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// unhandled USE
if (Verbs.UsedAction(eGA_Use)) {
// use inv on inv
if (type >= 5) player.Say(verbsData.unhandled_strings[eVerbGuiUnhandledUseInv]);
// use
else player.Say(verbsData.unhandled_strings[eVerbGuiUnhandledUse]);
git config --global core.autocrlf input
(IsInteractionAvailable (x, y, eModeUseinv) == 1)
character[verbsData.location_id].IsInteractionAvailable (eModeUseinv) == 1
// Giveto
else if (( verbsData.AGSCursorMode == eModeUseinv) && verbsData.location_type==eLocationCharacter && Verbs.IsAction(eGA_GiveTo)) {
lblAction.TextColor = verbsData.actionLabelColorHighlighted;
verbsData.ItemGiven=player.ActiveInventory;
Verbs.SetAction (eGA_Default);
if (verbsData.approachCharInteract == false) {
if (character[verbsData.location_id].IsInteractionAvailable (eModeUseinv) == 1) {
character[verbsData.location_id].RunInteraction(eModeUseinv);
}
}
else {
if (Verbs.GoToCharacter(character[verbsData.location_id], 0, verbsData.NPCfacingPlayer, 2)) {
if (character[verbsData.location_id].IsInteractionAvailable (eModeUseinv) == 1) {
character[verbsData.location_id].RunInteraction(eModeUseinv);
}
}
}
}
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