on if NPC have anything to say or not, this is very neat if a NPC is both
vendor and talker, if he has nothing to say you get into shop without
a talker dialog.
This fixes a bug were the last dialog node 0 always is choosen to be
displayed (chooseDialogNode()) if no other dialogs matches. Also if
dialog index 0 have requires_not which evaluates false it will be
chown anyway.
on if NPC have anything to say or not, this is very neat if a NPC is both vendor and talker, if he has nothing to say you get into shop without a talker dialog.
This fixes a bug were the last dialog node 0 always is choosen to be displayed (chooseDialogNode()) if no other dialogs matches. Also if dialog index 0 have requires_not which evaluates false it will be chown anyway.