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- Added new additional dialogue events for commenting upon other merc's skill/kills, comment during bandaging
For more info, see http://thepit.ja-galaxy-forum.com/index.php?t=msg&th=23604&goto=356522&#msg_356522 - renamed dialogue enum for clarity git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8648 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
@@ -765,7 +765,7 @@ void MercsContractIsFinished( UINT8 ubID )
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PauseGame();
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LockPauseState( 10 );
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TacticalCharacterDialogue( pSoldier, QUOTE_AIM_SEEN_MIKE );
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TacticalCharacterDialogue( pSoldier, QUOTE_NOT_GETTING_PAID_RPC );
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TacticalCharacterDialogueWithSpecialEvent( pSoldier, 0, DIALOGUE_SPECIAL_EVENT_CONTRACT_ENDING_NO_ASK_EQUIP, 0, 0 );
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@@ -1905,14 +1905,14 @@ BOOLEAN CharacterDialogue( UINT8 ubCharacterNum, UINT16 usQuoteNum, INT32 iFaceI
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{
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if ( gusSelectedSoldier != NOBODY )
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{
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AdditionalTacticalCharacterDialogue_CallsLua( MercPtrs[gusSelectedSoldier], ADE_DIALOGUE_REACTION, ubCharacterNum, usQuoteNum );
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AdditionalTacticalCharacterDialogue_CallsLua( MercPtrs[gusSelectedSoldier], ADE_DIALOGUE_REACTION, ubCharacterNum, usQuoteNum, ( gMercProfiles[ubCharacterNum].ubMiscFlags & PROFILE_MISC_FLAG_RECRUITED ) ? 1 : 0 );
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}
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}
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// if teammembers talk, anyone may answer
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else
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{
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// other teammembers might react to this line
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AdditionalTacticalCharacterDialogue_AllInSector( gWorldSectorX, gWorldSectorY, gbWorldSectorZ, ubCharacterNum, ADE_DIALOGUE_REACTION, ubCharacterNum, usQuoteNum );
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AdditionalTacticalCharacterDialogue_AllInSector( gWorldSectorX, gWorldSectorY, gbWorldSectorZ, ubCharacterNum, ADE_DIALOGUE_REACTION, ubCharacterNum, usQuoteNum, ( gMercProfiles[ubCharacterNum].ubMiscFlags & PROFILE_MISC_FLAG_RECRUITED ) ? 1 : 0 );
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}
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return( TRUE );
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@@ -77,10 +77,11 @@ enum DialogQuoteIDs
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QUOTE_BUDDY_1_GOOD,
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QUOTE_BUDDY_2_GOOD,
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QUOTE_LEARNED_TO_LIKE_WITNESSED,
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QUOTE_DELAY_CONTRACT_RENEWAL,
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QUOTE_DELAY_CONTRACT_RENEWAL, // unused
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QUOTE_NOT_GETTING_PAID = QUOTE_DELAY_CONTRACT_RENEWAL,
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QUOTE_AIM_SEEN_MIKE,
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QUOTE_PC_DROPPED_OMERTA = QUOTE_AIM_SEEN_MIKE,
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QUOTE_NOT_GETTING_PAID_RPC = QUOTE_PC_DROPPED_OMERTA,
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QUOTE_BLINDED,
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QUOTE_DEFINITE_CANT_DO,
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QUOTE_LISTEN_LIKABLE_PERSON,
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@@ -338,7 +339,7 @@ enum AdditionalDialogEvents
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{
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ADE_DISCOVER_ROOM = 0, // merc is the 1st one to explore this room
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ADE_DIALOGUE_REACTION, // someone else used a line, and we might answer to that
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ADE_OMERTA_ENTRY, // similar to an IMP, we can comment upon the initial Omerta landing
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ADE_MERC_ARRIVES, // a mercenary arrives in Arulco. aData1 is the profile of the arriving merc, aData2 is 1 if the player hasn't made contact with the rebels yet
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ADE_SECTOR_COMMENTARY, // similar to the rebel's quotes, this is called upon visiting a sector for the first time
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ADE_MERCHANT_CHAT, // we greet a merchant (used with non-profile merchants, in order to be a bit more lively)
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ADE_DIALOGUE_NPC_FRIENDLY, // in a conversation, we can say something when clicking on a button
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@@ -353,6 +354,11 @@ enum AdditionalDialogEvents
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ADE_GRENADEWARNING, // a delayed enemy grenade was dropped nearby
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ADE_CONSUMEITEM, // we applied an item to us
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ADE_NPC_DEATH, // someone died
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ADE_WITNESS_GOOD, // similar to comment upon buddy doing good.
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ADE_BANDAGE_PERFORM_BEGIN, // we bandage someone, aData1 is the profile of person
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ADE_BANDAGE_PERFORM_END, // we finished bandaging someone, aData1 is the profile of person
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ADE_BANDAGE_RECEIVE_BEGIN, // someone bandages us, aData1 is the profile of person
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ADE_BANDAGE_RECEIVE_END, // someone finished bandaging us, aData1 is the profile of person
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};
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// We call this function from several places. It uses the dialogue functions, but calls a Lua script to know whether something, and what, should be said
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@@ -668,7 +668,8 @@ UINT8 NumberOfMercsOnPlayerTeam()
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void HandleMercArrivesQuotes( SOLDIERTYPE *pSoldier )
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{
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INT8 cnt, bHated, bLastTeamID;
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UINT8 cnt, usLastTeamID;
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INT8 bHated;
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SOLDIERTYPE *pTeamSoldier;
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#ifdef JA2UB
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//if we are at the begining of the game going through the initial heli scequence
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@@ -689,18 +690,13 @@ void HandleMercArrivesQuotes( SOLDIERTYPE *pSoldier )
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{
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TacticalCharacterDialogue( pSoldier, QUOTE_PC_DROPPED_OMERTA );
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}
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// Flugente: additional dialogue
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else
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{
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AdditionalTacticalCharacterDialogue_CallsLua( pSoldier, ADE_OMERTA_ENTRY );
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}
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}
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// Check to see if anyone hates this merc and will now complain
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cnt = gTacticalStatus.Team[ gbPlayerNum ].bFirstID;
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bLastTeamID = gTacticalStatus.Team[ gbPlayerNum ].bLastID;
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usLastTeamID = gTacticalStatus.Team[ gbPlayerNum ].bLastID;
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//loop though all the mercs
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for ( pTeamSoldier = MercPtrs[ cnt ]; cnt <= bLastTeamID; cnt++,pTeamSoldier++)
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for ( pTeamSoldier = MercPtrs[ cnt ]; cnt <= usLastTeamID; ++cnt, ++pTeamSoldier)
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{
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if ( pTeamSoldier->bActive )
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{
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@@ -732,6 +728,9 @@ void HandleMercArrivesQuotes( SOLDIERTYPE *pSoldier )
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}
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}
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}
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// Flugente: additional dialogue
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AdditionalTacticalCharacterDialogue_CallsLua( pTeamSoldier, ADE_MERC_ARRIVES, pSoldier->ubProfile, ( gubQuest[QUEST_DELIVER_LETTER] == QUESTINPROGRESS ) ? 1 : 0 );
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}
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}
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}
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@@ -2498,7 +2498,7 @@ void EnterShopKeeperInterfaceScreen_NonNPC( INT8 ubArmsDealerID, UINT8 aMercID )
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// Flugente: additional dialogue
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if ( gusSelectedSoldier != NOBODY )
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AdditionalTacticalCharacterDialogue_CallsLua( MercPtrs[gusSelectedSoldier], ADE_MERCHANT_CHAT );
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AdditionalTacticalCharacterDialogue_CallsLua( MercPtrs[gusSelectedSoldier], ADE_MERCHANT_CHAT, ubArmsDealerID >= 0 ? (UINT32)ubArmsDealerID : 0 );
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LeaveTacticalScreen( SHOPKEEPER_SCREEN );
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}
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+13
-7
@@ -920,36 +920,38 @@ INT32 SkillCheck( SOLDIERTYPE * pSoldier, INT8 bReason, INT8 bChanceMod )
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{
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if ( OK_INSECTOR_MERC( pTeamSoldier ) )
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{
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bBuddyIndex = WhichBuddy( pTeamSoldier->ubProfile, pSoldier->ubProfile );
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if (bBuddyIndex >= 0 && SpacesAway( pSoldier->sGridNo, pTeamSoldier->sGridNo ) < 15)
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if ( SpacesAway( pSoldier->sGridNo, pTeamSoldier->sGridNo ) < 15 )
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{
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switch( bBuddyIndex )
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bBuddyIndex = WhichBuddy( pTeamSoldier->ubProfile, pSoldier->ubProfile );
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if ( bBuddyIndex >= 0 )
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{
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switch ( bBuddyIndex )
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{
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case 0:
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// buddy #1 did something good!
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TacticalCharacterDialogue( pTeamSoldier, QUOTE_BUDDY_1_GOOD );
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break;
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case 1:
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// buddy #2 did something good!
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TacticalCharacterDialogue( pTeamSoldier, QUOTE_BUDDY_2_GOOD );
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TacticalCharacterDialogue( pTeamSoldier, QUOTE_BUDDY_2_GOOD );
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break;
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case 2:
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// buddy #3 did something good!
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if( pTeamSoldier->ubWhatKindOfMercAmI == MERC_TYPE__AIM_MERC )
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if ( pTeamSoldier->ubWhatKindOfMercAmI == MERC_TYPE__AIM_MERC )
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TacticalCharacterDialogue( pTeamSoldier, QUOTE_AIM_BUDDY_3_GOOD );
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else
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TacticalCharacterDialogue( pTeamSoldier, QUOTE_NON_AIM_BUDDY_3_GOOD );
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break;
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case 3:
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// buddy #4 did something good!
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if( pTeamSoldier->ubWhatKindOfMercAmI == MERC_TYPE__AIM_MERC )
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if ( pTeamSoldier->ubWhatKindOfMercAmI == MERC_TYPE__AIM_MERC )
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TacticalCharacterDialogue( pTeamSoldier, QUOTE_AIM_BUDDY_4_GOOD );
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else
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TacticalCharacterDialogue( pTeamSoldier, QUOTE_NON_AIM_BUDDY_4_GOOD );
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break;
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case 4:
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// buddy #5 did something good!
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if( pTeamSoldier->ubWhatKindOfMercAmI == MERC_TYPE__AIM_MERC )
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if ( pTeamSoldier->ubWhatKindOfMercAmI == MERC_TYPE__AIM_MERC )
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TacticalCharacterDialogue( pTeamSoldier, QUOTE_AIM_BUDDY_5_GOOD );
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else
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TacticalCharacterDialogue( pTeamSoldier, QUOTE_NON_AIM_BUDDY_5_GOOD );
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@@ -960,7 +962,11 @@ INT32 SkillCheck( SOLDIERTYPE * pSoldier, INT8 bReason, INT8 bChanceMod )
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break;
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default:
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break;
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}
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}
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// Flugente: additional dialogue
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AdditionalTacticalCharacterDialogue_CallsLua( pTeamSoldier, ADE_WITNESS_GOOD, pSoldier->ubProfile, 1 );
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}
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}
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}
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+86
-48
@@ -3455,21 +3455,27 @@ void SayBuddyWitnessedQuoteFromKill( SOLDIERTYPE *pKillerSoldier, INT32 sGridNo,
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SOLDIERTYPE *pTeamSoldier;
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INT32 cnt;
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UINT16 usQuoteNum;
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BOOLEAN buddyquoteused = FALSE;
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// Loop through all our guys and randomly say one from someone in our sector
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// Flugente: as we only play a sound in 20% of all cases, pass that check first before going through all this stuff
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if ( !Chance( 20 ) )
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return;
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// set up soldier ptr as first element in mercptrs list
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cnt = gTacticalStatus.Team[ gbPlayerNum ].bFirstID;
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// run through list
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for ( pTeamSoldier = MercPtrs[ cnt ]; cnt <= gTacticalStatus.Team[ gbPlayerNum ].bLastID; cnt++,pTeamSoldier++ )
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for ( pTeamSoldier = MercPtrs[ cnt ]; cnt <= gTacticalStatus.Team[ gbPlayerNum ].bLastID; ++cnt, ++pTeamSoldier )
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{
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// Add guy if he's a candidate...
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if ( OK_INSECTOR_MERC( pTeamSoldier ) && !AM_AN_EPC( pTeamSoldier ) && !( pTeamSoldier->flags.uiStatusFlags & SOLDIER_GASSED ) && !(AM_A_ROBOT( pTeamSoldier )) && !pTeamSoldier->flags.fMercAsleep && !TileIsOutOfBounds(pTeamSoldier->sGridNo))
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if ( OK_INSECTOR_MERC( pTeamSoldier ) && !AM_AN_EPC( pTeamSoldier ) && !( pTeamSoldier->flags.uiStatusFlags & SOLDIER_GASSED ) && !(AM_A_ROBOT( pTeamSoldier ))
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&& !pTeamSoldier->flags.fMercAsleep && !TileIsOutOfBounds(pTeamSoldier->sGridNo) && pTeamSoldier->ubProfile != pKillerSoldier->ubProfile )
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{
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// Are we a buddy of killer?
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bTempBuddyIndex = WhichBuddy( pTeamSoldier->ubProfile, pKillerSoldier->ubProfile );
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if ( bTempBuddyIndex != -1 )
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{
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switch( bTempBuddyIndex )
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@@ -3523,8 +3529,7 @@ void SayBuddyWitnessedQuoteFromKill( SOLDIERTYPE *pKillerSoldier, INT32 sGridNo,
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{
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continue;
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}
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// Can we see location of killed?
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if ( SoldierTo3DLocationLineOfSightTest( pTeamSoldier, sGridNo, bLevel, 3, TRUE, CALC_FROM_ALL_DIRS ) == 0 )
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{
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@@ -3534,7 +3539,7 @@ void SayBuddyWitnessedQuoteFromKill( SOLDIERTYPE *pKillerSoldier, INT32 sGridNo,
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// OK, a good candidate...
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ubMercsInSector[ ubNumMercs ] = (UINT8)cnt;
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bBuddyIndex[ ubNumMercs ] = bTempBuddyIndex;
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ubNumMercs++;
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++ubNumMercs;
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}
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}
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}
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@@ -3542,53 +3547,86 @@ void SayBuddyWitnessedQuoteFromKill( SOLDIERTYPE *pKillerSoldier, INT32 sGridNo,
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// If we are > 0
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if ( ubNumMercs > 0 )
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{
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// Do random check here...
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if ( Random( 100 ) < 20 )
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ubChosenMerc = (UINT8)Random( ubNumMercs );
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switch( bBuddyIndex[ ubChosenMerc ] )
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{
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ubChosenMerc = (UINT8)Random( ubNumMercs );
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case 0:
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usQuoteNum = QUOTE_BUDDY_1_GOOD;
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MercPtrs[ ubMercsInSector[ ubChosenMerc ] ]->usQuoteSaidExtFlags |= SOLDIER_QUOTE_SAID_BUDDY_1_WITNESSED;
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break;
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switch( bBuddyIndex[ ubChosenMerc ] )
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case 1:
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usQuoteNum = QUOTE_BUDDY_2_GOOD;
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MercPtrs[ ubMercsInSector[ ubChosenMerc ] ]->usQuoteSaidExtFlags |= SOLDIER_QUOTE_SAID_BUDDY_2_WITNESSED;
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break;
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case 2:
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if( MercPtrs[ ubMercsInSector[ ubChosenMerc ] ]->ubWhatKindOfMercAmI == MERC_TYPE__AIM_MERC )
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usQuoteNum = QUOTE_AIM_BUDDY_3_GOOD;
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else
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usQuoteNum = QUOTE_NON_AIM_BUDDY_3_GOOD;
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MercPtrs[ ubMercsInSector[ ubChosenMerc ] ]->usQuoteSaidExtFlags |= SOLDIER_QUOTE_SAID_BUDDY_3_WITNESSED;
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break;
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case 3:
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if( MercPtrs[ ubMercsInSector[ ubChosenMerc ] ]->ubWhatKindOfMercAmI == MERC_TYPE__AIM_MERC )
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usQuoteNum = QUOTE_AIM_BUDDY_4_GOOD;
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else
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usQuoteNum = QUOTE_NON_AIM_BUDDY_4_GOOD;
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MercPtrs[ ubMercsInSector[ ubChosenMerc ] ]->usQuoteSaidExtFlags |= SOLDIER_QUOTE_SAID_BUDDY_4_WITNESSED;
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break;
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case 4:
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if( MercPtrs[ ubMercsInSector[ ubChosenMerc ] ]->ubWhatKindOfMercAmI == MERC_TYPE__AIM_MERC )
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usQuoteNum = QUOTE_AIM_BUDDY_5_GOOD;
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else
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usQuoteNum = QUOTE_NON_AIM_BUDDY_5_GOOD;
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MercPtrs[ ubMercsInSector[ ubChosenMerc ] ]->usQuoteSaidExtFlags |= SOLDIER_QUOTE_SAID_BUDDY_5_WITNESSED;
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break;
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case 5:
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usQuoteNum = QUOTE_LEARNED_TO_LIKE_WITNESSED;
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MercPtrs[ ubMercsInSector[ ubChosenMerc ] ]->usQuoteSaidExtFlags |= SOLDIER_QUOTE_SAID_BUDDY_6_WITNESSED;
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break;
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}
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TacticalCharacterDialogue( MercPtrs[ ubMercsInSector[ ubChosenMerc ] ], usQuoteNum );
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buddyquoteused = TRUE;
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}
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// Flugente: if we want to play a sound, but have not found a fitting buddy, try additional dialogue
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// this could be expensive, as we need quite a few sight tests here...
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if ( !buddyquoteused && pKillerSoldier->bTeam == gbPlayerNum )
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{
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cnt = gTacticalStatus.Team[gbPlayerNum].bFirstID;
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for ( pTeamSoldier = MercPtrs[cnt]; cnt <= gTacticalStatus.Team[gbPlayerNum].bLastID; ++cnt, ++pTeamSoldier )
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{
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// we do not exclude the buddies from above. If we get to this point, it might have been a buddy that already said his line. In that case additional dialogue might play other ones
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// Add guy if he's a candidate...
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if ( OK_INSECTOR_MERC( pTeamSoldier ) && !AM_AN_EPC( pTeamSoldier ) && !( pTeamSoldier->flags.uiStatusFlags & SOLDIER_GASSED ) && !( AM_A_ROBOT( pTeamSoldier ) )
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&& !pTeamSoldier->flags.fMercAsleep && !TileIsOutOfBounds( pTeamSoldier->sGridNo ) )//&& pTeamSoldier->ubProfile != pKillerSoldier->ubProfile )
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{
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case 0:
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usQuoteNum = QUOTE_BUDDY_1_GOOD;
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MercPtrs[ ubMercsInSector[ ubChosenMerc ] ]->usQuoteSaidExtFlags |= SOLDIER_QUOTE_SAID_BUDDY_1_WITNESSED;
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break;
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// TO LOS check to killed
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// Can we see location of killer?
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// not if we're the killer
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if ( pTeamSoldier->ubID != pKillerSoldier->ubID &&
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SoldierTo3DLocationLineOfSightTest( pTeamSoldier, pKillerSoldier->sGridNo, pKillerSoldier->pathing.bLevel, 3, TRUE, CALC_FROM_ALL_DIRS ) == 0 )
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{
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continue;
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}
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case 1:
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usQuoteNum = QUOTE_BUDDY_2_GOOD;
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MercPtrs[ ubMercsInSector[ ubChosenMerc ] ]->usQuoteSaidExtFlags |= SOLDIER_QUOTE_SAID_BUDDY_2_WITNESSED;
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break;
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// Can we see location of killed?
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if ( SoldierTo3DLocationLineOfSightTest( pTeamSoldier, sGridNo, bLevel, 3, TRUE, CALC_FROM_ALL_DIRS ) == 0 )
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{
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continue;
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}
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case 2:
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if( MercPtrs[ ubMercsInSector[ ubChosenMerc ] ]->ubWhatKindOfMercAmI == MERC_TYPE__AIM_MERC )
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usQuoteNum = QUOTE_AIM_BUDDY_3_GOOD;
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else
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usQuoteNum = QUOTE_NON_AIM_BUDDY_3_GOOD;
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MercPtrs[ ubMercsInSector[ ubChosenMerc ] ]->usQuoteSaidExtFlags |= SOLDIER_QUOTE_SAID_BUDDY_3_WITNESSED;
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break;
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case 3:
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if( MercPtrs[ ubMercsInSector[ ubChosenMerc ] ]->ubWhatKindOfMercAmI == MERC_TYPE__AIM_MERC )
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usQuoteNum = QUOTE_AIM_BUDDY_4_GOOD;
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else
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usQuoteNum = QUOTE_NON_AIM_BUDDY_4_GOOD;
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MercPtrs[ ubMercsInSector[ ubChosenMerc ] ]->usQuoteSaidExtFlags |= SOLDIER_QUOTE_SAID_BUDDY_4_WITNESSED;
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break;
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case 4:
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if( MercPtrs[ ubMercsInSector[ ubChosenMerc ] ]->ubWhatKindOfMercAmI == MERC_TYPE__AIM_MERC )
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usQuoteNum = QUOTE_AIM_BUDDY_5_GOOD;
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else
|
||||
usQuoteNum = QUOTE_NON_AIM_BUDDY_5_GOOD;
|
||||
MercPtrs[ ubMercsInSector[ ubChosenMerc ] ]->usQuoteSaidExtFlags |= SOLDIER_QUOTE_SAID_BUDDY_5_WITNESSED;
|
||||
break;
|
||||
|
||||
case 5:
|
||||
usQuoteNum = QUOTE_LEARNED_TO_LIKE_WITNESSED;
|
||||
MercPtrs[ ubMercsInSector[ ubChosenMerc ] ]->usQuoteSaidExtFlags |= SOLDIER_QUOTE_SAID_BUDDY_6_WITNESSED;
|
||||
break;
|
||||
AdditionalTacticalCharacterDialogue_CallsLua( pTeamSoldier, ADE_WITNESS_GOOD, pKillerSoldier->ubProfile, 0 );
|
||||
}
|
||||
TacticalCharacterDialogue( MercPtrs[ ubMercsInSector[ ubChosenMerc ] ], usQuoteNum );
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -4086,7 +4124,7 @@ BOOLEAN HandleSoldierDeath( SOLDIERTYPE *pSoldier , BOOLEAN *pfMadeCorpse )
|
||||
if ( pSoldier->ubProfile != NO_PROFILE )
|
||||
{
|
||||
AdditionalTacticalCharacterDialogue_AllInSector( pSoldier->sSectorX, pSoldier->sSectorY, pSoldier->bSectorZ, pSoldier->ubProfile, ADE_NPC_DEATH,
|
||||
pSoldier->ubProfile, pKillerSoldier ? pKillerSoldier->ubProfile : 0, pSoldier->ubBodyType );
|
||||
pSoldier->ubProfile, pKillerSoldier ? pKillerSoldier->ubProfile : NO_PROFILE, pSoldier->ubBodyType );
|
||||
}
|
||||
|
||||
// Remove mad as target, one he has died!
|
||||
|
||||
@@ -13040,6 +13040,10 @@ void SOLDIERTYPE::EVENT_SoldierBeginFirstAid( INT32 sGridNo, UINT8 ubDirection )
|
||||
{
|
||||
pTSoldier->SoldierGotoStationaryStance( );
|
||||
}
|
||||
|
||||
// Flugente: additional dialogue
|
||||
AdditionalTacticalCharacterDialogue_CallsLua( this, ADE_BANDAGE_PERFORM_BEGIN, pTSoldier->ubProfile );
|
||||
AdditionalTacticalCharacterDialogue_CallsLua( pTSoldier, ADE_BANDAGE_RECEIVE_BEGIN, this->ubProfile );
|
||||
}
|
||||
}
|
||||
|
||||
@@ -13533,13 +13537,13 @@ void SOLDIERTYPE::InternalReceivingSoldierCancelServices( BOOLEAN fPlayEndAnim )
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
// Flugente: additional dialogue
|
||||
AdditionalTacticalCharacterDialogue_CallsLua( pTSoldier, ADE_BANDAGE_PERFORM_END, this->ubProfile );
|
||||
AdditionalTacticalCharacterDialogue_CallsLua( this, ADE_BANDAGE_RECEIVE_END, pTSoldier->ubProfile );
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
|
||||
@@ -13595,7 +13599,6 @@ void SOLDIERTYPE::InternalGivingSoldierCancelServices( BOOLEAN fPlayEndAnim )
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
void SOLDIERTYPE::GivingSoldierCancelServices( void )
|
||||
|
||||
@@ -9880,7 +9880,7 @@ STR16 szMercCompareWebSite[] =
|
||||
|
||||
STR16 szMercCompareEventText[]=
|
||||
{
|
||||
L"%s朝我开枪!", //L"%s shot at me!",
|
||||
L"%s朝我开枪!", //L"%s shot me!",
|
||||
L"%s背着我耍阴招", //L"%s is scheming behind my back",
|
||||
L"%s干扰我的工作", //L"%s interfered in my business",
|
||||
L"%s和敌人是一伙的", //L"%s is friends with my enemy",
|
||||
|
||||
@@ -9878,7 +9878,7 @@ STR16 szMercCompareWebSite[] = // TODO.Translate
|
||||
L"-Konrad C., Corrective law enforcement-",
|
||||
L"I've always been a loner, so joining a team was hard for me. Your insight showed me how to become part of a team. You've been a big help!",
|
||||
L"-Grant W., Snake charmer-",
|
||||
L"In my line of work, you need to trust every member of your team 100%. That's why we went to the experts - we went to MeLoDY.",
|
||||
L"In my line of work, you need to trust every member of your team 100%%. That's why we went to the experts - we went to MeLoDY.",
|
||||
L"-Halle L., SPK-",
|
||||
L"I'll be the first to admit our crew was a rather illustrious assortion of characters, and we ran into some scuffles. But we learned to respect each other, and now complement each other perfectly.",
|
||||
L"-Michael C., NASA-",
|
||||
@@ -9897,7 +9897,7 @@ STR16 szMercCompareWebSite[] = // TODO.Translate
|
||||
|
||||
STR16 szMercCompareEventText[]=
|
||||
{
|
||||
L"%s shot at me!",
|
||||
L"%s shot me!",
|
||||
L"%s is scheming behind my back",
|
||||
L"%s interfered in my business",
|
||||
L"%s is friends with my enemy",
|
||||
|
||||
@@ -9861,7 +9861,7 @@ STR16 szMercCompareWebSite[] =
|
||||
L"-Konrad C., Corrective law enforcement-",
|
||||
L"I've always been a loner, so joining a team was hard for me. Your insight showed me how to become part of a team. You've been a big help!",
|
||||
L"-Grant W., Snake charmer-",
|
||||
L"In my line of work, you need to trust every member of your team 100%. That's why we went to the experts - we went to MeLoDY.",
|
||||
L"In my line of work, you need to trust every member of your team 100%%. That's why we went to the experts - we went to MeLoDY.",
|
||||
L"-Halle L., SPK-",
|
||||
L"I'll be the first to admit our crew was a rather illustrious assortion of characters, and we ran into some scuffles. But we learned to respect each other, and now complement each other perfectly.",
|
||||
L"-Michael C., NASA-",
|
||||
@@ -9880,7 +9880,7 @@ STR16 szMercCompareWebSite[] =
|
||||
|
||||
STR16 szMercCompareEventText[]=
|
||||
{
|
||||
L"%s shot at me!",
|
||||
L"%s shot me!",
|
||||
L"%s is scheming behind my back",
|
||||
L"%s interfered in my business",
|
||||
L"%s is friends with my enemy",
|
||||
|
||||
@@ -9860,7 +9860,7 @@ STR16 szMercCompareWebSite[] = // TODO.Translate
|
||||
L"-Konrad C., Corrective law enforcement-",
|
||||
L"I've always been a loner, so joining a team was hard for me. Your insight showed me how to become part of a team. You've been a big help!",
|
||||
L"-Grant W., Snake charmer-",
|
||||
L"In my line of work, you need to trust every member of your team 100%. That's why we went to the experts - we went to MeLoDY.",
|
||||
L"In my line of work, you need to trust every member of your team 100%%. That's why we went to the experts - we went to MeLoDY.",
|
||||
L"-Halle L., SPK-",
|
||||
L"I'll be the first to admit our crew was a rather illustrious assortion of characters, and we ran into some scuffles. But we learned to respect each other, and now complement each other perfectly.",
|
||||
L"-Michael C., NASA-",
|
||||
@@ -9879,7 +9879,7 @@ STR16 szMercCompareWebSite[] = // TODO.Translate
|
||||
|
||||
STR16 szMercCompareEventText[]=
|
||||
{
|
||||
L"%s shot at me!",
|
||||
L"%s shot me!",
|
||||
L"%s is scheming behind my back",
|
||||
L"%s interfered in my business",
|
||||
L"%s is friends with my enemy",
|
||||
|
||||
@@ -9690,7 +9690,7 @@ STR16 szMercCompareWebSite[] = // TODO.Translate
|
||||
L"-Konrad C., Corrective law enforcement-",
|
||||
L"I've always been a loner, so joining a team was hard for me. Your insight showed me how to become part of a team. You've been a big help!",
|
||||
L"-Grant W., Snake charmer-",
|
||||
L"In my line of work, you need to trust every member of your team 100%. That's why we went to the experts - we went to MeLoDY.",
|
||||
L"In my line of work, you need to trust every member of your team 100%%. That's why we went to the experts - we went to MeLoDY.",
|
||||
L"-Halle L., SPK-",
|
||||
L"I'll be the first to admit our crew was a rather illustrious assortion of characters, and we ran into some scuffles. But we learned to respect each other, and now complement each other perfectly.",
|
||||
L"-Michael C., NASA-",
|
||||
@@ -9709,7 +9709,7 @@ STR16 szMercCompareWebSite[] = // TODO.Translate
|
||||
|
||||
STR16 szMercCompareEventText[]=
|
||||
{
|
||||
L"%s shot at me!",
|
||||
L"%s shot me!",
|
||||
L"%s is scheming behind my back",
|
||||
L"%s interfered in my business",
|
||||
L"%s is friends with my enemy",
|
||||
|
||||
@@ -9869,7 +9869,7 @@ STR16 szMercCompareWebSite[] = // TODO.Translate
|
||||
L"-Konrad C., Corrective law enforcement-",
|
||||
L"I've always been a loner, so joining a team was hard for me. Your insight showed me how to become part of a team. You've been a big help!",
|
||||
L"-Grant W., Snake charmer-",
|
||||
L"In my line of work, you need to trust every member of your team 100%. That's why we went to the experts - we went to MeLoDY.",
|
||||
L"In my line of work, you need to trust every member of your team 100%%. That's why we went to the experts - we went to MeLoDY.",
|
||||
L"-Halle L., SPK-",
|
||||
L"I'll be the first to admit our crew was a rather illustrious assortion of characters, and we ran into some scuffles. But we learned to respect each other, and now complement each other perfectly.",
|
||||
L"-Michael C., NASA-",
|
||||
@@ -9888,7 +9888,7 @@ STR16 szMercCompareWebSite[] = // TODO.Translate
|
||||
|
||||
STR16 szMercCompareEventText[]=
|
||||
{
|
||||
L"%s shot at me!",
|
||||
L"%s shot me!",
|
||||
L"%s is scheming behind my back",
|
||||
L"%s interfered in my business",
|
||||
L"%s is friends with my enemy",
|
||||
|
||||
@@ -9882,7 +9882,7 @@ STR16 szMercCompareWebSite[] = // TODO.Translate
|
||||
L"-Konrad C., Corrective law enforcement-",
|
||||
L"I've always been a loner, so joining a team was hard for me. Your insight showed me how to become part of a team. You've been a big help!",
|
||||
L"-Grant W., Snake charmer-",
|
||||
L"In my line of work, you need to trust every member of your team 100%. That's why we went to the experts - we went to MeLoDY.",
|
||||
L"In my line of work, you need to trust every member of your team 100%%. That's why we went to the experts - we went to MeLoDY.",
|
||||
L"-Halle L., SPK-",
|
||||
L"I'll be the first to admit our crew was a rather illustrious assortion of characters, and we ran into some scuffles. But we learned to respect each other, and now complement each other perfectly.",
|
||||
L"-Michael C., NASA-",
|
||||
@@ -9901,7 +9901,7 @@ STR16 szMercCompareWebSite[] = // TODO.Translate
|
||||
|
||||
STR16 szMercCompareEventText[]=
|
||||
{
|
||||
L"%s shot at me!",
|
||||
L"%s shot me!",
|
||||
L"%s is scheming behind my back",
|
||||
L"%s interfered in my business",
|
||||
L"%s is friends with my enemy",
|
||||
|
||||
Reference in New Issue
Block a user