Merge branch 'master' into ExtraMercs

This commit is contained in:
Asdow
2023-07-26 13:17:49 +03:00
754 changed files with 9435 additions and 74371 deletions
+19 -6
View File
@@ -1,7 +1,3 @@
#ifdef PRECOMPILEDHEADERS
#include "Tactical All.h"
#include "PreBattle Interface.h"
#else
#include "sgp.h"
//#include "soldier control.h"
#include "Encrypted File.h"
@@ -55,7 +51,6 @@
#include "los.h"
#include "qarray.h"
#include "Soldier Profile.h"
#endif
#include <vector>
#include "Auto Resolve.h"
@@ -1515,6 +1510,9 @@ BOOLEAN DelayedTacticalCharacterDialogue( SOLDIERTYPE *pSoldier, UINT16 usQuoteN
if( pSoldier->bAssignment == ASSIGNMENT_MINIEVENT )
return( FALSE );
if( pSoldier->bAssignment == ASSIGNMENT_REBELCOMMAND)
return( FALSE );
return( CharacterDialogue( pSoldier->ubProfile, usQuoteNum, pSoldier->iFaceIndex, DIALOGUE_TACTICAL_UI, TRUE, TRUE ) );
}
@@ -1574,6 +1572,9 @@ BOOLEAN TacticalCharacterDialogueWithSpecialEventEx( SOLDIERTYPE *pSoldier, UINT
if( pSoldier->bAssignment == ASSIGNMENT_MINIEVENT )
return( FALSE );
if( pSoldier->bAssignment == ASSIGNMENT_REBELCOMMAND)
return( FALSE );
}
return( CharacterDialogueWithSpecialEventEx( pSoldier->ubProfile, usQuoteNum, pSoldier->iFaceIndex, DIALOGUE_TACTICAL_UI, TRUE, FALSE, uiFlag, uiData1, uiData2, uiData3 ) );
@@ -1625,6 +1626,9 @@ BOOLEAN TacticalCharacterDialogue( SOLDIERTYPE *pSoldier, UINT16 usQuoteNum )
if( pSoldier->bAssignment == ASSIGNMENT_MINIEVENT )
return( FALSE );
if( pSoldier->bAssignment == ASSIGNMENT_REBELCOMMAND)
return( FALSE );
// OK, let's check if this is the exact one we just played, if so, skip.
if ( pSoldier->ubProfile == gTacticalStatus.ubLastQuoteProfileNUm &&
usQuoteNum == gTacticalStatus.ubLastQuoteSaid )
@@ -1717,6 +1721,9 @@ BOOLEAN SnitchTacticalCharacterDialogue( SOLDIERTYPE *pSoldier, UINT16 usQuoteNu
if( pSoldier->bAssignment == ASSIGNMENT_MINIEVENT )
return( FALSE );
if( pSoldier->bAssignment == ASSIGNMENT_REBELCOMMAND)
return( FALSE );
// OK, let's check if this is the exact one we just played, if so, skip.
//if ( pSoldier->ubProfile == gTacticalStatus.ubLastQuoteProfileNUm &&
// usQuoteNum == gTacticalStatus.ubLastQuoteSaid )
@@ -1774,6 +1781,9 @@ BOOLEAN AdditionalTacticalCharacterDialogue_CallsLua( SOLDIERTYPE *pSoldier, UIN
if( pSoldier->bAssignment == ASSIGNMENT_MINIEVENT )
return( FALSE );
if( pSoldier->bAssignment == ASSIGNMENT_REBELCOMMAND)
return( FALSE );
if ( AM_AN_EPC( pSoldier ) && !( gMercProfiles[pSoldier->ubProfile].ubMiscFlags & PROFILE_MISC_FLAG_FORCENPCQUOTE ) )
return( FALSE );
@@ -1802,7 +1812,7 @@ void AdditionalTacticalCharacterDialogue_AllInSector(INT16 aSectorX, INT16 aSect
if ( pSoldier->stats.bLife >= OKLIFE && pSoldier->bActive &&
pSoldier->ubProfile != ausIgnoreProfile &&
pSoldier->sSectorX == aSectorX && pSoldier->sSectorY == aSectorY && pSoldier->bSectorZ == aSectorZ &&
pSoldier->bAssignment != ASSIGNMENT_POW && pSoldier->bAssignment != IN_TRANSIT && pSoldier->bAssignment != ASSIGNMENT_MINIEVENT &&
pSoldier->bAssignment != ASSIGNMENT_POW && pSoldier->bAssignment != IN_TRANSIT && pSoldier->bAssignment != ASSIGNMENT_MINIEVENT && pSoldier->bAssignment != ASSIGNMENT_REBELCOMMAND &&
(aAroundGridno == NOWHERE || PythSpacesAway( pSoldier->sGridNo, aAroundGridno ) <= aRadius ) &&
!pSoldier->flags.fBetweenSectors )
{
@@ -2105,6 +2115,9 @@ BOOLEAN ExecuteCharacterDialogue( UINT8 ubCharacterNum, UINT16 usQuoteNum, INT32
if( pSoldier->bAssignment == ASSIGNMENT_MINIEVENT )
return( FALSE );
if( pSoldier->bAssignment == ASSIGNMENT_REBELCOMMAND)
return( FALSE );
// sleeping guys don't talk.. go to standby to talk
if( pSoldier->flags.fMercAsleep == TRUE )
{