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determine npc_owner ealier so that talking to muted owned npc works
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@ -3104,6 +3104,12 @@ function yl_speak_up.talk(self, clicker)
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return
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end
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local npc_id = self.yl_speak_up.id
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local n_id = "n_" .. npc_id
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-- remember whom the npc belongs to (as long as we still have self.owner available for easy access)
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yl_speak_up.npc_owner[ n_id ] = self.owner
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local pname = clicker:get_player_name()
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if not self.yl_speak_up or not self.yl_speak_up.talk or self.yl_speak_up.talk~=true then
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@ -3123,9 +3129,6 @@ function yl_speak_up.talk(self, clicker)
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minetest.chat_send_player(pname, "This NPC is muted. It will only talk to you.")
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end
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local npc_id = self.yl_speak_up.id
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local n_id = "n_" .. npc_id
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yl_speak_up.speak_to[pname] = {}
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yl_speak_up.speak_to[pname].n_id = n_id -- Memorize which player talks to which NPC
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yl_speak_up.speak_to[pname].dialog = load_dialog(n_id) -- Load the dialog and see what we can do with it
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@ -3133,8 +3136,6 @@ function yl_speak_up.talk(self, clicker)
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yl_speak_up.speak_to[pname].option_index = 1
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yl_speak_up.speak_to[pname].obj = self.object
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-- remember whom the npc belongs to (as long as we still have self.owner available for easy access)
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yl_speak_up.npc_owner[ n_id ] = self.owner
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minetest.show_formspec(pname, "yl_speak_up:talk", get_fs_talkdialog(clicker, n_id))
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end
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