Shargast_PRC8/_module/Chapter 2/nss/z_c2_default4.nss
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//::///////////////////////////////////////////////
//:: 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
//:: Modified by Zarathstra217
//:://////////////////////////////////////////////
#include "NW_I0_GENERIC"
void main()
{
int nMatch = GetListenPatternNumber();
object oShouter = GetLastSpeaker();
object oIntruder;
ExecuteScript("prc_npc_conv", OBJECT_SELF);
if (nMatch == -1 && GetCommandable(OBJECT_SELF))
{
ClearAllActions();
BeginConversation();
}
else
if(nMatch != -1 && GetIsObjectValid(oShouter) && !GetIsPC(oShouter) && GetIsFriend(oShouter))
{
if(nMatch == 4)
{
oIntruder = GetLocalObject(oShouter, "NW_BLOCKER_INTRUDER");
}
else if (nMatch == 5)
{
oIntruder = GetLastHostileActor(oShouter);
if(!GetIsObjectValid(oIntruder))
{
oIntruder = GetAttemptedAttackTarget();
if(!GetIsObjectValid(oIntruder))
{
oIntruder = GetAttemptedSpellTarget();
if(!GetIsObjectValid(oIntruder))
{
oIntruder = OBJECT_INVALID;
}
}
}
}
RespondToShout(oShouter, nMatch, oIntruder);
}
if(GetSpawnInCondition(NW_FLAG_ON_DIALOGUE_EVENT))
{
SignalEvent(OBJECT_SELF, EventUserDefined(1004));
}
}