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/// TIP: When adding choices to the dialog, `self` is automatically set to the dialog owner, so you don't need to call this function before `Info_AddChoice()`.
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///
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/// @param slf Next talking NPC
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func void zMul_Next(var C_NPC slf) {};
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/// @global self will be set to the given NPC
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/// @param npc Next talking NPC
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func void zMul_Next(var C_NPC npc) {};
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/// Finishes the Multilogue
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/// Finishes the multilog
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/// TIP: Since `v0.1.10`, when calling `AI_StopProcessInfos()` there is no need to call `zMul_Finish()`.
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func void zMul_Finish() {};
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/// Makes invited NPC's wait for `slf` and each other
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/// Makes invited NPC's wait for `npc` and each other.
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///
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/// @param slf NPC to wait for
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func void zMul_Wait(var C_NPCslf) {};
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/// @param npc NPC to wait for
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func void zMul_Wait(var C_NPCnpc) {};
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/// Enables/disables auto-turning of the NPCs
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/// `talker`->`hero` and `hero`->`talker`
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/// @param autoTurn `1` = enabled, `0` = disabled
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func void zMul_AutoTurn(var int autoTurn) {};
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/// Continues the Multilogue to the next dialog choice
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/// Call it instead of `zMul_Finish` if you want to continue the dialog
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/// Must be called before `Info_AddChoice`
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/// [deprecated] Continues the multilog to the next dialog choice.
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/// Must be called before `Info_AddChoice`.
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func void zMul_Continue() {};
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/// Enables/disables automatic multilog mode, camera and NPC turning.
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///
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/// @param TRUE to enable, FALSE to disable
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func void zMul_Auto(var int enable) {};
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/// Enables/disables automatic multilog mode.
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///
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/// @param TRUE to enable, FALSE to disable
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func void zMul_AutoMode(var int enable) {};
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/// Enables/disables automatic NPC turning.
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/// NOTE: When enabled in manual mode, self and hero will be turning to each other.
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