(); if (delay > 0 && !text_queue_timer->isActive())