Reverted the full stop silence feature.
With 3D characters, it made the game lag too much -- really wasn't worth it.
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@ -2102,9 +2102,6 @@ void Courtroom::start_chat_ticking()
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// let's set it to false.
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inline_blue_depth = 0;
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// And also, reset the fullstop bool.
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previous_character_is_fullstop = false;
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// At the start of every new message, we set the text speed to the default.
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current_display_speed = 3;
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chat_tick_timer->start(message_display_speed[current_display_speed]);
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@ -2318,21 +2315,6 @@ void Courtroom::chat_tick()
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formatting_char = true;
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}
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}
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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 && 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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ui_vp_player_char->play_idle(f_char, f_emote);
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}
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previous_character_is_fullstop = true;
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next_character_is_not_special = true;
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formatting_char = true;
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tick_pos--;
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}
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else
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{
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next_character_is_not_special = false;
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@ -2372,21 +2354,6 @@ void Courtroom::chat_tick()
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}
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}
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// Basically only go back to talkin if:
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// - This character is not a fullstop
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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 && 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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ui_vp_player_char->play_talking(f_char, f_emote);
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previous_character_is_fullstop = false;
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}
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QScrollBar *scroll = ui_vp_message->verticalScrollBar();
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scroll->setValue(scroll->maximum());
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@ -234,8 +234,6 @@ private:
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bool next_character_is_not_special = false; // If true, write the
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// next character as it is.
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bool previous_character_is_fullstop = false; // Used for silencing the character during long ellipses.
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bool message_is_centered = false;
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int current_display_speed = 3;
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