character controller: handle the case when dialog file was not found without crashing
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@@ -187,7 +187,7 @@ local function Character(model_scene, start_transform, controllable, anim_scene,
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end
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self.target_rot_horizontal = self.target_rot_horizontal + diff.GetX()
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self.target_rot_vertical = math.clamp(self.target_rot_vertical + diff.GetY(), -math.pi * 0.3, math.pi * 0.4) -- vertical camers limits
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self.target_rot_vertical = math.clamp(self.target_rot_vertical + diff.GetY(), -math.pi * 0.3, math.pi * 0.4) -- vertical camera limits
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end
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-- Blend to current mood, blend out other moods:
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@@ -586,7 +586,7 @@ local ResolveCharacters = function(characterA, characterB)
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humanoidB.SetLookAt(headA)
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local facing_amount = vector.Dot(characterB:GetFacing(), vector.Subtract(characterA.position, characterB.position).Normalize())
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if #characterA.dialogs > 0 and conversation.state == ConversationState.Disabled and facing_amount > 0.8 then
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if characterA.dialogs ~= nil and #characterA.dialogs > 0 and conversation.state == ConversationState.Disabled and facing_amount > 0.8 then
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if input.Press(KEYBOARD_BUTTON_ENTER) or input.Press(GAMEPAD_BUTTON_2) then
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characterA:Turn(vector.Subtract(headB, headA):Normalize())
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conversation:Enter(characterA)
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