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authorCrystalwarrior <varsash@gmail.com>2021-04-20 02:50:42 +0300
committerCrystalwarrior <varsash@gmail.com>2021-04-20 02:50:42 +0300
commita1abe8abfa9aaf6ff0fbb7197555d1c97f6b5cdd (patch)
treee96dd31b0500792cf54008763057bb9b50726462
parent1edb5d9ae199d7b4512b862e994e4f5b89decb7c (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.cpp5
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())