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| author | Crystalwarrior <varsash@gmail.com> | 2021-04-20 02:50:42 +0300 |
|---|---|---|
| committer | Crystalwarrior <varsash@gmail.com> | 2021-04-20 02:50:42 +0300 |
| commit | a1abe8abfa9aaf6ff0fbb7197555d1c97f6b5cdd (patch) | |
| tree | e96dd31b0500792cf54008763057bb9b50726462 | |
| parent | 1edb5d9ae199d7b4512b862e994e4f5b89decb7c (diff) | |
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)
| -rw-r--r-- | src/courtroom.cpp | 5 |
1 files changed, 5 insertions, 0 deletions
diff --git a/src/courtroom.cpp b/src/courtroom.cpp index 2314c995..a29788a0 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()) |
