Reverted the full stop silence feature.
With 3D characters, it made the game lag too much -- really wasn't worth it.
This commit is contained in:
		
							parent
							
								
									a7fa843bd3
								
							
						
					
					
						commit
						e8bb1f1e49
					
				@ -2102,9 +2102,6 @@ void Courtroom::start_chat_ticking()
 | 
				
			|||||||
  // let's set it to false.
 | 
					  // let's set it to false.
 | 
				
			||||||
  inline_blue_depth = 0;
 | 
					  inline_blue_depth = 0;
 | 
				
			||||||
 | 
					
 | 
				
			||||||
  // And also, reset the fullstop bool.
 | 
					 | 
				
			||||||
  previous_character_is_fullstop = false;
 | 
					 | 
				
			||||||
 | 
					 | 
				
			||||||
  // At the start of every new message, we set the text speed to the default.
 | 
					  // At the start of every new message, we set the text speed to the default.
 | 
				
			||||||
  current_display_speed = 3;
 | 
					  current_display_speed = 3;
 | 
				
			||||||
  chat_tick_timer->start(message_display_speed[current_display_speed]);
 | 
					  chat_tick_timer->start(message_display_speed[current_display_speed]);
 | 
				
			||||||
@ -2318,21 +2315,6 @@ void Courtroom::chat_tick()
 | 
				
			|||||||
            formatting_char = true;
 | 
					            formatting_char = true;
 | 
				
			||||||
        }
 | 
					        }
 | 
				
			||||||
    }
 | 
					    }
 | 
				
			||||||
 | 
					 | 
				
			||||||
    // Silencing the character during long times of ellipses.
 | 
					 | 
				
			||||||
    else if (f_character == "." and !next_character_is_not_special and !previous_character_is_fullstop)
 | 
					 | 
				
			||||||
    {
 | 
					 | 
				
			||||||
      if (!previous_character_is_fullstop && inline_blue_depth == 0 && !entire_message_is_blue && anim_state != 4)
 | 
					 | 
				
			||||||
      {
 | 
					 | 
				
			||||||
        QString f_char = m_chatmessage[CHAR_NAME];
 | 
					 | 
				
			||||||
        QString f_emote = m_chatmessage[EMOTE];
 | 
					 | 
				
			||||||
        ui_vp_player_char->play_idle(f_char, f_emote);
 | 
					 | 
				
			||||||
      }
 | 
					 | 
				
			||||||
      previous_character_is_fullstop = true;
 | 
					 | 
				
			||||||
      next_character_is_not_special = true;
 | 
					 | 
				
			||||||
      formatting_char = true;
 | 
					 | 
				
			||||||
      tick_pos--;
 | 
					 | 
				
			||||||
    }
 | 
					 | 
				
			||||||
    else
 | 
					    else
 | 
				
			||||||
    {
 | 
					    {
 | 
				
			||||||
      next_character_is_not_special = false;
 | 
					      next_character_is_not_special = false;
 | 
				
			||||||
@ -2372,21 +2354,6 @@ void Courtroom::chat_tick()
 | 
				
			|||||||
      }
 | 
					      }
 | 
				
			||||||
    }
 | 
					    }
 | 
				
			||||||
 | 
					
 | 
				
			||||||
    // Basically only go back to talkin if:
 | 
					 | 
				
			||||||
    // - This character is not a fullstop
 | 
					 | 
				
			||||||
    // - But the previous character was
 | 
					 | 
				
			||||||
    // - And we're out of inline blues
 | 
					 | 
				
			||||||
    // - And the entire messages isn't blue
 | 
					 | 
				
			||||||
    // - And we aren't still in a non-interrupting pre
 | 
					 | 
				
			||||||
    // - And this isn't the last character.
 | 
					 | 
				
			||||||
    if (f_character != "." && previous_character_is_fullstop && inline_blue_depth == 0 && !entire_message_is_blue && anim_state != 4 && tick_pos+1 <= f_message.size())
 | 
					 | 
				
			||||||
    {
 | 
					 | 
				
			||||||
      QString f_char = m_chatmessage[CHAR_NAME];
 | 
					 | 
				
			||||||
      QString f_emote = m_chatmessage[EMOTE];
 | 
					 | 
				
			||||||
      ui_vp_player_char->play_talking(f_char, f_emote);
 | 
					 | 
				
			||||||
      previous_character_is_fullstop = false;
 | 
					 | 
				
			||||||
    }
 | 
					 | 
				
			||||||
 | 
					 | 
				
			||||||
    QScrollBar *scroll = ui_vp_message->verticalScrollBar();
 | 
					    QScrollBar *scroll = ui_vp_message->verticalScrollBar();
 | 
				
			||||||
    scroll->setValue(scroll->maximum());
 | 
					    scroll->setValue(scroll->maximum());
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
				
			|||||||
@ -234,8 +234,6 @@ private:
 | 
				
			|||||||
  bool next_character_is_not_special = false; // If true, write the
 | 
					  bool next_character_is_not_special = false; // If true, write the
 | 
				
			||||||
                        // next character as it is.
 | 
					                        // next character as it is.
 | 
				
			||||||
 | 
					
 | 
				
			||||||
  bool previous_character_is_fullstop = false; // Used for silencing the character during long ellipses.
 | 
					 | 
				
			||||||
 | 
					 | 
				
			||||||
  bool message_is_centered = false;
 | 
					  bool message_is_centered = false;
 | 
				
			||||||
 | 
					
 | 
				
			||||||
  int current_display_speed = 3;
 | 
					  int current_display_speed = 3;
 | 
				
			||||||
 | 
				
			|||||||
		Loading…
	
		Reference in New Issue
	
	Block a user