diff --git a/Strategic/Strategic Merc Handler.cpp b/Strategic/Strategic Merc Handler.cpp index 53ece17b..9ae99093 100644 --- a/Strategic/Strategic Merc Handler.cpp +++ b/Strategic/Strategic Merc Handler.cpp @@ -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 ); diff --git a/Tactical/Dialogue Control.cpp b/Tactical/Dialogue Control.cpp index f6821e3f..dbf29296 100644 --- a/Tactical/Dialogue Control.cpp +++ b/Tactical/Dialogue Control.cpp @@ -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 ); diff --git a/Tactical/Dialogue Control.h b/Tactical/Dialogue Control.h index bec5e32a..df0ef1d6 100644 --- a/Tactical/Dialogue Control.h +++ b/Tactical/Dialogue Control.h @@ -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 diff --git a/Tactical/Merc Hiring.cpp b/Tactical/Merc Hiring.cpp index 93cbed13..aba368b0 100644 --- a/Tactical/Merc Hiring.cpp +++ b/Tactical/Merc Hiring.cpp @@ -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 ); } } } diff --git a/Tactical/ShopKeeper Interface.cpp b/Tactical/ShopKeeper Interface.cpp index 218792eb..1525c6ee 100644 --- a/Tactical/ShopKeeper Interface.cpp +++ b/Tactical/ShopKeeper Interface.cpp @@ -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 ); } diff --git a/Tactical/SkillCheck.cpp b/Tactical/SkillCheck.cpp index c73fa8e6..f0c30bde 100644 --- a/Tactical/SkillCheck.cpp +++ b/Tactical/SkillCheck.cpp @@ -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 ); } } } diff --git a/Tactical/Soldier Ani.cpp b/Tactical/Soldier Ani.cpp index b2da6610..a03ac359 100644 --- a/Tactical/Soldier Ani.cpp +++ b/Tactical/Soldier Ani.cpp @@ -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! diff --git a/Tactical/Soldier Control.cpp b/Tactical/Soldier Control.cpp index 22e6aa70..b5e53b48 100644 --- a/Tactical/Soldier Control.cpp +++ b/Tactical/Soldier Control.cpp @@ -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 ) diff --git a/Utils/_ChineseText.cpp b/Utils/_ChineseText.cpp index f1175656..10e49fdf 100644 --- a/Utils/_ChineseText.cpp +++ b/Utils/_ChineseText.cpp @@ -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", diff --git a/Utils/_DutchText.cpp b/Utils/_DutchText.cpp index 0e1e5908..d0156c19 100644 --- a/Utils/_DutchText.cpp +++ b/Utils/_DutchText.cpp @@ -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", diff --git a/Utils/_EnglishText.cpp b/Utils/_EnglishText.cpp index b77feb42..2c273c1a 100644 --- a/Utils/_EnglishText.cpp +++ b/Utils/_EnglishText.cpp @@ -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", diff --git a/Utils/_FrenchText.cpp b/Utils/_FrenchText.cpp index e6280026..42568c3f 100644 --- a/Utils/_FrenchText.cpp +++ b/Utils/_FrenchText.cpp @@ -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", diff --git a/Utils/_GermanText.cpp b/Utils/_GermanText.cpp index c0c92f01..8be3a4cf 100644 --- a/Utils/_GermanText.cpp +++ b/Utils/_GermanText.cpp @@ -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", diff --git a/Utils/_ItalianText.cpp b/Utils/_ItalianText.cpp index 4e38e9cb..690bacb7 100644 --- a/Utils/_ItalianText.cpp +++ b/Utils/_ItalianText.cpp @@ -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", diff --git a/Utils/_PolishText.cpp b/Utils/_PolishText.cpp index 97eb74fc..6d3ea5a3 100644 --- a/Utils/_PolishText.cpp +++ b/Utils/_PolishText.cpp @@ -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",