{enum: PreviousPlayer1, dialog: "Yo?", to: Daniel}
{enum: PreviousPlayer1, dialog: "Yo?", to: Daniel}
{enum: Daniel, dialog: "Are you askin' a question", to: PreviousPlayer1}
{enum: Daniel, dialog: "Are you askin' a question", to: PreviousPlayer1}
{enum: PreviousPlayer1, dialog: "I guess so? What do you think of farmers?", to: Daniel}
{enum: PreviousPlayer1, dialog: "I guess so? What do you think of farmers?", to: Daniel}
{enum: Daniel, dialog: "I don't tolerate questions. Get out of my sight before I make you!", to: PreviousPlayer1, action: ACT_aim_shotgun, action_argument: "PreviousPlayer1"}
{enum: Daniel, dialog: "I don't tolerate questions. Get out of my sight before I make you!", to: PreviousPlayer1, action: ACT_aim_shotgun, action_argument: "PreviousPlayer1"}
{enum: Raphael, dialog: "What's going on here?", to: Daniel}
{enum: Raphael, dialog: "What's going on here?", to: Daniel}
.prompt=CHARACTER_PROMPT_PREFIX("The Devil")"strange red beast, the devil himself, evil incarnate. You mercilessly mock everybody who talks to you, and are intending to instill absolute chaos.",
.prompt=CHARACTER_PROMPT_PREFIX("The Devil")"strange red beast, the devil himself, evil incarnate. You mercilessly mock everybody who talks to you, and are intending to instill absolute chaos.",
},
},
{
{
.name="PreviousPlayer1",
.name="PreviousPlayer1",
.enum_name="PreviousPlayer1",
.enum_name="PreviousPlayer1",
.prompt=CHARACTER_PROMPT_PREFIX("Previous Player 1")"random person, just passing by",
.prompt=CHARACTER_PROMPT_PREFIX("Previous Player 1")"random person, just passing by",
},
},
{
{
.name="PreviousPlayer2",
.name="PreviousPlayer2",
.enum_name="PreviousPlayer2",
.enum_name="PreviousPlayer2",
.prompt=CHARACTER_PROMPT_PREFIX("Previous Player 2")"random person, just passing by",
.prompt=CHARACTER_PROMPT_PREFIX("Previous Player 2")"random person, just passing by",
},
},
{
.name="Previous Player3",
.enum_name="PreviousPlayer3",
.prompt=CHARACTER_PROMPT_PREFIX("Previous Player 3")"random person, just passing by",
speaking_to_you_helper=S8Lit("(Overheard conversation, they aren't speaking directly to you) ");
}
AddFmt("%.*s%s said \"%.*s\" to %.*s (you are %s)\n",S8VArg(speaking_to_you_helper),characters[it->context.author_npc_kind].name,TextChunkVArg(it->speech),S8VArg(target_string),characters[e->npc_kind].name);
}
if(no_longer_wants_to_converse)
{
if(it->action_argument.targeting==NPC_nobody)
{
AddFmt("%.*s no longer wants to converse with everybody\n",HUMAN(it->context.author_npc_kind));
}
else
{
AddFmt("%.*s no longer wants to converse with %.*s\n",HUMAN(it->context.author_npc_kind),HUMAN(it->action_argument.targeting));
speaking_to_you_helper=S8Lit("(Overheard conversation, they aren't speaking directly to you) ");
}
AddFmt("%.*s%s said \"%.*s\" to %.*s (you are %s)\n",S8VArg(speaking_to_you_helper),characters[it->context.author_npc_kind].name,TextChunkVArg(it->speech),S8VArg(target_string),characters[e->npc_kind].name);
}
if(no_longer_wants_to_converse)
{
if(it->action_argument.targeting==NPC_nobody)
{
AddFmt("%.*s no longer wants to converse with everybody\n",HUMAN(it->context.author_npc_kind));
}
else
{
AddFmt("%.*s no longer wants to converse with %.*s\n",HUMAN(it->context.author_npc_kind),HUMAN(it->action_argument.targeting));
}
}
#undef HUMAN
}
}
// if I said this, or it's the last memory, flush the current list as a user node
// if I said this, or it's the last memory, flush the current list as a user node