/***********************************\ NAMES \***********************************/ var int Talent_Names; //======================================== // Namen setzen //======================================== func void SetName(var int npc, var string nname) { var C_NPC slf; slf = Hlp_GetNpc(npc); if (!Hlp_IsValidNpc(slf)) { var zCPar_Symbol symb; symb = _^(MEM_GetSymbolByIndex(npc)); MEM_Warn(ConcatStrings("SetName failed! NPC does not exist in this world: ", symb.name)); return; }; if (TAL_GetValue(slf, Talent_Names)) { slf.name = nname; }; // Gothic 1 compatibility. Deviation in class variable name: oCNpc.name_1 (G2), oCNpc.name1 (G1) var oCNpc slf_int; slf_int = Hlp_GetNpc(npc); MEM_WriteStringArray(_@(slf_int)+MEM_NpcName_Offset, 1, nname); }; //======================================== // Namen anzeigen //======================================== func void ShowName(var int npc) { var C_NPC slf; slf = Hlp_GetNpc(npc); if (!Hlp_IsValidNpc(slf)) { var zCPar_Symbol symb; symb = _^(MEM_GetSymbolByIndex(npc)); MEM_Warn(ConcatStrings("ShowName failed! NPC does not exist in this world: ", symb.name)); return; }; TAL_SetValue(slf, Talent_Names, 1); // Gothic 1 compatibility. Deviation in class variable name: oCNpc.name_1 (G2), oCNpc.name1 (G1) var oCNpc slf_int; slf_int = Hlp_GetNpc(npc); var string name1; name1 = MEM_ReadStringArray(_@(slf_int)+MEM_NpcName_Offset, 1); MEM_WriteStringArray(_@(slf_int)+MEM_NpcName_Offset, 0, name1); };