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- Added dialogue events for using a lockbomb (ADE_LOCKBOMB) and sniper warning (ADE_SNIPERWARNING)
- Character lines can be replaced before playing via HandleReplaceQuote(...) in Overhead.lua. git-svn-id: https://ja2svn.mooo.com/source/ja2_v1.13_data@2497 4f8fa57e-7814-0410-bad4-adc449f26b7c
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@@ -223,7 +223,6 @@ Profil =
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RUDOLF = 177,
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SKITZ = 179,
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BUNS_CHAOTIC = 215,
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LEON = 222,
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GARY = 223,
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SPARKY = 224,
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@@ -2844,12 +2843,15 @@ DialogueActionEvent =
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ADE_BANDAGE_RECEIVE_BEGIN = 20, -- someone bandages us, aData1 is the profile of person
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ADE_BANDAGE_RECEIVE_END = 21, -- someone finished bandaging us, aData1 is the profile of person
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ADE_ZOMBIESRISE = 22, -- a new wave of zombies is spawned from corpses
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ADE_SEXUALHARASSMENT = 23, -- the player wants to take the 'strip' command further than we are comfortable with
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ADE_LOCKBOMB = 24, -- merc uses a shaped charge to blow the locks of a door, aData1 indicates whether it was a success (1) or failure (0)
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ADE_SNIPERWARNING = 25, -- merc warns of sniper presence in this sector
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}
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-- functions used here:
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-- ubProfile: profile number of merc (don't change that unless you know what to do)
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-- iFaceIndex: index (don't change that unless you know what to do)
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-- path: path and name of soundfile we want to play (in .wav or .ogg format)
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-- path: path and name of soundfile we want to play (in .wav, .ogg or .mp3 format)
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-- text: "Text that should appear"
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-- SetAdditionalDialogue(ubProfile, iFaceIndex, path, text)
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-- Do not use this function in any lua calls outside of HandleAdditionalDialogue(..)!
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@@ -2939,5 +2941,38 @@ function HandleAdditionalDialogue(sSectorX, sSectorY, bSectorZ, ubProfile, iFace
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end
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end
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-- Look up voicelines in Dialogue Control.h, only listing notable ones often used here
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Voiceline =
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{
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QUOTE_SEE_ENEMY = 0,
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QUOTE_KILLED_AN_ENEMY = 27,
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-- these three lines are played at random when we talk to one of our mercs. Despite the name they don't have any special meaning
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QUOTE_NEGATIVE_COMPANY = 41,
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QUOTE_SOCIAL_TRAIT = 44,
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QUOTE_PASSING_DISLIKE = 45,
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QUOTE_ENEMY_PRESENCE = 59,
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QUOTE_WARNING_OUTSTANDING_ENEMY_AFTER_RT = 60,
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QUOTE_SECTOR_SAFE = 65,
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}
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-- This function is used to replace dialogue quotes with new ones. This way we can have more variety - a merc doesn't always use the same lines when something happens.
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-- If a line isn't replaced, it plays normally, so it is a good idea to not always replace lines.
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--
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-- functions used here:
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-- path: path and name of soundfile we want to play (in .wav, .ogg or .mp3 format)
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-- text: "Text that should appear"
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-- SetReplaceDialogue(path, text)
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-- Do not use this function in any lua calls outside of HandleReplaceQuote(..)!
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--
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-- handle
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-- ubProfile is the merc for whom this is called
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-- usQuoteNum is the quote that the game wants to play
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function HandleReplaceQuote( ubProfile, usQuoteNum )
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end
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@@ -800,12 +800,15 @@ DialogueActionEvent =
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ADE_BANDAGE_RECEIVE_BEGIN = 20, -- someone bandages us, aData1 is the profile of person
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ADE_BANDAGE_RECEIVE_END = 21, -- someone finished bandaging us, aData1 is the profile of person
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ADE_ZOMBIESRISE = 22, -- a new wave of zombies is spawned from corpses
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ADE_SEXUALHARASSMENT = 23, -- the player wants to take the 'strip' command further than we are comfortable with
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ADE_LOCKBOMB = 24, -- merc uses a shaped charge to blow the locks of a door, aData1 indicates whether it was a success (1) or failure (0)
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ADE_SNIPERWARNING = 25, -- merc warns of sniper presence in this sector
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}
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-- functions used here:
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-- ubProfile: profile number of merc (don't change that unless you know what to do)
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-- iFaceIndex: index (don't change that unless you know what to do)
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-- path: path and name of soundfile we want to play (in .wav or .ogg format)
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-- path: path and name of soundfile we want to play (in .wav, .ogg or .mp3 format)
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-- text: "Text that should appear"
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-- SetAdditionalDialogue(ubProfile, iFaceIndex, path, text)
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-- Do not use this function in any lua calls outside of HandleAdditionalDialogue(..)!
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@@ -822,4 +825,38 @@ DialogueActionEvent =
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-- aData1, aData2, aData3 are additional data, see event description on what they do in each event
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function HandleAdditionalDialogue(sSectorX, sSectorY, bSectorZ, ubProfile, iFaceIndex, usEventNr, aData1, aData2, aData3 )
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end
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-- Look up voicelines in Dialogue Control.h, only listing notable ones often used here
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Voiceline =
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{
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QUOTE_SEE_ENEMY = 0,
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QUOTE_KILLED_AN_ENEMY = 27,
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-- these three lines are played at random when we talk to one of our mercs. Despite the name they don't have any special meaning
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QUOTE_NEGATIVE_COMPANY = 41,
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QUOTE_SOCIAL_TRAIT = 44,
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QUOTE_PASSING_DISLIKE = 45,
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QUOTE_ENEMY_PRESENCE = 59,
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QUOTE_WARNING_OUTSTANDING_ENEMY_AFTER_RT = 60,
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QUOTE_SECTOR_SAFE = 65,
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}
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-- This function is used to replace dialogue quotes with new ones. This way we can have more variety - a merc doesn't always use the same lines when something happens.
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-- If a line isn't replaced, it plays normally, so it is a good idea to not always replace lines.
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--
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-- functions used here:
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-- path: path and name of soundfile we want to play (in .wav, .ogg or .mp3 format)
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-- text: "Text that should appear"
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-- SetReplaceDialogue(path, text)
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-- Do not use this function in any lua calls outside of HandleReplaceQuote(..)!
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--
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-- handle
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-- ubProfile is the merc for whom this is called
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-- usQuoteNum is the quote that the game wants to play
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function HandleReplaceQuote( ubProfile, usQuoteNum )
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end
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