- When ordering a merc to interrogate, one can now select what type of prisoners should be interrogated primarily. Thus one no longer has to empty the prison just to get to the one remaining officer.

- Generals are now a separate prisoner type. They cannot join militia, but yield an impressive ransom.
- various prisoner fixes

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@7327 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
Flugente
2014-07-10 21:19:26 +00:00
parent 7fb31cc9c8
commit 0efc3b7241
31 changed files with 1000 additions and 310 deletions
+2 -2
View File
@@ -273,6 +273,7 @@ private:
DynamicOpinionSpeechEvent mEvent;
};
// due to the way callbacks on mouse regions are handled, we need a static object that we can 'hook' on. Thus we use this singleton
class IMPDialogueChooseBox_Static : public IMPDialogueChooseBox
{
public:
@@ -287,7 +288,7 @@ public:
static void SelectRegionDropDown_DropDown( MOUSE_REGION * pRegion, INT32 iReason ) { return static_cast<IMPDialogueChooseBox*>(mpSelf)->SelectDropDownRegionCallBack( pRegion, iReason ); }
MOUSE_CALLBACK
CallBackWrapper( void* pt2Object, UINT8 arg, void( *pt2Function )(MOUSE_REGION * pRegion, INT32 iReason) )
CallBackWrapper( void* pt2Object, UINT8 arg, void( *pt2Function )(MOUSE_REGION * pRegion, INT32 iReason) )
{
mpSelf = pt2Object;
@@ -318,5 +319,4 @@ BOOLEAN DynamicDialogueBoxesActive( );
// used fo example when we load a game - dialogue has to start anew, so all boxes must be wiped
void DestroyAllDynamicDialogueBoxes( );
#endif