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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
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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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