- 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:
Flugente
2019-01-21 19:39:07 +00:00
parent 98cab67624
commit 0ab562c29e
15 changed files with 138 additions and 86 deletions
+1 -1
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@@ -765,7 +765,7 @@ void MercsContractIsFinished( UINT8 ubID )
PauseGame();
LockPauseState( 10 );
TacticalCharacterDialogue( pSoldier, QUOTE_AIM_SEEN_MIKE );
TacticalCharacterDialogue( pSoldier, QUOTE_NOT_GETTING_PAID_RPC );
TacticalCharacterDialogueWithSpecialEvent( pSoldier, 0, DIALOGUE_SPECIAL_EVENT_CONTRACT_ENDING_NO_ASK_EQUIP, 0, 0 );
+2 -2
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@@ -1905,14 +1905,14 @@ BOOLEAN CharacterDialogue( UINT8 ubCharacterNum, UINT16 usQuoteNum, INT32 iFaceI
{
if ( gusSelectedSoldier != NOBODY )
{
AdditionalTacticalCharacterDialogue_CallsLua( MercPtrs[gusSelectedSoldier], ADE_DIALOGUE_REACTION, ubCharacterNum, usQuoteNum );
AdditionalTacticalCharacterDialogue_CallsLua( MercPtrs[gusSelectedSoldier], ADE_DIALOGUE_REACTION, ubCharacterNum, usQuoteNum, ( gMercProfiles[ubCharacterNum].ubMiscFlags & PROFILE_MISC_FLAG_RECRUITED ) ? 1 : 0 );
}
}
// if teammembers talk, anyone may answer
else
{
// other teammembers might react to this line
AdditionalTacticalCharacterDialogue_AllInSector( gWorldSectorX, gWorldSectorY, gbWorldSectorZ, ubCharacterNum, ADE_DIALOGUE_REACTION, ubCharacterNum, usQuoteNum );
AdditionalTacticalCharacterDialogue_AllInSector( gWorldSectorX, gWorldSectorY, gbWorldSectorZ, ubCharacterNum, ADE_DIALOGUE_REACTION, ubCharacterNum, usQuoteNum, ( gMercProfiles[ubCharacterNum].ubMiscFlags & PROFILE_MISC_FLAG_RECRUITED ) ? 1 : 0 );
}
return( TRUE );
+8 -2
View File
@@ -77,10 +77,11 @@ enum DialogQuoteIDs
QUOTE_BUDDY_1_GOOD,
QUOTE_BUDDY_2_GOOD,
QUOTE_LEARNED_TO_LIKE_WITNESSED,
QUOTE_DELAY_CONTRACT_RENEWAL,
QUOTE_DELAY_CONTRACT_RENEWAL, // unused
QUOTE_NOT_GETTING_PAID = QUOTE_DELAY_CONTRACT_RENEWAL,
QUOTE_AIM_SEEN_MIKE,
QUOTE_PC_DROPPED_OMERTA = QUOTE_AIM_SEEN_MIKE,
QUOTE_NOT_GETTING_PAID_RPC = QUOTE_PC_DROPPED_OMERTA,
QUOTE_BLINDED,
QUOTE_DEFINITE_CANT_DO,
QUOTE_LISTEN_LIKABLE_PERSON,
@@ -338,7 +339,7 @@ enum AdditionalDialogEvents
{
ADE_DISCOVER_ROOM = 0, // merc is the 1st one to explore this room
ADE_DIALOGUE_REACTION, // someone else used a line, and we might answer to that
ADE_OMERTA_ENTRY, // similar to an IMP, we can comment upon the initial Omerta landing
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
ADE_SECTOR_COMMENTARY, // similar to the rebel's quotes, this is called upon visiting a sector for the first time
ADE_MERCHANT_CHAT, // we greet a merchant (used with non-profile merchants, in order to be a bit more lively)
ADE_DIALOGUE_NPC_FRIENDLY, // in a conversation, we can say something when clicking on a button
@@ -353,6 +354,11 @@ enum AdditionalDialogEvents
ADE_GRENADEWARNING, // a delayed enemy grenade was dropped nearby
ADE_CONSUMEITEM, // we applied an item to us
ADE_NPC_DEATH, // someone died
ADE_WITNESS_GOOD, // similar to comment upon buddy doing good.
ADE_BANDAGE_PERFORM_BEGIN, // we bandage someone, aData1 is the profile of person
ADE_BANDAGE_PERFORM_END, // we finished bandaging someone, aData1 is the profile of person
ADE_BANDAGE_RECEIVE_BEGIN, // someone bandages us, aData1 is the profile of person
ADE_BANDAGE_RECEIVE_END, // someone finished bandaging us, aData1 is the profile of person
};
// 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
+7 -8
View File
@@ -668,7 +668,8 @@ UINT8 NumberOfMercsOnPlayerTeam()
void HandleMercArrivesQuotes( SOLDIERTYPE *pSoldier )
{
INT8 cnt, bHated, bLastTeamID;
UINT8 cnt, usLastTeamID;
INT8 bHated;
SOLDIERTYPE *pTeamSoldier;
#ifdef JA2UB
//if we are at the begining of the game going through the initial heli scequence
@@ -689,18 +690,13 @@ void HandleMercArrivesQuotes( SOLDIERTYPE *pSoldier )
{
TacticalCharacterDialogue( pSoldier, QUOTE_PC_DROPPED_OMERTA );
}
// Flugente: additional dialogue
else
{
AdditionalTacticalCharacterDialogue_CallsLua( pSoldier, ADE_OMERTA_ENTRY );
}
}
// Check to see if anyone hates this merc and will now complain
cnt = gTacticalStatus.Team[ gbPlayerNum ].bFirstID;
bLastTeamID = gTacticalStatus.Team[ gbPlayerNum ].bLastID;
usLastTeamID = gTacticalStatus.Team[ gbPlayerNum ].bLastID;
//loop though all the mercs
for ( pTeamSoldier = MercPtrs[ cnt ]; cnt <= bLastTeamID; cnt++,pTeamSoldier++)
for ( pTeamSoldier = MercPtrs[ cnt ]; cnt <= usLastTeamID; ++cnt, ++pTeamSoldier)
{
if ( pTeamSoldier->bActive )
{
@@ -732,6 +728,9 @@ void HandleMercArrivesQuotes( SOLDIERTYPE *pSoldier )
}
}
}
// Flugente: additional dialogue
AdditionalTacticalCharacterDialogue_CallsLua( pTeamSoldier, ADE_MERC_ARRIVES, pSoldier->ubProfile, ( gubQuest[QUEST_DELIVER_LETTER] == QUESTINPROGRESS ) ? 1 : 0 );
}
}
}
+1 -1
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@@ -2498,7 +2498,7 @@ void EnterShopKeeperInterfaceScreen_NonNPC( INT8 ubArmsDealerID, UINT8 aMercID )
// Flugente: additional dialogue
if ( gusSelectedSoldier != NOBODY )
AdditionalTacticalCharacterDialogue_CallsLua( MercPtrs[gusSelectedSoldier], ADE_MERCHANT_CHAT );
AdditionalTacticalCharacterDialogue_CallsLua( MercPtrs[gusSelectedSoldier], ADE_MERCHANT_CHAT, ubArmsDealerID >= 0 ? (UINT32)ubArmsDealerID : 0 );
LeaveTacticalScreen( SHOPKEEPER_SCREEN );
}
+13 -7
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@@ -920,36 +920,38 @@ INT32 SkillCheck( SOLDIERTYPE * pSoldier, INT8 bReason, INT8 bChanceMod )
{
if ( OK_INSECTOR_MERC( pTeamSoldier ) )
{
bBuddyIndex = WhichBuddy( pTeamSoldier->ubProfile, pSoldier->ubProfile );
if (bBuddyIndex >= 0 && SpacesAway( pSoldier->sGridNo, pTeamSoldier->sGridNo ) < 15)
if ( SpacesAway( pSoldier->sGridNo, pTeamSoldier->sGridNo ) < 15 )
{
switch( bBuddyIndex )
bBuddyIndex = WhichBuddy( pTeamSoldier->ubProfile, pSoldier->ubProfile );
if ( bBuddyIndex >= 0 )
{
switch ( bBuddyIndex )
{
case 0:
// buddy #1 did something good!
TacticalCharacterDialogue( pTeamSoldier, QUOTE_BUDDY_1_GOOD );
break;
case 1:
// buddy #2 did something good!
TacticalCharacterDialogue( pTeamSoldier, QUOTE_BUDDY_2_GOOD );
TacticalCharacterDialogue( pTeamSoldier, QUOTE_BUDDY_2_GOOD );
break;
case 2:
// buddy #3 did something good!
if( pTeamSoldier->ubWhatKindOfMercAmI == MERC_TYPE__AIM_MERC )
if ( pTeamSoldier->ubWhatKindOfMercAmI == MERC_TYPE__AIM_MERC )
TacticalCharacterDialogue( pTeamSoldier, QUOTE_AIM_BUDDY_3_GOOD );
else
TacticalCharacterDialogue( pTeamSoldier, QUOTE_NON_AIM_BUDDY_3_GOOD );
break;
case 3:
// buddy #4 did something good!
if( pTeamSoldier->ubWhatKindOfMercAmI == MERC_TYPE__AIM_MERC )
if ( pTeamSoldier->ubWhatKindOfMercAmI == MERC_TYPE__AIM_MERC )
TacticalCharacterDialogue( pTeamSoldier, QUOTE_AIM_BUDDY_4_GOOD );
else
TacticalCharacterDialogue( pTeamSoldier, QUOTE_NON_AIM_BUDDY_4_GOOD );
break;
case 4:
// buddy #5 did something good!
if( pTeamSoldier->ubWhatKindOfMercAmI == MERC_TYPE__AIM_MERC )
if ( pTeamSoldier->ubWhatKindOfMercAmI == MERC_TYPE__AIM_MERC )
TacticalCharacterDialogue( pTeamSoldier, QUOTE_AIM_BUDDY_5_GOOD );
else
TacticalCharacterDialogue( pTeamSoldier, QUOTE_NON_AIM_BUDDY_5_GOOD );
@@ -960,7 +962,11 @@ INT32 SkillCheck( SOLDIERTYPE * pSoldier, INT8 bReason, INT8 bChanceMod )
break;
default:
break;
}
}
// Flugente: additional dialogue
AdditionalTacticalCharacterDialogue_CallsLua( pTeamSoldier, ADE_WITNESS_GOOD, pSoldier->ubProfile, 1 );
}
}
}
+86 -48
View File
@@ -3455,21 +3455,27 @@ void SayBuddyWitnessedQuoteFromKill( SOLDIERTYPE *pKillerSoldier, INT32 sGridNo,
SOLDIERTYPE *pTeamSoldier;
INT32 cnt;
UINT16 usQuoteNum;
BOOLEAN buddyquoteused = FALSE;
// Loop through all our guys and randomly say one from someone in our sector
// Flugente: as we only play a sound in 20% of all cases, pass that check first before going through all this stuff
if ( !Chance( 20 ) )
return;
// set up soldier ptr as first element in mercptrs list
cnt = gTacticalStatus.Team[ gbPlayerNum ].bFirstID;
// run through list
for ( pTeamSoldier = MercPtrs[ cnt ]; cnt <= gTacticalStatus.Team[ gbPlayerNum ].bLastID; cnt++,pTeamSoldier++ )
for ( pTeamSoldier = MercPtrs[ cnt ]; cnt <= gTacticalStatus.Team[ gbPlayerNum ].bLastID; ++cnt, ++pTeamSoldier )
{
// Add guy if he's a candidate...
if ( OK_INSECTOR_MERC( pTeamSoldier ) && !AM_AN_EPC( pTeamSoldier ) && !( pTeamSoldier->flags.uiStatusFlags & SOLDIER_GASSED ) && !(AM_A_ROBOT( pTeamSoldier )) && !pTeamSoldier->flags.fMercAsleep && !TileIsOutOfBounds(pTeamSoldier->sGridNo))
if ( OK_INSECTOR_MERC( pTeamSoldier ) && !AM_AN_EPC( pTeamSoldier ) && !( pTeamSoldier->flags.uiStatusFlags & SOLDIER_GASSED ) && !(AM_A_ROBOT( pTeamSoldier ))
&& !pTeamSoldier->flags.fMercAsleep && !TileIsOutOfBounds(pTeamSoldier->sGridNo) && pTeamSoldier->ubProfile != pKillerSoldier->ubProfile )
{
// Are we a buddy of killer?
bTempBuddyIndex = WhichBuddy( pTeamSoldier->ubProfile, pKillerSoldier->ubProfile );
if ( bTempBuddyIndex != -1 )
{
switch( bTempBuddyIndex )
@@ -3523,8 +3529,7 @@ void SayBuddyWitnessedQuoteFromKill( SOLDIERTYPE *pKillerSoldier, INT32 sGridNo,
{
continue;
}
// Can we see location of killed?
if ( SoldierTo3DLocationLineOfSightTest( pTeamSoldier, sGridNo, bLevel, 3, TRUE, CALC_FROM_ALL_DIRS ) == 0 )
{
@@ -3534,7 +3539,7 @@ void SayBuddyWitnessedQuoteFromKill( SOLDIERTYPE *pKillerSoldier, INT32 sGridNo,
// OK, a good candidate...
ubMercsInSector[ ubNumMercs ] = (UINT8)cnt;
bBuddyIndex[ ubNumMercs ] = bTempBuddyIndex;
ubNumMercs++;
++ubNumMercs;
}
}
}
@@ -3542,53 +3547,86 @@ void SayBuddyWitnessedQuoteFromKill( SOLDIERTYPE *pKillerSoldier, INT32 sGridNo,
// If we are > 0
if ( ubNumMercs > 0 )
{
// Do random check here...
if ( Random( 100 ) < 20 )
ubChosenMerc = (UINT8)Random( ubNumMercs );
switch( bBuddyIndex[ ubChosenMerc ] )
{
ubChosenMerc = (UINT8)Random( ubNumMercs );
case 0:
usQuoteNum = QUOTE_BUDDY_1_GOOD;
MercPtrs[ ubMercsInSector[ ubChosenMerc ] ]->usQuoteSaidExtFlags |= SOLDIER_QUOTE_SAID_BUDDY_1_WITNESSED;
break;
switch( bBuddyIndex[ ubChosenMerc ] )
case 1:
usQuoteNum = QUOTE_BUDDY_2_GOOD;
MercPtrs[ ubMercsInSector[ ubChosenMerc ] ]->usQuoteSaidExtFlags |= SOLDIER_QUOTE_SAID_BUDDY_2_WITNESSED;
break;
case 2:
if( MercPtrs[ ubMercsInSector[ ubChosenMerc ] ]->ubWhatKindOfMercAmI == MERC_TYPE__AIM_MERC )
usQuoteNum = QUOTE_AIM_BUDDY_3_GOOD;
else
usQuoteNum = QUOTE_NON_AIM_BUDDY_3_GOOD;
MercPtrs[ ubMercsInSector[ ubChosenMerc ] ]->usQuoteSaidExtFlags |= SOLDIER_QUOTE_SAID_BUDDY_3_WITNESSED;
break;
case 3:
if( MercPtrs[ ubMercsInSector[ ubChosenMerc ] ]->ubWhatKindOfMercAmI == MERC_TYPE__AIM_MERC )
usQuoteNum = QUOTE_AIM_BUDDY_4_GOOD;
else
usQuoteNum = QUOTE_NON_AIM_BUDDY_4_GOOD;
MercPtrs[ ubMercsInSector[ ubChosenMerc ] ]->usQuoteSaidExtFlags |= SOLDIER_QUOTE_SAID_BUDDY_4_WITNESSED;
break;
case 4:
if( MercPtrs[ ubMercsInSector[ ubChosenMerc ] ]->ubWhatKindOfMercAmI == MERC_TYPE__AIM_MERC )
usQuoteNum = QUOTE_AIM_BUDDY_5_GOOD;
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;
}
TacticalCharacterDialogue( MercPtrs[ ubMercsInSector[ ubChosenMerc ] ], usQuoteNum );
buddyquoteused = TRUE;
}
// Flugente: if we want to play a sound, but have not found a fitting buddy, try additional dialogue
// this could be expensive, as we need quite a few sight tests here...
if ( !buddyquoteused && pKillerSoldier->bTeam == gbPlayerNum )
{
cnt = gTacticalStatus.Team[gbPlayerNum].bFirstID;
for ( pTeamSoldier = MercPtrs[cnt]; cnt <= gTacticalStatus.Team[gbPlayerNum].bLastID; ++cnt, ++pTeamSoldier )
{
// 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
// Add guy if he's a candidate...
if ( OK_INSECTOR_MERC( pTeamSoldier ) && !AM_AN_EPC( pTeamSoldier ) && !( pTeamSoldier->flags.uiStatusFlags & SOLDIER_GASSED ) && !( AM_A_ROBOT( pTeamSoldier ) )
&& !pTeamSoldier->flags.fMercAsleep && !TileIsOutOfBounds( pTeamSoldier->sGridNo ) )//&& pTeamSoldier->ubProfile != pKillerSoldier->ubProfile )
{
case 0:
usQuoteNum = QUOTE_BUDDY_1_GOOD;
MercPtrs[ ubMercsInSector[ ubChosenMerc ] ]->usQuoteSaidExtFlags |= SOLDIER_QUOTE_SAID_BUDDY_1_WITNESSED;
break;
// TO LOS check to killed
// Can we see location of killer?
// not if we're the killer
if ( pTeamSoldier->ubID != pKillerSoldier->ubID &&
SoldierTo3DLocationLineOfSightTest( pTeamSoldier, pKillerSoldier->sGridNo, pKillerSoldier->pathing.bLevel, 3, TRUE, CALC_FROM_ALL_DIRS ) == 0 )
{
continue;
}
case 1:
usQuoteNum = QUOTE_BUDDY_2_GOOD;
MercPtrs[ ubMercsInSector[ ubChosenMerc ] ]->usQuoteSaidExtFlags |= SOLDIER_QUOTE_SAID_BUDDY_2_WITNESSED;
break;
// Can we see location of killed?
if ( SoldierTo3DLocationLineOfSightTest( pTeamSoldier, sGridNo, bLevel, 3, TRUE, CALC_FROM_ALL_DIRS ) == 0 )
{
continue;
}
case 2:
if( MercPtrs[ ubMercsInSector[ ubChosenMerc ] ]->ubWhatKindOfMercAmI == MERC_TYPE__AIM_MERC )
usQuoteNum = QUOTE_AIM_BUDDY_3_GOOD;
else
usQuoteNum = QUOTE_NON_AIM_BUDDY_3_GOOD;
MercPtrs[ ubMercsInSector[ ubChosenMerc ] ]->usQuoteSaidExtFlags |= SOLDIER_QUOTE_SAID_BUDDY_3_WITNESSED;
break;
case 3:
if( MercPtrs[ ubMercsInSector[ ubChosenMerc ] ]->ubWhatKindOfMercAmI == MERC_TYPE__AIM_MERC )
usQuoteNum = QUOTE_AIM_BUDDY_4_GOOD;
else
usQuoteNum = QUOTE_NON_AIM_BUDDY_4_GOOD;
MercPtrs[ ubMercsInSector[ ubChosenMerc ] ]->usQuoteSaidExtFlags |= SOLDIER_QUOTE_SAID_BUDDY_4_WITNESSED;
break;
case 4:
if( MercPtrs[ ubMercsInSector[ ubChosenMerc ] ]->ubWhatKindOfMercAmI == MERC_TYPE__AIM_MERC )
usQuoteNum = QUOTE_AIM_BUDDY_5_GOOD;
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!
+7 -4
View File
@@ -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 )
+1 -1
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@@ -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",
+2 -2
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@@ -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",
+2 -2
View File
@@ -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",
+2 -2
View File
@@ -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",
+2 -2
View File
@@ -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",
+2 -2
View File
@@ -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",
+2 -2
View File
@@ -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",