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Warhorse ScripBind documentation</div>
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<a href="C_ScriptBindDialog__C_ScriptBindDialog@C_DialogManager_.html"><img src="btn_prev_black.gif" border="0" alt="Previous" title="Previous" onmouseover="switchImage(this, 'btn_prev_black_hover.gif');" onmouseout="switchImage(this, 'btn_prev_black.gif');" /></a><a href="C_ScriptBindDialog.html"><img src="btn_up_black.gif" border="0" alt="Up" title="Up" onmouseover="switchImage(this, 'btn_up_black_hover.gif');" onmouseout="switchImage(this, 'btn_up_black.gif');" /></a><a href="C_ScriptBindDialog__AnalyzeRequest@IFunctionHandler__.html"><img src="btn_next_black.gif" border="0" alt="Next" title="Next" onmouseover="switchImage(this, 'btn_next_black_hover.gif');" onmouseout="switchImage(this, 'btn_next_black.gif');" /></a></div>
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C_ScriptBindDialog Methods</div>
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The methods of the C_ScriptBindDialog class are listed here.</p></div>
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<a href="C_ScriptBindDialog.html">C_ScriptBindDialog Class</a></p></div>
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<a onclick="toggleVisibilityStored('5075626C6963204D6574686F6473');" class="a_Element14"><img src="btn_collapse_2.gif" border="0" alt="" title="" id="img5075626C6963204D6574686F6473" />Public Methods</a></div>
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Name </div></td><td class="Element204" valign="top" width="60%">
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Description </div></td></tr><tr>
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<img src="indicator_method.gif" border="0" alt="" title="" /> </div></td><td class="Element202" valign="top" width="30%">
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<a href="C_ScriptBindDialog__AnalyzeRequest@IFunctionHandler__.html">AnalyzeRequest</a> </div></td><td class="Element206" valign="top" width="60%">
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Syntax: DialogModule.AnalyzeRequest()<br />Analyze dialog request situation. Checks if entities are in correct distance and facing correct directions.<br /> </div></td></tr><tr>
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<a href="C_ScriptBindDialog__ForceDialog@IFunctionHandler__@ScriptHandle@ScriptHandle.html">ForceDialog</a> </div></td><td class="Element206" valign="top" width="60%">
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Syntax: DialogModule.ForceDialog()<br />Start dialog between selected entities. This should not be used in standard situations. It overrides AI and does not care about entity positioning.<br /> </div></td></tr><tr>
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<a href="C_ScriptBindDialog__IsDialogInterruptibleByPlayer@IFunctionHandler__@framework__T_WUIDScriptType.html">IsDialogInterruptibleByPlayer</a> </div></td><td class="Element206" valign="top" width="60%">
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Syntax: DialogModule.IsDialogInterruptibleByPlayer(wuid)<br />return whether soul can be interrupted by another dialog from player<br /> </div></td></tr><tr>
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<a href="C_ScriptBindDialog__IsSequenceAvailable@IFunctionHandler_@wh__dialogmodule__T_SequenceId.html">IsSequenceAvailable</a> </div></td><td class="Element206" valign="top" width="60%">
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Syntax: DialogModule.IsSequenceAvailable(12345)<br />return true if sequence is not on cool down<br /> </div></td></tr><tr>
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<a href="C_ScriptBindDialog__IsSequenceUsed@IFunctionHandler_@wh__dialogmodule__T_SequenceId.html">IsSequenceUsed</a> </div></td><td class="Element206" valign="top" width="60%">
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Syntax: DialogModule.IsSequenceUsed(12345)<br />return true if sequence was selected at last once<br /> </div></td></tr><tr>
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<img src="indicator_method.gif" border="0" alt="" title="" /> </div></td><td class="Element202" valign="top" width="30%">
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<a href="C_ScriptBindDialog__IsSoulInDialog@IFunctionHandler__@framework__T_WUIDScriptType.html">IsSoulInDialog</a> </div></td><td class="Element206" valign="top" width="60%">
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Syntax: DialogModule.IsSoulInDialog(soulWuid)<br />return whether soul is currently in some dialog<br /> </div></td></tr><tr>
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<a href="C_ScriptBindDialog__ResetHaggle@IFunctionHandler__.html">ResetHaggle</a> </div></td><td class="Element206" valign="top" width="60%">
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Syntax: DialogModule.ResetHaggle()<br />Resets haggle attributes. Please call this at the end of every haggle otherwise ended haggle can interfered into future one<br /> </div></td></tr><tr>
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<a href="C_ScriptBindDialog__ResetHaveDialogCache@IFunctionHandler__.html">ResetHaveDialogCache</a> </div></td><td class="Element206" valign="top" width="60%">
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Syntax: DialogModule.ResetHaveDialogCache()<br />reset have dialog cache so NPC will evaluate dialog options next time interactor asks for it<br /> </div></td></tr><tr>
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<img src="indicator_method.gif" border="0" alt="" title="" /> </div></td><td class="Element202" valign="top" width="30%">
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<a href="C_ScriptBindDialog__ResetSequenceTimer@IFunctionHandler_@wh__dialogmodule__T_SequenceId.html">ResetSequenceTimer</a> </div></td><td class="Element206" valign="top" width="60%">
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Syntax: DialogModule.ResetSequenceTimer(12345)<br />resets sequence cool down and used flags<br /> </div></td></tr><tr>
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<a href="C_ScriptBindDialog__SetAIInteractionState@IFunctionHandler__@framework__T_WUIDScriptType@bool.html">SetAIInteractionState</a> </div></td><td class="Element206" valign="top" width="60%">
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Syntax: DialogModule.SetAIInteractionState(soulid, true)<br />notifies dialog that it should wait for AI until somebody call this function and set false<br /> </div></td></tr><tr>
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<a href="C_ScriptBindDialog__SetPlayerInteractiveState@IFunctionHandler__@char__.html">SetPlayerInteractiveState</a> </div></td><td class="Element206" valign="top" width="60%">
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Syntax: DialogModule.SetPlayerInteractiveState(stateName)<br />Sets interactive state for players dialog. StateName must correspond to E_D_InteractiveState enum<br /> </div></td></tr><tr>
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<a href="C_ScriptBindDialog__StartMonolog@IFunctionHandler__@ScriptHandle@T_TopicId.html">StartMonolog</a> </div></td><td class="Element206" valign="top" width="60%">
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Syntax: DialogModule.StartMonolog(entity, 2258)<br />Start monolog using dialog system. Specific topic can be selected.<br /> </div></td></tr></table></div></div>
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