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New merc (somewhat): Similar to Larry's two personalities, Buns now has an alternate personality as well.
For more info, see http://thepit.ja-galaxy-forum.com/index.php?t=tree&th=23806&goto=354149&#msg_354149 git-svn-id: https://ja2svn.mooo.com/source/ja2_v1.13_data@2430 4f8fa57e-7814-0410-bad4-adc449f26b7c
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@@ -68,18 +68,57 @@ Quests =
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Profil =
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Profil =
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{
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{
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BARRY = 0,
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BLOOD = 1,
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LYNX = 2,
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LYNX = 2,
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GRIZZLY = 3,
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VICKI = 4,
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TREVOR = 5,
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GRUNTY = 6,
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GRUNTY = 6,
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IVAN = 7,
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STEROID = 8,
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IGOR = 9,
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SHADOW = 10,
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RED = 11,
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REAPER = 12,
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FIDEL = 13,
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FOX = 14,
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SIDNEY = 15,
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SIDNEY = 15,
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GUS = 16,
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BUNS = 17,
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BUNS = 17,
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ICE = 18,
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ICE = 18,
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SPIDER = 19,
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CLIFF = 20,
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BULL = 21,
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HITMAN = 22,
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HITMAN = 22,
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BUZZ = 23,
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RAIDER = 24,
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RAIDER = 24,
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RAVEN = 25,
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RAVEN = 25,
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STATIC = 26,
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LEN = 27,
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DANNY = 28,
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MAGIC = 29,
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STEPHEN = 30,
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STEPHEN = 30,
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SCULLY = 31,
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MALICE = 32,
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DRQ = 33,
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NAILS = 34,
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THOR = 35,
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THOR = 35,
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SCOPE = 36,
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SCOPE = 36,
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WOLF = 37,
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MD = 38,
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MELTDOWN = 39,
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BIFF = 40,
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HAYWIRE = 41,
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GASKET = 42,
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RAZOR = 43,
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FLO = 44,
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GUMPY = 45,
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GUMPY = 45,
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LARRY = 46,
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LARRY_STONED = 47,
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COUGAR = 48,
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NUMB = 49,
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BUBBA = 50,
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MIGUEL = 57,
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MIGUEL = 57,
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CARLOS = 58,
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CARLOS = 58,
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IRA = 59,
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IRA = 59,
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@@ -181,7 +220,8 @@ Profil =
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CARL = 158,
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CARL = 158,
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LAURA = 175,
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LAURA = 175,
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RUDOLF = 177,
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RUDOLF = 177,
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NO_PROFILE = 200,
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SKITZ = 179,
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BUNS_CHAOTIC = 215,
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MOUSE = 245,
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MOUSE = 245,
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STELLA = 248,
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STELLA = 248,
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}
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}
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@@ -2785,8 +2825,9 @@ DialogueActionEvent =
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ADE_SEX = 11, -- does exactly what you think it does
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ADE_SEX = 11, -- does exactly what you think it does
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ADE_WEATHERCHANGE = 12, -- the weather has changed in the current sector, and we can warn the player about that, aData1 is of Weather
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ADE_WEATHERCHANGE = 12, -- the weather has changed in the current sector, and we can warn the player about that, aData1 is of Weather
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ADE_SKILL_RESULT = 13, -- we used a skill, and comment on the result, aData1 is of Skill, aData2 indicates whether it was a success (1) or failure (0)
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ADE_SKILL_RESULT = 13, -- we used a skill, and comment on the result, aData1 is of Skill, aData2 indicates whether it was a success (1) or failure (0)
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ADE_GRENADEWARNING = 14, -- a delayed enemy grenade was dropped nearby, and we can shout a warning
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ADE_GRENADEWARNING = 14, -- a delayed enemy grenade was dropped nearby, and we can shout a warning, aData1 is the itemnumber of the grenade
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ADE_CONSUMEITEM = 15, -- we applied an item to us, aData1 is the item index
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ADE_CONSUMEITEM = 15, -- we applied an item to us, aData1 is the item index
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ADE_NPC_DEATH = 16, -- someone died, aData1 is the profile of the dead NPC, aData2 the profile of the killer, aData3 the bodytype of the dead
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}
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}
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-- functions used here:
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-- functions used here:
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@@ -2809,64 +2850,77 @@ DialogueActionEvent =
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-- aData1, aData2, aData3 are additional data, see event description on what they do in each event
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-- aData1, aData2, aData3 are additional data, see event description on what they do in each event
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function HandleAdditionalDialogue(sSectorX, sSectorY, bSectorZ, ubProfile, iFaceIndex, usEventNr, aData1, aData2, aData3 )
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function HandleAdditionalDialogue(sSectorX, sSectorY, bSectorZ, ubProfile, iFaceIndex, usEventNr, aData1, aData2, aData3 )
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if ( ubProfile == Profil.BUNS ) then
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if ( ubProfile == Profil.BUNS_CHAOTIC ) then
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-- merc is the 1st one to explore this room, aData1 indicates the room in this event
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if ( usEventNr == DialogueActionEvent.ADE_DISCOVER_ROOM ) then
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-- surface sectors
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if ( bSectorZ == 0 ) then
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-- Omerta
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if ( (sSectorY == SectorY.MAP_ROW_A) and ( (sSectorX == 9) or (sSectorX == 10) ) ) then
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-- We use a random comment on the derelict houses in Omerta whenever we enter a room. As there are quite a few of those, don't always do so, otherwise this can be annoying
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choicenr = math.random(1, 25)
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if ( choicenr == 1 ) then SetAdditionalDialogue(ubProfile, iFaceIndex, "Speech//Additional//Buns//emptyhouse.ogg", "Hello? Anyone there? Hmm. It seems that this place is as quiet as a tomb.")
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end
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end
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end
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-- we can 'react' on what lines other people use
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-- we can 'react' on what lines other people use
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-- this happens when we are in the same sector, awake and concious
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-- this happens when we are in the same sector, awake and concious
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-- aData1 indicates the profile number in this event
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-- aData1 indicates the profile number in this event
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-- aData2 indicates the specific voice line we react to
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-- aData2 indicates the specific voice line we react to
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elseif ( usEventNr == DialogueActionEvent.ADE_DIALOGUE_REACTION ) then
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if ( usEventNr == DialogueActionEvent.ADE_DIALOGUE_REACTION ) then
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if ( aData1 == Profil.FRED ) then
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if ( aData1 == Profil.FRED ) then
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if ( aData2 == 12 ) then SetAdditionalDialogue(ubProfile, iFaceIndex, "Speech//Additional//Buns//fred0.ogg", "Pleasant fellow, I suppose, but too honest for his own good.")
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if ( aData2 == 12 ) then SetAdditionalDialogue(ubProfile, iFaceIndex, "Speech//Additional//Buns_chaotic//nicebutharmless.MP3", "Pleasant fellow, I suppose, but too honest for his own good.")
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end
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end
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elseif ( aData1 == Profil.JOEY ) then
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elseif ( aData1 == Profil.ELLIOT ) then
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if ( aData2 == 0 ) then SetAdditionalDialogue(ubProfile, iFaceIndex, "Speech//Additional//Buns//joey0.ogg", "Ah, clever little fellow. Do not turn your back on this one.")
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if ( aData2 == 0 ) then SetAdditionalDialogue(ubProfile, iFaceIndex, "Speech//Additional//Buns_chaotic//elliot.mp3", "Death doesn't seem to have kept him from talking.")
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end
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elseif ( aData1 == Profil.PABLO ) then
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if ( aData2 == 2 ) then SetAdditionalDialogue(ubProfile, iFaceIndex, "Speech//Additional//Buns//pablo2.ogg", "Lying pig.")
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end
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elseif ( aData1 == Profil.ARMAND ) then
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if ( aData2 == 14 ) then SetAdditionalDialogue(ubProfile, iFaceIndex, "Speech//Additional//Buns//armand0.ogg", "A very distinguished gentleman. I only hope he's telling the truth.")
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end
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end
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end
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end
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-- we applied an item to us, aData1 is the item index
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elseif ( usEventNr == DialogueActionEvent.ADE_SECTOR_COMMENTARY ) then
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elseif ( usEventNr == DialogueActionEvent.ADE_CONSUMEITEM ) then
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-- surface sectors
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if ( bSectorZ == 0 ) then
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-- Alma base
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if ( (sSectorX == 13) and (sSectorY == SectorY.MAP_ROW_H) ) then SetAdditionalDialogue(ubProfile, iFaceIndex, "Speech//Additional//Buns_chaotic//almabase.mp3", "This must be where the savant has set up shop. Very impressive.")
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-- Hicks farm
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elseif ( (sSectorX == 10) and (sSectorY == SectorY.MAP_ROW_F) ) then SetAdditionalDialogue(ubProfile, iFaceIndex, "Speech//Additional//Buns_chaotic//hicksfarm.ogg", "Nothing but crude brutes. The savant would not ally with them... at least... I hope not.")
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end
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end
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-- aData1 is the itemnumber of the grenade
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elseif ( usEventNr == DialogueActionEvent.ADE_GRENADEWARNING ) then
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SetAdditionalDialogue(ubProfile, iFaceIndex, "Speech//Additional//Buns_chaotic//grenadewarning.ogg", "Be careful, it would probably burn your legs right off!")
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-- someone died, aData1 is the profile of the dead NPC, aData2 the profile of the killer, aData3 the bodytype of the dead
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elseif ( usEventNr == DialogueActionEvent.ADE_NPC_DEATH ) then
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if ( aData2 == Profil.BUNS_CHAOTIC ) then SetAdditionalDialogue(ubProfile, iFaceIndex, "Speech//Additional//Buns_chaotic//friendlyfire.MP3", "So sorry. I slipped.")
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elseif ( (aData1 == Profil.BUZZ) or
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(aData1 == Profil.MELTDOWN) or
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(aData1 == Profil.ANNIE) or
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(aData1 == Profil.MADAME) or
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(aData1 == Profil.DOREEN) ) then
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SetAdditionalDialogue(ubProfile, iFaceIndex, "Speech//Additional//Buns_chaotic//likedfemaledeath.MP3", "Her blood will be avenged.")
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elseif ( (aData1 == Profil.REAPER) or
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(aData1 == Profil.HAYWIRE) or
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(aData1 == Profil.RAZOR) or
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(aData1 == Profil.SLAY) or
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(aData1 == Profil.CARMEN) or
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(aData1 == Profil.JOE) or
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(aData1 == Profil.CHRIS) or
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(aData1 == Profil.KINGPIN) or
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(aData1 == Profil.MIKE) or
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(aData1 == Profil.SKITZ) ) then
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SetAdditionalDialogue(ubProfile, iFaceIndex, "Speech//Additional//Buns_chaotic//likedmaledeath.MP3", "Very sad. But he was weak.")
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if ( aData1 == 1752 ) then SetAdditionalDialogue(ubProfile, iFaceIndex, "Speech//Additional//Buns//painkillers.ogg", "Not so bad now.")
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elseif ( aData1 == 235 ) then SetAdditionalDialogue(ubProfile, iFaceIndex, "Speech//Additional//Buns//regenbooster.ogg", "I am better now.")
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end
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end
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end
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end
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end
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end
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end
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end
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