//:://///////////////////////////////////////////// //:: SetListeningPatterns //:: NW_C2_DEFAULT4 //:: Copyright (c) 2001 Bioware Corp. //::////////////////////////////////////////////// /* Determines the course of action to be taken by the generic script after dialogue or a shout is initiated. */ //::////////////////////////////////////////////// //:: Created By: Preston Watamaniuk //:: Created On: Oct 24, 2001 //::////////////////////////////////////////////// #include "NW_I0_GENERIC" void main() { int nMatch = GetListenPatternNumber(); object oShouter = GetLastSpeaker(); object oIntruder; if (nMatch == -1 && GetCommandable(OBJECT_SELF)) { ClearAllActions(); BeginConversation(); } else if(nMatch == 777 && GetIsObjectValid(oShouter) && GetIsPC(oShouter)) // && GetIsFriend(oShouter) { if (oShouter == GetLocalObject(OBJECT_SELF, "Customer")) { string sSaid = GetMatchedSubstring(0); SetLocalString(OBJECT_SELF, "Stack", sSaid); } } }