Added dialogue event for planting bombs/mines (ADE_BOMB_HAS_BEEN_PLANTED)

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8793 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
Flugente
2020-04-26 20:02:10 +00:00
parent bc2a3dd0fc
commit 22cb49668f
2 changed files with 14 additions and 1 deletions
+2 -1
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@@ -352,7 +352,7 @@ enum AdditionalDialogEvents
ADE_WEATHERCHANGE, // the weather has changed, and we can warn the player about that
ADE_SKILL_RESULT, // we used a skill, and comment on the result, aData1 is of Skill, aData2 indicates whether it was a success (1) or failure (0)
ADE_GRENADEWARNING, // a delayed enemy grenade was dropped nearby
ADE_CONSUMEITEM, // we applied an item to us
ADE_CONSUMEITEM, // we consumed an item, aData1 is the item index
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
@@ -363,6 +363,7 @@ enum AdditionalDialogEvents
ADE_SEXUALHARASSMENT, // the player wants to take the 'strip' command further than we are comfortable with
ADE_LOCKBOMB, // merc uses a shaped charge to blow the locks of a door, aData1 indicates whether it was a success (1) or failure (0)
ADE_SNIPERWARNING, // merc warns of sniper presence in this sector
ADE_BOMB_HAS_BEEN_PLANTED, // we planted a bomb/mine/etc., aData1 is the item index, aData2 indicates whether it was a success (1) or failure (0)
};
// 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
+12
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@@ -2098,9 +2098,15 @@ void HandleSoldierDropBomb( SOLDIERTYPE *pSoldier, INT32 sGridNo )
if ( gfShiftBombPlant && pSoldier->inv[ pSoldier->ubAttackingHand ].exists() )
guiPendingOverrideEvent = M_CHANGE_TO_ACTION;
}
// Flugente: additional dialogue
AdditionalTacticalCharacterDialogue_CallsLua( pSoldier, ADE_BOMB_HAS_BEEN_PLANTED, pSoldier->inv[HANDPOS].usItem, 1 );
}
else
{
// Flugente: additional dialogue
AdditionalTacticalCharacterDialogue_CallsLua( pSoldier, ADE_BOMB_HAS_BEEN_PLANTED, pSoldier->inv[HANDPOS].usItem, 0 );
// beartraps don't explode...
if ( HasItemFlag( (pSoldier->inv[HANDPOS]).usItem, BEARTRAP ) )
return;
@@ -5527,9 +5533,15 @@ void BombMessageBoxCallBack( UINT8 ubExitValue )
else
// EXPLOSIVES GAIN (25): Place a bomb, or buried and armed a mine
StatChange( gpTempSoldier, EXPLODEAMT, 25, FALSE );
// Flugente: additional dialogue
AdditionalTacticalCharacterDialogue_CallsLua( gpTempSoldier, ADE_BOMB_HAS_BEEN_PLANTED, gpTempSoldier->inv[HANDPOS].usItem, 1 );
}
else
{
// Flugente: additional dialogue
AdditionalTacticalCharacterDialogue_CallsLua( gpTempSoldier, ADE_BOMB_HAS_BEEN_PLANTED, gpTempSoldier->inv[HANDPOS].usItem, 0 );
// beartraps don't explode...
if ( HasItemFlag( (gpTempSoldier->inv[HANDPOS]).usItem, BEARTRAP ) )
return;