wrapped the SOLDIERTYPE member variable name in GetName(). This will allow easier manipulation with pre/suffixes, ranks, titles etc.

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@5976 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
Flugente
2013-04-02 22:00:02 +00:00
parent cd300e83c0
commit 2f1c433c22
24 changed files with 296 additions and 281 deletions
+2 -2
View File
@@ -4045,7 +4045,7 @@ void DisplayLowestStatValuesForCurrentTeam( void )
/*if( iId == -1 )
swprintf( sString, L"%s", pPOWStrings[1] );
else*/
swprintf( sString, L"%s", MercPtrs[ iId ]->name );
swprintf( sString, L"%s", MercPtrs[ iId ]->GetName() );
} else {
// get name
swprintf( sString, L"%s", gMercProfiles[ iDepartedId ].zNickname );
@@ -4219,7 +4219,7 @@ void DisplayHighestStatValuesForCurrentTeam( void )
swprintf( sString, L"%s", pPOWStrings[1] );
}
else*/
swprintf( sString, L"%s", MercPtrs[ iId ]->name );
swprintf( sString, L"%s", MercPtrs[ iId ]->GetName() );
}
else
{
+47 -44
View File
@@ -1906,7 +1906,7 @@ BOOLEAN CanCharacterSleep( SOLDIERTYPE *pSoldier, BOOLEAN fExplainWhyNot )
if( fExplainWhyNot )
{
// on the move, can't sleep
swprintf( sString, zMarksMapScreenText[ 5 ], pSoldier->name );
swprintf( sString, zMarksMapScreenText[ 5 ], pSoldier->GetName() );
DoScreenIndependantMessageBox( sString, MSG_BOX_FLAG_OK, NULL );
}
@@ -1921,7 +1921,7 @@ BOOLEAN CanCharacterSleep( SOLDIERTYPE *pSoldier, BOOLEAN fExplainWhyNot )
if( fExplainWhyNot )
{
// is driving, can't sleep
swprintf( sString, zMarksMapScreenText[ 7 ], pSoldier->name );
swprintf( sString, zMarksMapScreenText[ 7 ], pSoldier->GetName() );
DoScreenIndependantMessageBox( sString, MSG_BOX_FLAG_OK, NULL );
}
@@ -1966,7 +1966,7 @@ BOOLEAN CanCharacterSleep( SOLDIERTYPE *pSoldier, BOOLEAN fExplainWhyNot )
{
if( fExplainWhyNot )
{
swprintf( sString, zMarksMapScreenText[ 4 ], pSoldier->name );
swprintf( sString, zMarksMapScreenText[ 4 ], pSoldier->GetName() );
DoScreenIndependantMessageBox( sString, MSG_BOX_FLAG_OK, NULL );
}
@@ -1997,7 +1997,7 @@ BOOLEAN CanCharacterBeAwakened( SOLDIERTYPE *pSoldier, BOOLEAN fExplainWhyNot )
{
if ( fExplainWhyNot )
{
swprintf( sString, zMarksMapScreenText[ 6 ], pSoldier->name );
swprintf( sString, zMarksMapScreenText[ 6 ], pSoldier->GetName() );
DoScreenIndependantMessageBox( sString, MSG_BOX_FLAG_OK, NULL );
}
@@ -3011,7 +3011,7 @@ BOOLEAN IsSoldierCloseEnoughToADoctor( SOLDIERTYPE *pPatient )
// there are doctors here but noone can heal this guy
if( ( fDoctorInSector ) && ( fDoctorCloseEnough == FALSE ) )
{
swprintf( sString, pDoctorWarningString[ 0 ] , pPatient->name );
swprintf( sString, pDoctorWarningString[ 0 ] , pPatient->GetName() );
DoScreenIndependantMessageBox( sString, MSG_BOX_FLAG_OK, NULL);
return( FALSE );
}
@@ -3961,12 +3961,12 @@ BOOLEAN RepairObject( SOLDIERTYPE * pSoldier, SOLDIERTYPE * pOwner, OBJECTTYPE *
// report it as fixed
if ( pSoldier == pOwner )
{
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, Message[ STR_REPAIRED ], pSoldier->name, ItemNames[ pObj->usItem ] );
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, Message[ STR_REPAIRED ], pSoldier->GetName(), ItemNames[ pObj->usItem ] );
}
else
{
// NOTE: may need to be changed for localized versions
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, gzLateLocalizedString[ 35 ], pSoldier->name, pOwner->name, ItemNames[ pObj->usItem ] );
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, gzLateLocalizedString[ 35 ], pSoldier->GetName(), pOwner->GetName(), ItemNames[ pObj->usItem ] );
}
}
if ( *pubRepairPtsLeft == 0 )
@@ -4125,7 +4125,7 @@ void HandleRepairBySoldier( SOLDIERTYPE *pSoldier )
{
// No items left in queue: All items have been repaired
if (itemsToFix.empty())
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, sRepairsDoneString[ 3 ], pSoldier->name );
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, sRepairsDoneString[ 3 ], pSoldier->GetName() );
else {
// The current item was a weapon/armor
if ( (IsWeapon(object.item->usItem) || Item[object.item->usItem].usItemClass == IC_ARMOUR) &&
@@ -4134,7 +4134,7 @@ void HandleRepairBySoldier( SOLDIERTYPE *pSoldier )
{
// All weapons & armor have been repaired
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, sRepairsDoneString[ 1 ], pSoldier->name );
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, sRepairsDoneString[ 1 ], pSoldier->GetName() );
StopTimeCompression();
}
}
@@ -4219,7 +4219,7 @@ void HandleRepairBySoldier( SOLDIERTYPE *pSoldier )
// if he fixed something of his, and now has no more of his own items to fix
if ( fAnyOfSoldiersOwnItemsWereFixed && !DoesCharacterHaveAnyItemsToRepair( pSoldier, -1 ) )
{
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, sRepairsDoneString[ 0 ], pSoldier->name );
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, sRepairsDoneString[ 0 ], pSoldier->GetName() );
// let player react
StopTimeCompression();
@@ -5962,7 +5962,7 @@ void AssignmentAborted( SOLDIERTYPE *pSoldier, UINT8 ubReason )
{
AssertLT( ubReason, NUM_ASSIGN_ABORT_REASONS );
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, gzLateLocalizedString[ ubReason ], pSoldier->name );
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, gzLateLocalizedString[ ubReason ], pSoldier->GetName() );
StopTimeCompression();
@@ -6336,7 +6336,7 @@ BOOLEAN AutoSleepMerc( SOLDIERTYPE *pSoldier )
}
else
{
// ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"%s", pMercFellAsleepString[ 0 ], pSoldier->name );
// ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"%s", pMercFellAsleepString[ 0 ], pSoldier->GetName() );
}
@@ -9231,26 +9231,29 @@ void SquadMenuBtnCallback( MOUSE_REGION * pRegion, INT32 iReason )
switch( bCanJoinSquad )
{
case CHARACTER_CANT_JOIN_SQUAD_SQUAD_MOVING:
swprintf( sString, pMapErrorString[ 36 ], pSoldier->name, pLongAssignmentStrings[ iValue ] );
if ( gGameExternalOptions.fUseXMLSquadNames )
swprintf( sString, pMapErrorString[ 36 ], pSoldier->GetName(), SquadNames[ iValue ].squadname );
else
swprintf( sString, pMapErrorString[ 36 ], pSoldier->GetName(), pLongAssignmentStrings[ iValue ] );
break;
case CHARACTER_CANT_JOIN_SQUAD_VEHICLE:
swprintf( sString, pMapErrorString[ 37 ], pSoldier->name );
swprintf( sString, pMapErrorString[ 37 ], pSoldier->GetName() );
break;
case CHARACTER_CANT_JOIN_SQUAD_TOO_FAR:
if ( gGameExternalOptions.fUseXMLSquadNames )
swprintf( sString, pMapErrorString[ 20 ], pSoldier->name, SquadNames[ iValue ].squadname );
swprintf( sString, pMapErrorString[ 20 ], pSoldier->GetName(), SquadNames[ iValue ].squadname );
else
swprintf( sString, pMapErrorString[ 20 ], pSoldier->name, pLongAssignmentStrings[ iValue ] );
swprintf( sString, pMapErrorString[ 20 ], pSoldier->GetName(), pLongAssignmentStrings[ iValue ] );
break;
case CHARACTER_CANT_JOIN_SQUAD_FULL:
if ( gGameExternalOptions.fUseXMLSquadNames )
swprintf( sString, pMapErrorString[ 19 ], pSoldier->name, SquadNames[ iValue ].squadname );
swprintf( sString, pMapErrorString[ 19 ], pSoldier->GetName(), SquadNames[ iValue ].squadname );
else
swprintf( sString, pMapErrorString[ 19 ], pSoldier->name, pLongAssignmentStrings[ iValue ] );
swprintf( sString, pMapErrorString[ 19 ], pSoldier->GetName(), pLongAssignmentStrings[ iValue ] );
break;
default:
// generic "you can't join this squad" msg
swprintf( sString, pMapErrorString[ 38 ], pSoldier->name, pLongAssignmentStrings[ iValue ] );
swprintf( sString, pMapErrorString[ 38 ], pSoldier->GetName(), pLongAssignmentStrings[ iValue ] );
break;
}
@@ -9793,7 +9796,7 @@ void AssignmentMenuBtnCallback( MOUSE_REGION * pRegion, INT32 iReason )
{
fTeamPanelDirty = TRUE;
fMapScreenBottomDirty = TRUE;
swprintf( sString, zMarksMapScreenText[ 19 ], pSoldier->name );
swprintf( sString, zMarksMapScreenText[ 19 ], pSoldier->GetName() );
DoScreenIndependantMessageBox( sString , MSG_BOX_FLAG_OK, NULL );
}
@@ -9937,7 +9940,7 @@ void AssignmentMenuBtnCallback( MOUSE_REGION * pRegion, INT32 iReason )
{
fTeamPanelDirty = TRUE;
fMapScreenBottomDirty = TRUE;
swprintf( sString, zMarksMapScreenText[ 18 ], pSoldier->name );
swprintf( sString, zMarksMapScreenText[ 18 ], pSoldier->GetName() );
DoScreenIndependantMessageBox( sString , MSG_BOX_FLAG_OK, NULL );
}
@@ -10250,7 +10253,7 @@ void PostContractMessage( SOLDIERTYPE *pCharacter, INT32 iContract )
return;
// send a message stating that offer of contract extension made
//MapScreenMessage(FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"Offered to extend %s's contract by another %s.", pCharacter->name, pContractExtendStrings[ iContract ] );
//MapScreenMessage(FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"Offered to extend %s's contract by another %s.", pCharacter->GetName(), pContractExtendStrings[ iContract ] );
return;
}
@@ -10262,7 +10265,7 @@ void PostTerminateMessage( SOLDIERTYPE *pCharacter )
return;
// send a message stating that termination of contract done
//MapScreenMessage(FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"%s's contract has been terminated.", pCharacter->name );
//MapScreenMessage(FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"%s's contract has been terminated.", pCharacter->GetName() );
}
@@ -13994,7 +13997,7 @@ void RepairItemsOnOthers( SOLDIERTYPE *pSoldier, UINT8 *pubRepairPtsLeft )
if ( fSomethingWasRepairedThisPass && !DoesCharacterHaveAnyItemsToRepair( pSoldier, ubPassType ) )
{
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, sRepairsDoneString[ 1 + ubPassType ], pSoldier->name );
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, sRepairsDoneString[ 1 + ubPassType ], pSoldier->GetName() );
// let player react
StopTimeCompression();
@@ -14030,12 +14033,12 @@ BOOLEAN UnjamGunsOnSoldier( SOLDIERTYPE *pOwnerSoldier, SOLDIERTYPE *pRepairSold
// report it as unjammed
if ( pRepairSoldier == pOwnerSoldier )
{
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, gzLateLocalizedString[ 53 ], pRepairSoldier->name, ItemNames[ pOwnerSoldier->inv[ bPocket ].usItem ] );
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, gzLateLocalizedString[ 53 ], pRepairSoldier->GetName(), ItemNames[ pOwnerSoldier->inv[ bPocket ].usItem ] );
}
else
{
// NOTE: may need to be changed for localized versions
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, gzLateLocalizedString[ 54 ], pRepairSoldier->name, pOwnerSoldier->name, ItemNames[ pOwnerSoldier->inv[ bPocket ].usItem ] );
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, gzLateLocalizedString[ 54 ], pRepairSoldier->GetName(), pOwnerSoldier->GetName(), ItemNames[ pOwnerSoldier->inv[ bPocket ].usItem ] );
}
fAnyGunsWereUnjammed = TRUE;
@@ -14776,7 +14779,7 @@ BOOLEAN CanCharacterTrainMilitiaWithErrorReport( SOLDIERTYPE *pSoldier )
if( !fSufficientLeadership )
{
// Report "Insufficient Leadership Skill"
swprintf(sString, New113HAMMessage[6], pSoldier->name);
swprintf(sString, New113HAMMessage[6], pSoldier->GetName());
DoScreenIndependantMessageBox( sString, MSG_BOX_FLAG_OK, NULL );
return ( FALSE );
}
@@ -14930,7 +14933,7 @@ BOOLEAN CanCharacterTrainMobileMilitiaWithErrorReport( SOLDIERTYPE *pSoldier )
if( !fSufficientLeadership )
{
// Report "Insufficient Leadership Skill"
swprintf(sString, New113HAMMessage[6], pSoldier->name);
swprintf(sString, New113HAMMessage[6], pSoldier->GetName());
DoScreenIndependantMessageBox( sString, MSG_BOX_FLAG_OK, NULL );
return ( FALSE );
}
@@ -15956,79 +15959,79 @@ BOOLEAN CanCharacterFacilityWithErrorReport( SOLDIERTYPE *pSoldier, UINT8 ubFaci
if (pSoldier->stats.bStrength < gFacilityTypes[ubFacilityType].AssignmentData[ubAssignmentType].ubMinimumStrength)
{
swprintf(sString, gzFacilityErrorMessage[0], pSoldier->name);
swprintf(sString, gzFacilityErrorMessage[0], pSoldier->GetName());
DoScreenIndependantMessageBox( sString, MSG_BOX_FLAG_OK, NULL );
return( FALSE );
}
if (pSoldier->stats.bDexterity < gFacilityTypes[ubFacilityType].AssignmentData[ubAssignmentType].ubMinimumDexterity)
{
swprintf(sString, gzFacilityErrorMessage[1], pSoldier->name);
swprintf(sString, gzFacilityErrorMessage[1], pSoldier->GetName());
DoScreenIndependantMessageBox( sString, MSG_BOX_FLAG_OK, NULL );
return( FALSE );
}
if (pSoldier->stats.bAgility < gFacilityTypes[ubFacilityType].AssignmentData[ubAssignmentType].ubMinimumAgility)
{
swprintf(sString, gzFacilityErrorMessage[2], pSoldier->name);
swprintf(sString, gzFacilityErrorMessage[2], pSoldier->GetName());
DoScreenIndependantMessageBox( sString, MSG_BOX_FLAG_OK, NULL );
return( FALSE );
}
if (pSoldier->stats.bLife < gFacilityTypes[ubFacilityType].AssignmentData[ubAssignmentType].ubMinimumHealth)
{
swprintf(sString, gzFacilityErrorMessage[3], pSoldier->name);
swprintf(sString, gzFacilityErrorMessage[3], pSoldier->GetName());
DoScreenIndependantMessageBox( sString, MSG_BOX_FLAG_OK, NULL );
return( FALSE );
}
if (pSoldier->stats.bWisdom < gFacilityTypes[ubFacilityType].AssignmentData[ubAssignmentType].ubMinimumWisdom)
{
swprintf(sString, gzFacilityErrorMessage[4], pSoldier->name);
swprintf(sString, gzFacilityErrorMessage[4], pSoldier->GetName());
DoScreenIndependantMessageBox( sString, MSG_BOX_FLAG_OK, NULL );
return( FALSE );
}
if (pSoldier->stats.bMarksmanship < gFacilityTypes[ubFacilityType].AssignmentData[ubAssignmentType].ubMinimumMarksmanship)
{
swprintf(sString, gzFacilityErrorMessage[5], pSoldier->name);
swprintf(sString, gzFacilityErrorMessage[5], pSoldier->GetName());
DoScreenIndependantMessageBox( sString, MSG_BOX_FLAG_OK, NULL );
return( FALSE );
}
if (pSoldier->stats.bMedical < gFacilityTypes[ubFacilityType].AssignmentData[ubAssignmentType].ubMinimumMedical)
{
swprintf(sString, gzFacilityErrorMessage[6], pSoldier->name);
swprintf(sString, gzFacilityErrorMessage[6], pSoldier->GetName());
DoScreenIndependantMessageBox( sString, MSG_BOX_FLAG_OK, NULL );
return( FALSE );
}
if (pSoldier->stats.bMechanical < gFacilityTypes[ubFacilityType].AssignmentData[ubAssignmentType].ubMinimumMechanical)
{
swprintf(sString, gzFacilityErrorMessage[7], pSoldier->name);
swprintf(sString, gzFacilityErrorMessage[7], pSoldier->GetName());
DoScreenIndependantMessageBox( sString, MSG_BOX_FLAG_OK, NULL );
return( FALSE );
}
if (pSoldier->stats.bLeadership < gFacilityTypes[ubFacilityType].AssignmentData[ubAssignmentType].ubMinimumLeadership)
{
swprintf(sString, gzFacilityErrorMessage[8], pSoldier->name);
swprintf(sString, gzFacilityErrorMessage[8], pSoldier->GetName());
DoScreenIndependantMessageBox( sString, MSG_BOX_FLAG_OK, NULL );
return( FALSE );
}
if (pSoldier->stats.bExplosive < gFacilityTypes[ubFacilityType].AssignmentData[ubAssignmentType].ubMinimumExplosives)
{
swprintf(sString, gzFacilityErrorMessage[9], pSoldier->name);
swprintf(sString, gzFacilityErrorMessage[9], pSoldier->GetName());
DoScreenIndependantMessageBox( sString, MSG_BOX_FLAG_OK, NULL );
return( FALSE );
}
if (pSoldier->stats.bExpLevel < gFacilityTypes[ubFacilityType].AssignmentData[ubAssignmentType].ubMinimumLevel)
{
swprintf(sString, gzFacilityErrorMessage[10], pSoldier->name);
swprintf(sString, gzFacilityErrorMessage[10], pSoldier->GetName());
DoScreenIndependantMessageBox( sString, MSG_BOX_FLAG_OK, NULL );
return( FALSE );
}
if (pSoldier->aiData.bMorale < gFacilityTypes[ubFacilityType].AssignmentData[ubAssignmentType].ubMinimumMorale)
{
swprintf(sString, gzFacilityErrorMessage[11], pSoldier->name);
swprintf(sString, gzFacilityErrorMessage[11], pSoldier->GetName());
DoScreenIndependantMessageBox( sString, MSG_BOX_FLAG_OK, NULL );
return( FALSE );
}
if (pSoldier->bBreathMax < gFacilityTypes[ubFacilityType].AssignmentData[ubAssignmentType].ubMinimumBreath)
{
swprintf(sString, gzFacilityErrorMessage[12], pSoldier->name);
swprintf(sString, gzFacilityErrorMessage[12], pSoldier->GetName());
DoScreenIndependantMessageBox( sString, MSG_BOX_FLAG_OK, NULL );
return( FALSE );
}
@@ -16100,7 +16103,7 @@ BOOLEAN CanCharacterFacilityWithErrorReport( SOLDIERTYPE *pSoldier, UINT8 ubFaci
if( fFoundMedKit == FALSE )
{
swprintf( sString, zMarksMapScreenText[19], pSoldier->name );
swprintf( sString, zMarksMapScreenText[19], pSoldier->GetName() );
DoScreenIndependantMessageBox( sString, MSG_BOX_FLAG_OK, NULL );
return( FALSE );
}
@@ -16113,7 +16116,7 @@ BOOLEAN CanCharacterFacilityWithErrorReport( SOLDIERTYPE *pSoldier, UINT8 ubFaci
// make sure he has a toolkit
if ( FindToolkit( pSoldier ) == NO_SLOT )
{
swprintf( sString, zMarksMapScreenText[18], pSoldier->name );
swprintf( sString, zMarksMapScreenText[18], pSoldier->GetName() );
DoScreenIndependantMessageBox( sString, MSG_BOX_FLAG_OK, NULL );
return( FALSE );
}
@@ -16124,7 +16127,7 @@ BOOLEAN CanCharacterFacilityWithErrorReport( SOLDIERTYPE *pSoldier, UINT8 ubFaci
// items?
if ( !DoesCharacterHaveAnyItemsToRepair( pSoldier, FINAL_REPAIR_PASS ) )
{
swprintf( sString, gzFacilityErrorMessage[16], pSoldier->name );
swprintf( sString, gzFacilityErrorMessage[16], pSoldier->GetName() );
DoScreenIndependantMessageBox( sString, MSG_BOX_FLAG_OK, NULL );
return( FALSE );
}
+42 -42
View File
@@ -1234,15 +1234,15 @@ void HandleRisksForSoldierFacilityAssignment( SOLDIERTYPE *pSoldier, UINT8 ubFac
fBadResult = TRUE;
// Log message
BuildStatChangeString( sString, pSoldier->name, FALSE, Result, STRAMT );
BuildStatChangeString( sString, pSoldier->GetName(), FALSE, Result, STRAMT );
ScreenMsg( usColor, MSG_INTERFACE, sString );
// Do Screen Message and stop time.
GetShortSectorString( pSoldier->sSectorX, pSoldier->sSectorY, szSectorGrid );
if (!fOperatingFacility)
swprintf( sString, gzFacilityErrorMessage[17], pSoldier->name, gzFacilityRiskResultStrings[0], szSectorGrid );
swprintf( sString, gzFacilityErrorMessage[17], pSoldier->GetName(), gzFacilityRiskResultStrings[0], szSectorGrid );
else
swprintf( sString, gzFacilityErrorMessage[18], pSoldier->name, gzFacilityRiskResultStrings[0], gFacilityTypes[ubFacilityType].szFacilityName, szSectorGrid );
swprintf( sString, gzFacilityErrorMessage[18], pSoldier->GetName(), gzFacilityRiskResultStrings[0], gFacilityTypes[ubFacilityType].szFacilityName, szSectorGrid );
DoScreenIndependantMessageBox( sString, MSG_BOX_FLAG_OK, NULL );
StopTimeCompression();
}
@@ -1286,15 +1286,15 @@ void HandleRisksForSoldierFacilityAssignment( SOLDIERTYPE *pSoldier, UINT8 ubFac
fBadResult = TRUE;
// Log message
BuildStatChangeString( sString, pSoldier->name, FALSE, Result, AGILAMT );
BuildStatChangeString( sString, pSoldier->GetName(), FALSE, Result, AGILAMT );
ScreenMsg( usColor, MSG_INTERFACE, sString );
// Do Screen Message and stop time.
GetShortSectorString( pSoldier->sSectorX, pSoldier->sSectorY, szSectorGrid );
if (!fOperatingFacility)
swprintf( sString, gzFacilityErrorMessage[17], pSoldier->name, gzFacilityRiskResultStrings[1], szSectorGrid );
swprintf( sString, gzFacilityErrorMessage[17], pSoldier->GetName(), gzFacilityRiskResultStrings[1], szSectorGrid );
else
swprintf( sString, gzFacilityErrorMessage[18], pSoldier->name, gzFacilityRiskResultStrings[1], gFacilityTypes[ubFacilityType].szFacilityName, szSectorGrid );
swprintf( sString, gzFacilityErrorMessage[18], pSoldier->GetName(), gzFacilityRiskResultStrings[1], gFacilityTypes[ubFacilityType].szFacilityName, szSectorGrid );
DoScreenIndependantMessageBox( sString, MSG_BOX_FLAG_OK, NULL );
StopTimeCompression();
}
@@ -1344,9 +1344,9 @@ void HandleRisksForSoldierFacilityAssignment( SOLDIERTYPE *pSoldier, UINT8 ubFac
// Do Screen Message and stop time.
GetShortSectorString( pSoldier->sSectorX, pSoldier->sSectorY, szSectorGrid );
if (!fOperatingFacility)
swprintf( sString, gzFacilityErrorMessage[17], pSoldier->name, gzFacilityRiskResultStrings[2], szSectorGrid );
swprintf( sString, gzFacilityErrorMessage[17], pSoldier->GetName(), gzFacilityRiskResultStrings[2], szSectorGrid );
else
swprintf( sString, gzFacilityErrorMessage[18], pSoldier->name, gzFacilityRiskResultStrings[2], gFacilityTypes[ubFacilityType].szFacilityName, szSectorGrid );
swprintf( sString, gzFacilityErrorMessage[18], pSoldier->GetName(), gzFacilityRiskResultStrings[2], gFacilityTypes[ubFacilityType].szFacilityName, szSectorGrid );
DoScreenIndependantMessageBox( sString, MSG_BOX_FLAG_OK, NULL );
StopTimeCompression();
}
@@ -1390,15 +1390,15 @@ void HandleRisksForSoldierFacilityAssignment( SOLDIERTYPE *pSoldier, UINT8 ubFac
fBadResult = TRUE;
// Log message
BuildStatChangeString( sString, pSoldier->name, FALSE, Result, WISDOMAMT );
BuildStatChangeString( sString, pSoldier->GetName(), FALSE, Result, WISDOMAMT );
ScreenMsg( usColor, MSG_INTERFACE, sString );
// Do Screen Message and stop time.
GetShortSectorString( pSoldier->sSectorX, pSoldier->sSectorY, szSectorGrid );
if (!fOperatingFacility)
swprintf( sString, gzFacilityErrorMessage[17], pSoldier->name, gzFacilityRiskResultStrings[3], szSectorGrid );
swprintf( sString, gzFacilityErrorMessage[17], pSoldier->GetName(), gzFacilityRiskResultStrings[3], szSectorGrid );
else
swprintf( sString, gzFacilityErrorMessage[18], pSoldier->name, gzFacilityRiskResultStrings[3], gFacilityTypes[ubFacilityType].szFacilityName, szSectorGrid );
swprintf( sString, gzFacilityErrorMessage[18], pSoldier->GetName(), gzFacilityRiskResultStrings[3], gFacilityTypes[ubFacilityType].szFacilityName, szSectorGrid );
DoScreenIndependantMessageBox( sString, MSG_BOX_FLAG_OK, NULL );
StopTimeCompression();
}
@@ -1447,7 +1447,7 @@ void HandleRisksForSoldierFacilityAssignment( SOLDIERTYPE *pSoldier, UINT8 ubFac
fBadResult = TRUE;
// Log message
BuildStatChangeString( sString, pSoldier->name, FALSE, Result, HEALTHAMT );
BuildStatChangeString( sString, pSoldier->GetName(), FALSE, Result, HEALTHAMT );
ScreenMsg( usColor, MSG_INTERFACE, sString );
if (pSoldier->stats.bLife >= OKLIFE)
@@ -1455,9 +1455,9 @@ void HandleRisksForSoldierFacilityAssignment( SOLDIERTYPE *pSoldier, UINT8 ubFac
// Do Screen Message and stop time.
GetShortSectorString( pSoldier->sSectorX, pSoldier->sSectorY, szSectorGrid );
if (!fOperatingFacility)
swprintf( sString, gzFacilityErrorMessage[17], pSoldier->name, gzFacilityRiskResultStrings[4], szSectorGrid );
swprintf( sString, gzFacilityErrorMessage[17], pSoldier->GetName(), gzFacilityRiskResultStrings[4], szSectorGrid );
else
swprintf( sString, gzFacilityErrorMessage[18], pSoldier->name, gzFacilityRiskResultStrings[4], gFacilityTypes[ubFacilityType].szFacilityName, szSectorGrid );
swprintf( sString, gzFacilityErrorMessage[18], pSoldier->GetName(), gzFacilityRiskResultStrings[4], gFacilityTypes[ubFacilityType].szFacilityName, szSectorGrid );
DoScreenIndependantMessageBox( sString, MSG_BOX_FLAG_OK, NULL );
StopTimeCompression();
}
@@ -1467,9 +1467,9 @@ void HandleRisksForSoldierFacilityAssignment( SOLDIERTYPE *pSoldier, UINT8 ubFac
// Do Screen Message and stop time.
GetShortSectorString( pSoldier->sSectorX, pSoldier->sSectorY, szSectorGrid );
if (!fOperatingFacility)
swprintf( sString, gzFacilityErrorMessage[28], pSoldier->name, szSectorGrid );
swprintf( sString, gzFacilityErrorMessage[28], pSoldier->GetName(), szSectorGrid );
else
swprintf( sString, gzFacilityErrorMessage[29], pSoldier->name, gFacilityTypes[ubFacilityType].szFacilityName, szSectorGrid );
swprintf( sString, gzFacilityErrorMessage[29], pSoldier->GetName(), gFacilityTypes[ubFacilityType].szFacilityName, szSectorGrid );
AddCharacterToAnySquad( pSoldier );
DoScreenIndependantMessageBox( sString, MSG_BOX_FLAG_OK, NULL );
StopTimeCompression();
@@ -1515,15 +1515,15 @@ void HandleRisksForSoldierFacilityAssignment( SOLDIERTYPE *pSoldier, UINT8 ubFac
fBadResult = TRUE;
// Log message
BuildStatChangeString( sString, pSoldier->name, FALSE, Result, MARKAMT );
BuildStatChangeString( sString, pSoldier->GetName(), FALSE, Result, MARKAMT );
ScreenMsg( usColor, MSG_INTERFACE, sString );
// Do Screen Message and stop time.
GetShortSectorString( pSoldier->sSectorX, pSoldier->sSectorY, szSectorGrid );
if (!fOperatingFacility)
swprintf( sString, gzFacilityErrorMessage[17], pSoldier->name, gzFacilityRiskResultStrings[5], szSectorGrid );
swprintf( sString, gzFacilityErrorMessage[17], pSoldier->GetName(), gzFacilityRiskResultStrings[5], szSectorGrid );
else
swprintf( sString, gzFacilityErrorMessage[18], pSoldier->name, gzFacilityRiskResultStrings[5], gFacilityTypes[ubFacilityType].szFacilityName, szSectorGrid );
swprintf( sString, gzFacilityErrorMessage[18], pSoldier->GetName(), gzFacilityRiskResultStrings[5], gFacilityTypes[ubFacilityType].szFacilityName, szSectorGrid );
DoScreenIndependantMessageBox( sString, MSG_BOX_FLAG_OK, NULL );
StopTimeCompression();
}
@@ -1567,15 +1567,15 @@ void HandleRisksForSoldierFacilityAssignment( SOLDIERTYPE *pSoldier, UINT8 ubFac
fBadResult = TRUE;
// Log message
BuildStatChangeString( sString, pSoldier->name, FALSE, Result, LDRAMT );
BuildStatChangeString( sString, pSoldier->GetName(), FALSE, Result, LDRAMT );
ScreenMsg( usColor, MSG_INTERFACE, sString );
// Do Screen Message and stop time.
GetShortSectorString( pSoldier->sSectorX, pSoldier->sSectorY, szSectorGrid );
if (!fOperatingFacility)
swprintf( sString, gzFacilityErrorMessage[17], pSoldier->name, gzFacilityRiskResultStrings[6], szSectorGrid );
swprintf( sString, gzFacilityErrorMessage[17], pSoldier->GetName(), gzFacilityRiskResultStrings[6], szSectorGrid );
else
swprintf( sString, gzFacilityErrorMessage[18], pSoldier->name, gzFacilityRiskResultStrings[6], gFacilityTypes[ubFacilityType].szFacilityName, szSectorGrid );
swprintf( sString, gzFacilityErrorMessage[18], pSoldier->GetName(), gzFacilityRiskResultStrings[6], gFacilityTypes[ubFacilityType].szFacilityName, szSectorGrid );
DoScreenIndependantMessageBox( sString, MSG_BOX_FLAG_OK, NULL );
StopTimeCompression();
}
@@ -1619,15 +1619,15 @@ void HandleRisksForSoldierFacilityAssignment( SOLDIERTYPE *pSoldier, UINT8 ubFac
fBadResult = TRUE;
// Log message
BuildStatChangeString( sString, pSoldier->name, FALSE, Result, MECHANAMT );
BuildStatChangeString( sString, pSoldier->GetName(), FALSE, Result, MECHANAMT );
ScreenMsg( usColor, MSG_INTERFACE, sString );
// Do Screen Message and stop time.
GetShortSectorString( pSoldier->sSectorX, pSoldier->sSectorY, szSectorGrid );
if (!fOperatingFacility)
swprintf( sString, gzFacilityErrorMessage[17], pSoldier->name, gzFacilityRiskResultStrings[7], szSectorGrid );
swprintf( sString, gzFacilityErrorMessage[17], pSoldier->GetName(), gzFacilityRiskResultStrings[7], szSectorGrid );
else
swprintf( sString, gzFacilityErrorMessage[18], pSoldier->name, gzFacilityRiskResultStrings[7], gFacilityTypes[ubFacilityType].szFacilityName, szSectorGrid );
swprintf( sString, gzFacilityErrorMessage[18], pSoldier->GetName(), gzFacilityRiskResultStrings[7], gFacilityTypes[ubFacilityType].szFacilityName, szSectorGrid );
DoScreenIndependantMessageBox( sString, MSG_BOX_FLAG_OK, NULL );
StopTimeCompression();
}
@@ -1671,15 +1671,15 @@ void HandleRisksForSoldierFacilityAssignment( SOLDIERTYPE *pSoldier, UINT8 ubFac
fBadResult = TRUE;
// Log message
BuildStatChangeString( sString, pSoldier->name, FALSE, Result, MEDICALAMT );
BuildStatChangeString( sString, pSoldier->GetName(), FALSE, Result, MEDICALAMT );
ScreenMsg( usColor, MSG_INTERFACE, sString );
// Do Screen Message and stop time.
GetShortSectorString( pSoldier->sSectorX, pSoldier->sSectorY, szSectorGrid );
if (!fOperatingFacility)
swprintf( sString, gzFacilityErrorMessage[17], pSoldier->name, gzFacilityRiskResultStrings[8], szSectorGrid );
swprintf( sString, gzFacilityErrorMessage[17], pSoldier->GetName(), gzFacilityRiskResultStrings[8], szSectorGrid );
else
swprintf( sString, gzFacilityErrorMessage[18], pSoldier->name, gzFacilityRiskResultStrings[8], gFacilityTypes[ubFacilityType].szFacilityName, szSectorGrid );
swprintf( sString, gzFacilityErrorMessage[18], pSoldier->GetName(), gzFacilityRiskResultStrings[8], gFacilityTypes[ubFacilityType].szFacilityName, szSectorGrid );
DoScreenIndependantMessageBox( sString, MSG_BOX_FLAG_OK, NULL );
StopTimeCompression();
}
@@ -1723,15 +1723,15 @@ void HandleRisksForSoldierFacilityAssignment( SOLDIERTYPE *pSoldier, UINT8 ubFac
fBadResult = TRUE;
// Log message
BuildStatChangeString( sString, pSoldier->name, FALSE, Result, EXPLODEAMT );
BuildStatChangeString( sString, pSoldier->GetName(), FALSE, Result, EXPLODEAMT );
ScreenMsg( usColor, MSG_INTERFACE, sString );
// Do Screen Message and stop time.
GetShortSectorString( pSoldier->sSectorX, pSoldier->sSectorY, szSectorGrid );
if (!fOperatingFacility)
swprintf( sString, gzFacilityErrorMessage[17], pSoldier->name, gzFacilityRiskResultStrings[9], szSectorGrid );
swprintf( sString, gzFacilityErrorMessage[17], pSoldier->GetName(), gzFacilityRiskResultStrings[9], szSectorGrid );
else
swprintf( sString, gzFacilityErrorMessage[18], pSoldier->name, gzFacilityRiskResultStrings[9], gFacilityTypes[ubFacilityType].szFacilityName, szSectorGrid );
swprintf( sString, gzFacilityErrorMessage[18], pSoldier->GetName(), gzFacilityRiskResultStrings[9], gFacilityTypes[ubFacilityType].szFacilityName, szSectorGrid );
DoScreenIndependantMessageBox( sString, MSG_BOX_FLAG_OK, NULL );
StopTimeCompression();
}
@@ -1753,15 +1753,15 @@ void HandleRisksForSoldierFacilityAssignment( SOLDIERTYPE *pSoldier, UINT8 ubFac
{
// Log message
GetShortSectorString( pSoldier->sSectorX, pSoldier->sSectorY, szSectorGrid );
swprintf( sString, gzFacilityErrorMessage[31], pSoldier->name, szSectorGrid );
swprintf( sString, gzFacilityErrorMessage[31], pSoldier->GetName(), szSectorGrid );
ScreenMsg( usColor, MSG_INTERFACE, sString );
// Do Screen Message, stop time, and take character off duty immediately.
GetShortSectorString( pSoldier->sSectorX, pSoldier->sSectorY, szSectorGrid );
if (!fOperatingFacility)
swprintf( sString, gzFacilityErrorMessage[19], pSoldier->name, szSectorGrid );
swprintf( sString, gzFacilityErrorMessage[19], pSoldier->GetName(), szSectorGrid );
else
swprintf( sString, gzFacilityErrorMessage[20], pSoldier->name, gFacilityTypes[ubFacilityType].szFacilityName, szSectorGrid );
swprintf( sString, gzFacilityErrorMessage[20], pSoldier->GetName(), gFacilityTypes[ubFacilityType].szFacilityName, szSectorGrid );
AddCharacterToAnySquad( pSoldier );
DoScreenIndependantMessageBox( sString, MSG_BOX_FLAG_OK, NULL );
StopTimeCompression();
@@ -1770,16 +1770,16 @@ void HandleRisksForSoldierFacilityAssignment( SOLDIERTYPE *pSoldier, UINT8 ubFac
{
// Log message
GetShortSectorString( pSoldier->sSectorX, pSoldier->sSectorY, szSectorGrid );
swprintf( sString, gzFacilityErrorMessage[30], pSoldier->name, szSectorGrid );
swprintf( sString, gzFacilityErrorMessage[30], pSoldier->GetName(), szSectorGrid );
ScreenMsg( usColor, MSG_INTERFACE, sString );
// Soldier isn't bleeding too bad. Let the player know, but don't take any action.
// Do Screen Message and stop time.
GetShortSectorString( pSoldier->sSectorX, pSoldier->sSectorY, szSectorGrid );
if (!fOperatingFacility)
swprintf( sString, gzFacilityErrorMessage[21], pSoldier->name, szSectorGrid );
swprintf( sString, gzFacilityErrorMessage[21], pSoldier->GetName(), szSectorGrid );
else
swprintf( sString, gzFacilityErrorMessage[22], pSoldier->name, gFacilityTypes[ubFacilityType].szFacilityName, szSectorGrid );
swprintf( sString, gzFacilityErrorMessage[22], pSoldier->GetName(), gFacilityTypes[ubFacilityType].szFacilityName, szSectorGrid );
DoScreenIndependantMessageBox( sString, MSG_BOX_FLAG_OK, NULL );
StopTimeCompression();
}
@@ -1807,7 +1807,7 @@ void HandleRisksForSoldierFacilityAssignment( SOLDIERTYPE *pSoldier, UINT8 ubFac
if (GetDrunkLevel(pSoldier) == BORDERLINE)
{
// Log message
swprintf( sString, gzFacilityErrorMessage[27], pSoldier->name );
swprintf( sString, gzFacilityErrorMessage[27], pSoldier->GetName() );
ScreenMsg( usColor, MSG_INTERFACE, sString );
}
@@ -1941,9 +1941,9 @@ void HandleRisksForSoldierFacilityAssignment( SOLDIERTYPE *pSoldier, UINT8 ubFac
DecrementTownLoyalty( ubTownID, abs(Result) );
// Log message
if (!fOperatingFacility)
swprintf( sString, gzFacilityErrorMessage[23], pTownNames[ubTownID], pSoldier->name );
swprintf( sString, gzFacilityErrorMessage[23], pTownNames[ubTownID], pSoldier->GetName() );
else
swprintf( sString, gzFacilityErrorMessage[24], pTownNames[ubTownID], pSoldier->name, gFacilityTypes[ubFacilityType].szFacilityName );
swprintf( sString, gzFacilityErrorMessage[24], pTownNames[ubTownID], pSoldier->GetName(), gFacilityTypes[ubFacilityType].szFacilityName );
ScreenMsg( usColor, MSG_INTERFACE, sString );
// SANDRO - add to merc records - facility accidents counter
@@ -1963,9 +1963,9 @@ void HandleRisksForSoldierFacilityAssignment( SOLDIERTYPE *pSoldier, UINT8 ubFac
// Log message
GetShortSectorString( pSoldier->sSectorX, pSoldier->sSectorY, szSectorGrid );
if (!fOperatingFacility)
swprintf( sString, gzFacilityErrorMessage[25], pSoldier->name, szSectorGrid );
swprintf( sString, gzFacilityErrorMessage[25], pSoldier->GetName(), szSectorGrid );
else
swprintf( sString, gzFacilityErrorMessage[26], pSoldier->name, szSectorGrid, gFacilityTypes[ubFacilityType].szFacilityName );
swprintf( sString, gzFacilityErrorMessage[26], pSoldier->GetName(), szSectorGrid, gFacilityTypes[ubFacilityType].szFacilityName );
ScreenMsg( usColor, MSG_INTERFACE, sString );
// SANDRO - add to merc records - facility accidents counter
+11 -11
View File
@@ -1146,11 +1146,11 @@ void NotifyPlayerOfMercDepartureAndPromptEquipmentPlacement( SOLDIERTYPE *pSoldi
{
if( gMercProfiles[ pSoldier->ubProfile ].bSex == MALE )
{
swprintf( sString, pMercHeLeaveString[ 4 ], pSoldier->name, zShortTownIDString );
swprintf( sString, pMercHeLeaveString[ 4 ], pSoldier->GetName(), zShortTownIDString );
}
else
{
swprintf( sString, pMercSheLeaveString[ 4 ], pSoldier->name, zShortTownIDString );
swprintf( sString, pMercSheLeaveString[ 4 ], pSoldier->GetName(), zShortTownIDString );
}
fInSector = TRUE;
}
@@ -1163,11 +1163,11 @@ void NotifyPlayerOfMercDepartureAndPromptEquipmentPlacement( SOLDIERTYPE *pSoldi
{
if( gMercProfiles[ pSoldier->ubProfile ].bSex == MALE )
{
swprintf( sString, L"%s %s", pSoldier->name, pMercHeLeaveString[ 3 ] );
swprintf( sString, L"%s %s", pSoldier->GetName(), pMercHeLeaveString[ 3 ] );
}
else
{
swprintf( sString, L"%s %s", pSoldier->name, pMercSheLeaveString[ 3 ] );
swprintf( sString, L"%s %s", pSoldier->GetName(), pMercSheLeaveString[ 3 ] );
}
fInSector = TRUE;
}
@@ -1178,11 +1178,11 @@ void NotifyPlayerOfMercDepartureAndPromptEquipmentPlacement( SOLDIERTYPE *pSoldi
if( gMercProfiles[ pSoldier->ubProfile ].bSex == MALE )
{
swprintf( sString, pMercHeLeaveString[ 0 ], pSoldier->name, zShortTownIDString );
swprintf( sString, pMercHeLeaveString[ 0 ], pSoldier->GetName(), zShortTownIDString );
}
else
{
swprintf( sString, pMercSheLeaveString[ 0 ], pSoldier->name, zShortTownIDString );
swprintf( sString, pMercSheLeaveString[ 0 ], pSoldier->GetName(), zShortTownIDString );
}
}
@@ -1193,11 +1193,11 @@ void NotifyPlayerOfMercDepartureAndPromptEquipmentPlacement( SOLDIERTYPE *pSoldi
{
if( gMercProfiles[ pSoldier->ubProfile ].bSex == MALE )
{
swprintf( sString, L"%s %s", pSoldier->name, pMercHeLeaveString[ 2 ] );
swprintf( sString, L"%s %s", pSoldier->GetName(), pMercHeLeaveString[ 2 ] );
}
else
{
swprintf( sString, L"%s %s", pSoldier->name, pMercSheLeaveString[ 2 ] );
swprintf( sString, L"%s %s", pSoldier->GetName(), pMercSheLeaveString[ 2 ] );
}
fInSector = TRUE;
}
@@ -1208,11 +1208,11 @@ void NotifyPlayerOfMercDepartureAndPromptEquipmentPlacement( SOLDIERTYPE *pSoldi
if( gMercProfiles[ pSoldier->ubProfile ].bSex == MALE )
{
swprintf( sString, pMercHeLeaveString[ 1 ], pSoldier->name, zShortTownIDString );
swprintf( sString, pMercHeLeaveString[ 1 ], pSoldier->GetName(), zShortTownIDString );
}
else
{
swprintf( sString, pMercSheLeaveString[ 1 ], pSoldier->name, zShortTownIDString );
swprintf( sString, pMercSheLeaveString[ 1 ], pSoldier->GetName(), zShortTownIDString );
}
}
}
@@ -1508,7 +1508,7 @@ void HandleNotifyPlayerCanAffordInsurance( SOLDIERTYPE *pSoldier, UINT8 ubLength
InsertCommasForDollarFigure( sStringA );
InsertDollarSignInToString( sStringA );
swprintf( sString, zMarksMapScreenText[ 10 ], pSoldier->name, sStringA, ubLength );
swprintf( sString, zMarksMapScreenText[ 10 ], pSoldier->GetName(), sStringA, ubLength );
//Set the length to the global variable ( so we know how long the contract is in the callback )
gubContractLength = ubLength;
+2 -2
View File
@@ -117,7 +117,7 @@ void StatChange(SOLDIERTYPE *pSoldier, UINT8 ubStat, UINT16 usNumChances, UINT8
if( pSoldier->bAssignment == ASSIGNMENT_POW )
{
ScreenMsg( FONT_ORANGE, MSG_BETAVERSION, L"ERROR: StatChange: %s improving stats while POW! ubStat %d", pSoldier->name, ubStat );
ScreenMsg( FONT_ORANGE, MSG_BETAVERSION, L"ERROR: StatChange: %s improving stats while POW! ubStat %d", pSoldier->GetName(), ubStat );
return;
}
@@ -715,7 +715,7 @@ void ChangeStat( MERCPROFILESTRUCT *pProfile, SOLDIERTYPE *pSoldier, UINT8 ubSta
CHAR16 wTempString[ 128 ];
// tell player about it
BuildStatChangeString( wTempString, pSoldier->name, fChangeTypeIncrease, sPtsChanged, ubStat );
BuildStatChangeString( wTempString, pSoldier->GetName(), fChangeTypeIncrease, sPtsChanged, ubStat );
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, wTempString );
}
+2 -2
View File
@@ -245,11 +245,11 @@ BOOLEAN ApplyDrugs( SOLDIERTYPE *pSoldier, OBJECTTYPE *pObject )
if ( (ubDrugType & DRUG_ALCOHOL) != 0 )
{
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, pMessageStrings[ MSG_DRANK_SOME ], pSoldier->name, ShortItemNames[ usItem ] );
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, pMessageStrings[ MSG_DRANK_SOME ], pSoldier->GetName(), ShortItemNames[ usItem ] );
}
else
{
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, pMessageStrings[ MSG_MERC_TOOK_DRUG ], pSoldier->name );
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, pMessageStrings[ MSG_MERC_TOOK_DRUG ], pSoldier->GetName() );
}
// Dirty panel
+12 -12
View File
@@ -126,9 +126,9 @@ BOOLEAN ApplyFood( SOLDIERTYPE *pSoldier, OBJECTTYPE *pObject, BOOLEAN fForce, B
// notification
if ( type == AP_EAT )
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szFoodTextStr[STR_FOOD_DONOTWANT_EAT], pSoldier->name, Item[pObject->usItem].szItemName );
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szFoodTextStr[STR_FOOD_DONOTWANT_EAT], pSoldier->GetName(), Item[pObject->usItem].szItemName );
else
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szFoodTextStr[STR_FOOD_DONOTWANT_DRINK], pSoldier->name, Item[pObject->usItem].szItemName );
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szFoodTextStr[STR_FOOD_DONOTWANT_DRINK], pSoldier->GetName(), Item[pObject->usItem].szItemName );
// Say quote!
TacticalCharacterDialogue( pSoldier, 61 );
@@ -205,9 +205,9 @@ BOOLEAN ApplyFood( SOLDIERTYPE *pSoldier, OBJECTTYPE *pObject, BOOLEAN fForce, B
// notification
if ( type == AP_EAT )
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szFoodTextStr[STR_FOOD_ATE], pSoldier->name, Item[pObject->usItem].szItemName );
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szFoodTextStr[STR_FOOD_ATE], pSoldier->GetName(), Item[pObject->usItem].szItemName );
else
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szFoodTextStr[STR_FOOD_DRANK], pSoldier->name, Item[pObject->usItem].szItemName );
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szFoodTextStr[STR_FOOD_DRANK], pSoldier->GetName(), Item[pObject->usItem].szItemName );
// now remove a portion of the food item (or the whole item altogether)
UINT16 ptsconsumed = UseKitPoints( pObject, Food[foodtype].ubPortionSize, pSoldier );
@@ -380,9 +380,9 @@ void HourlyFoodSituationUpdate( SOLDIERTYPE *pSoldier )
pSoldier->usValueGoneUp &= ~( STRENGTH_INCREASE );
if ( foodsituation < FOOD_NORMAL )
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szFoodTextStr[STR_FOOD_STR_DAMAGE_FOOD_TOO_MUCH], pSoldier->name );
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szFoodTextStr[STR_FOOD_STR_DAMAGE_FOOD_TOO_MUCH], pSoldier->GetName() );
else
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szFoodTextStr[STR_FOOD_STR_DAMAGE_FOOD_TOO_LESS], pSoldier->name );
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szFoodTextStr[STR_FOOD_STR_DAMAGE_FOOD_TOO_LESS], pSoldier->GetName() );
}
// damage health
@@ -411,9 +411,9 @@ void HourlyFoodSituationUpdate( SOLDIERTYPE *pSoldier )
gMercProfiles[ pSoldier->ubProfile ].records.usTimesStatDamaged++;
if ( foodsituation < FOOD_NORMAL )
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szFoodTextStr[STR_FOOD_HEALTH_DAMAGE_FOOD_TOO_MUCH], pSoldier->name );
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szFoodTextStr[STR_FOOD_HEALTH_DAMAGE_FOOD_TOO_MUCH], pSoldier->GetName() );
else
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szFoodTextStr[STR_FOOD_HEALTH_DAMAGE_FOOD_TOO_LESS], pSoldier->name );
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szFoodTextStr[STR_FOOD_HEALTH_DAMAGE_FOOD_TOO_LESS], pSoldier->GetName() );
// if we fall below OKLIFE, we start bleeding...
// Reason for this is that
@@ -464,9 +464,9 @@ void HourlyFoodSituationUpdate( SOLDIERTYPE *pSoldier )
pSoldier->usValueGoneUp &= ~( STRENGTH_INCREASE );
if ( watersituation < FOOD_NORMAL )
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szFoodTextStr[STR_FOOD_STR_DAMAGE_DRINK_TOO_MUCH], pSoldier->name );
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szFoodTextStr[STR_FOOD_STR_DAMAGE_DRINK_TOO_MUCH], pSoldier->GetName() );
else
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szFoodTextStr[STR_FOOD_STR_DAMAGE_DRINK_TOO_LESS], pSoldier->name );
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szFoodTextStr[STR_FOOD_STR_DAMAGE_DRINK_TOO_LESS], pSoldier->GetName() );
}
// damage health
@@ -497,9 +497,9 @@ void HourlyFoodSituationUpdate( SOLDIERTYPE *pSoldier )
gMercProfiles[ pSoldier->ubProfile ].records.usTimesStatDamaged++;
if ( watersituation < FOOD_NORMAL )
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szFoodTextStr[STR_FOOD_HEALTH_DAMAGE_DRINK_TOO_MUCH], pSoldier->name );
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szFoodTextStr[STR_FOOD_HEALTH_DAMAGE_DRINK_TOO_MUCH], pSoldier->GetName() );
else
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szFoodTextStr[STR_FOOD_HEALTH_DAMAGE_DRINK_TOO_LESS], pSoldier->name );
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szFoodTextStr[STR_FOOD_HEALTH_DAMAGE_DRINK_TOO_LESS], pSoldier->GetName() );
// if we fall below OKLIFE, we start bleeding...
// Reason for this is that
+2 -2
View File
@@ -895,7 +895,7 @@ BOOLEAN HandleOpenableStruct( SOLDIERTYPE *pSoldier, INT32 sGridNo, STRUCTURE *p
pSoldier->ChangeSoldierState( GetAnimStateForInteraction( pSoldier, fDoor, END_OPEN_LOCKED_DOOR ), 0, FALSE );
// Do we have a quote for locked stuff?
// Now just show on message bar
//ScreenMsg( MSG_FONT_YELLOW, MSG_INTERFACE, TacticalStr[ DOOR_NOT_PROPER_KEY_STR ], pSoldier->name );
//ScreenMsg( MSG_FONT_YELLOW, MSG_INTERFACE, TacticalStr[ DOOR_NOT_PROPER_KEY_STR ], pSoldier->GetName() );
#ifdef JA2UB
//If this is the tunnel sector, and the merc failed opening the fence door, play a quote
@@ -1006,7 +1006,7 @@ BOOLEAN HandleOpenableStruct( SOLDIERTYPE *pSoldier, INT32 sGridNo, STRUCTURE *p
pSoldier->ChangeSoldierState( GetAnimStateForInteraction( pSoldier, fDoor, END_OPEN_LOCKED_DOOR ), 0, FALSE );
// Do we have a quote for locked stuff?
// Now just show on message bar
ScreenMsg( MSG_FONT_YELLOW, MSG_INTERFACE, TacticalStr[ DOOR_NOT_PROPER_KEY_STR ], pSoldier->name );
ScreenMsg( MSG_FONT_YELLOW, MSG_INTERFACE, TacticalStr[ DOOR_NOT_PROPER_KEY_STR ], pSoldier->GetName() );
// Update perceived lock value
UpdateDoorPerceivedValue( pDoor );
+9 -9
View File
@@ -484,7 +484,7 @@ INT32 HandleItem( SOLDIERTYPE *pSoldier, INT32 sGridNo, INT8 bLevel, UINT16 usHa
pSoldier->bWeaponMode = WM_BURST;
pSoldier->bDoAutofire = 0;
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, gzLateLocalizedString[ 26 ], pSoldier->name );
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, gzLateLocalizedString[ 26 ], pSoldier->GetName() );
}
}
else if ( !IsGunAutofireCapable( &pSoldier->inv[HANDPOS] ) )
@@ -535,7 +535,7 @@ INT32 HandleItem( SOLDIERTYPE *pSoldier, INT32 sGridNo, INT8 bLevel, UINT16 usHa
if((pSoldier->ubProfile != NO_PROFILE) && ( (gMercProfiles[ pSoldier->ubProfile ].bDisability == PSYCHO) || MercUnderTheInfluence(pSoldier, DRUG_TYPE_PSYCHO) ) && PreRandom(100) < 20)
{
chanceToMisfire = diceSides;
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, gzLateLocalizedString[ 26 ], pSoldier->name );
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, gzLateLocalizedString[ 26 ], pSoldier->GetName() );
pSoldier->DoMercBattleSound( BATTLE_SOUND_LAUGH1 ); // Added the laugh sound when going Psycho on autofire - SANDRO
}
@@ -578,18 +578,18 @@ INT32 HandleItem( SOLDIERTYPE *pSoldier, INT32 sGridNo, INT8 bLevel, UINT16 usHa
if (gGameExternalOptions.usBulletHideIntensity > 0)
{
// HEADROCK HAM 3.5: Non-accurate assessment.
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, New113HAMMessage[ 2 ], pSoldier->name );
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, New113HAMMessage[ 2 ], pSoldier->GetName() );
}
else
{// More than 1 round
if (__min(pSoldier->bDoAutofire,pSoldier->inv[ pSoldier->ubAttackingHand ][0]->data.gun.ubGunShotsLeft) - startAuto > 1)
{
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, gzLateLocalizedString[ 62 ], pSoldier->name, __min(pSoldier->bDoAutofire,pSoldier->inv[ pSoldier->ubAttackingHand ][0]->data.gun.ubGunShotsLeft) - startAuto );
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, gzLateLocalizedString[ 62 ], pSoldier->GetName(), __min(pSoldier->bDoAutofire,pSoldier->inv[ pSoldier->ubAttackingHand ][0]->data.gun.ubGunShotsLeft) - startAuto );
}
// 1 round
else
{
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, gzLateLocalizedString[ 63 ], pSoldier->name ); // SANDRO - no need for attaching the number if only one round is shot
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, gzLateLocalizedString[ 63 ], pSoldier->GetName() ); // SANDRO - no need for attaching the number if only one round is shot
}
}
}
@@ -4582,7 +4582,7 @@ void SoldierGiveItemFromAnimation( SOLDIERTYPE *pSoldier )
}
// OK, it's given, display message!
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, TacticalStr[ ITEM_HAS_BEEN_GIVEN_TO_STR ], ShortItemNames[ usItemNum ], pTSoldier->name );
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, TacticalStr[ ITEM_HAS_BEEN_GIVEN_TO_STR ], ShortItemNames[ usItemNum ], pTSoldier->GetName() );
if (usItemNum == MONEY)
{
// are we giving money to an NPC, to whom we owe money?
@@ -4595,12 +4595,12 @@ void SoldierGiveItemFromAnimation( SOLDIERTYPE *pSoldier )
gMercProfiles[pTSoldier->ubProfile].iBalance = 0;
// report the payment and set facts to indicate people not being owed money
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, TacticalStr[ GUY_HAS_BEEN_PAID_IN_FULL_STR ], pTSoldier->name );
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, TacticalStr[ GUY_HAS_BEEN_PAID_IN_FULL_STR ], pTSoldier->GetName() );
}
else
{
// report the payment
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, TacticalStr[ GUY_STILL_OWED_STR ], pTSoldier->name, -gMercProfiles[pTSoldier->ubProfile].iBalance );
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, TacticalStr[ GUY_STILL_OWED_STR ], pTSoldier->GetName(), -gMercProfiles[pTSoldier->ubProfile].iBalance );
}
}
}
@@ -6490,7 +6490,7 @@ void SoldierStealItemFromSoldier( SOLDIERTYPE *pSoldier, SOLDIERTYPE *pOpponent,
// SANDRO - show a message, that we had insufficient APs to take all items
if ( fNotEnoughAPs && pSoldier->bTeam == gbPlayerNum && gGameExternalOptions.fEnhancedCloseCombatSystem)
{
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, New113Message[MSG113_NOT_ENOUGH_APS_TO_STEAL_ALL], pSoldier->name );
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, New113Message[MSG113_NOT_ENOUGH_APS_TO_STEAL_ALL], pSoldier->GetName() );
}
gpTempSoldier = pSoldier;
+18 -18
View File
@@ -2035,7 +2035,7 @@ UINT32 UIHandleCMoveMerc( UI_EVENT *pUIEvent )
}
else
{
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, TacticalStr[ NO_PATH_FOR_MERC ], pSoldier->name );
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, TacticalStr[ NO_PATH_FOR_MERC ], pSoldier->GetName() );
}
pSoldier->flags.fUIMovementFast = fOldFastMove;
@@ -2708,7 +2708,7 @@ void SurgeryRequesterCallback( UINT8 bExitValue )
if (!gpRequesterTargetMerc->bBleeding && gpRequesterTargetMerc->stats.bLife >= OKLIFE)
{
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_UI_FEEDBACK, TacticalStr[ CANNOT_NO_NEED_FIRST_AID_STR ], gpRequesterTargetMerc->name );
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_UI_FEEDBACK, TacticalStr[ CANNOT_NO_NEED_FIRST_AID_STR ], gpRequesterTargetMerc->GetName() );
}
else
{
@@ -2760,7 +2760,7 @@ UINT32 UIHandleCAMercShoot( UI_EVENT *pUIEvent )
fDidRequester = TRUE;
swprintf( zStr, TacticalStr[ ATTACK_OWN_GUY_PROMPT ], pTSoldier->name );
swprintf( zStr, TacticalStr[ ATTACK_OWN_GUY_PROMPT ], pTSoldier->GetName() );
DoMessageBox( MSG_BOX_BASIC_STYLE, zStr, GAME_SCREEN, ( UINT8 )MSG_BOX_FLAG_YESNO, AttackRequesterCallback, NULL );
@@ -2782,9 +2782,9 @@ UINT32 UIHandleCAMercShoot( UI_EVENT *pUIEvent )
fDidRequester = TRUE;
if (pTSoldier->bBleeding)
swprintf( zStr, New113Message[ MSG113_DO_WE_WANT_SURGERY_FIRST ], pTSoldier->name, (pTSoldier->iHealableInjury * (gSkillTraitValues.ubDOSurgeryHealPercentBase + gSkillTraitValues.ubDOSurgeryHealPercentOnTop * NUM_SKILL_TRAITS( pSoldier, DOCTOR_NT )) / 10000) );
swprintf( zStr, New113Message[ MSG113_DO_WE_WANT_SURGERY_FIRST ], pTSoldier->GetName(), (pTSoldier->iHealableInjury * (gSkillTraitValues.ubDOSurgeryHealPercentBase + gSkillTraitValues.ubDOSurgeryHealPercentOnTop * NUM_SKILL_TRAITS( pSoldier, DOCTOR_NT )) / 10000) );
else
swprintf( zStr, New113Message[ MSG113_DO_WE_WANT_SURGERY ], pTSoldier->name, (pTSoldier->iHealableInjury * (gSkillTraitValues.ubDOSurgeryHealPercentBase + gSkillTraitValues.ubDOSurgeryHealPercentOnTop * NUM_SKILL_TRAITS( pSoldier, DOCTOR_NT )) / 10000) );
swprintf( zStr, New113Message[ MSG113_DO_WE_WANT_SURGERY ], pTSoldier->GetName(), (pTSoldier->iHealableInjury * (gSkillTraitValues.ubDOSurgeryHealPercentBase + gSkillTraitValues.ubDOSurgeryHealPercentOnTop * NUM_SKILL_TRAITS( pSoldier, DOCTOR_NT )) / 10000) );
DoMessageBox( MSG_BOX_BASIC_STYLE, zStr, GAME_SCREEN, ( UINT8 )MSG_BOX_FLAG_YESNO, SurgeryRequesterCallback, NULL );
}
@@ -3563,7 +3563,7 @@ void UIHandleSoldierStanceChange( UINT8 ubSoldierID, INT8 bNewStance )
{
if ( pSoldier->bCollapsed && pSoldier->bBreath < OKBREATH )
{
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_UI_FEEDBACK, gzLateLocalizedString[ 4 ], pSoldier->name );
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_UI_FEEDBACK, gzLateLocalizedString[ 4 ], pSoldier->GetName() );
}
else
{
@@ -3579,11 +3579,11 @@ void UIHandleSoldierStanceChange( UINT8 ubSoldierID, INT8 bNewStance )
{
if ( pSoldier->bCollapsed )
{
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_UI_FEEDBACK, pMessageStrings[ MSG_CANT_CHANGE_STANCE ], pSoldier->name );
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_UI_FEEDBACK, pMessageStrings[ MSG_CANT_CHANGE_STANCE ], pSoldier->GetName() );
}
else
{
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_UI_FEEDBACK, TacticalStr[ CANNOT_STANCE_CHANGE_STR ], pSoldier->name );
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_UI_FEEDBACK, TacticalStr[ CANNOT_STANCE_CHANGE_STR ], pSoldier->GetName() );
}
}
}
@@ -4630,13 +4630,13 @@ BOOLEAN UIMouseOnValidAttackLocation( SOLDIERTYPE *pSoldier )
// If we are a vehicle...
if ( ( pTSoldier->flags.uiStatusFlags & ( SOLDIER_VEHICLE | SOLDIER_ROBOT ) ) )
{
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_UI_FEEDBACK, TacticalStr[ CANNOT_DO_FIRST_AID_STR ], pTSoldier->name );
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_UI_FEEDBACK, TacticalStr[ CANNOT_DO_FIRST_AID_STR ], pTSoldier->GetName() );
return( FALSE );
}
if ( pSoldier->stats.bMedical == 0 )
{
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_UI_FEEDBACK, pMessageStrings[ MSG_MERC_HAS_NO_MEDSKILL ], pSoldier->name );
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_UI_FEEDBACK, pMessageStrings[ MSG_MERC_HAS_NO_MEDSKILL ], pSoldier->GetName() );
return( FALSE );
}
@@ -4651,13 +4651,13 @@ BOOLEAN UIMouseOnValidAttackLocation( SOLDIERTYPE *pSoldier )
{
if ( pTSoldier->bBleeding == 0 && pTSoldier->stats.bLife != pTSoldier->stats.bLifeMax )
{
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_UI_FEEDBACK, gzLateLocalizedString[ 19 ], pTSoldier->name );
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_UI_FEEDBACK, gzLateLocalizedString[ 19 ], pTSoldier->GetName() );
return( FALSE );
}
if ( pTSoldier->bBleeding == 0 && pTSoldier->stats.bLife >= OKLIFE )
{
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_UI_FEEDBACK, TacticalStr[ CANNOT_NO_NEED_FIRST_AID_STR ], pTSoldier->name );
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_UI_FEEDBACK, TacticalStr[ CANNOT_NO_NEED_FIRST_AID_STR ], pTSoldier->GetName() );
return( FALSE );
}
}
@@ -5039,7 +5039,7 @@ BOOLEAN MakeSoldierTurn( SOLDIERTYPE *pSoldier, INT16 sXPos, INT16 sYPos )
{
if ( pSoldier->bCollapsed && pSoldier->bBreath < OKBREATH )
{
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_UI_FEEDBACK, gzLateLocalizedString[ 4 ], pSoldier->name );
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_UI_FEEDBACK, gzLateLocalizedString[ 4 ], pSoldier->GetName() );
}
return FALSE;
@@ -5621,7 +5621,7 @@ BOOLEAN HandleMultiSelectionMove( INT32 sDestGridNo )
}
else
{
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, TacticalStr[ NO_PATH_FOR_MERC ], pSoldier->name );
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, TacticalStr[ NO_PATH_FOR_MERC ], pSoldier->GetName() );
}
fAtLeastOneMultiSelect = TRUE;
@@ -6056,11 +6056,11 @@ BOOLEAN HandleTalkInit( )
{
if ( pTSoldier->ubProfile != NO_PROFILE )
{
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_UI_FEEDBACK, TacticalStr[ NO_LOS_TO_TALK_TARGET ], pSoldier->name, pTSoldier->name );
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_UI_FEEDBACK, TacticalStr[ NO_LOS_TO_TALK_TARGET ], pSoldier->GetName(), pTSoldier->GetName() );
}
else
{
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_UI_FEEDBACK, gzLateLocalizedString[ 45 ], pSoldier->name );
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_UI_FEEDBACK, gzLateLocalizedString[ 45 ], pSoldier->GetName() );
}
return( FALSE );
}
@@ -6069,7 +6069,7 @@ BOOLEAN HandleTalkInit( )
if ( pTSoldier->bCollapsed )
{
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_UI_FEEDBACK, gzLateLocalizedString[ 21 ], pTSoldier->name );
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_UI_FEEDBACK, gzLateLocalizedString[ 21 ], pTSoldier->GetName() );
return( FALSE );
}
@@ -6084,7 +6084,7 @@ BOOLEAN HandleTalkInit( )
{
if ( pTSoldier->ubProfile == DIMITRI )
{
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_UI_FEEDBACK, gzLateLocalizedString[ 32 ], pTSoldier->name );
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_UI_FEEDBACK, gzLateLocalizedString[ 32 ], pTSoldier->GetName() );
return( FALSE );
}
+13 -13
View File
@@ -3577,7 +3577,7 @@ BOOLEAN ReloadGun( SOLDIERTYPE * pSoldier, OBJECTTYPE * pGun, OBJECTTYPE * pAmmo
if (pSoldier->bTeam == gbPlayerNum)
{
// spit out a message if this is one of our folks reloading
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, Message[STR_PLAYER_RELOADS], pSoldier->name );
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, Message[STR_PLAYER_RELOADS], pSoldier->GetName() );
}
DeductPoints( pSoldier, bAPs, 0 );
@@ -3897,7 +3897,7 @@ BOOLEAN AutoReload( SOLDIERTYPE * pSoldier )
}
else
{
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, Message[ STR_RELOAD_ONLY_ONE_GUN ], pSoldier->name );
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, Message[ STR_RELOAD_ONLY_ONE_GUN ], pSoldier->GetName() );
}
}
}
@@ -8920,23 +8920,23 @@ void WaterDamage( SOLDIERTYPE *pSoldier )
{
pSoldier->CreateSoldierPalettes( );
}
// ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, Message[STR_CAMMO_WASHED_OFF], pSoldier->name );
// ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, Message[STR_CAMMO_WASHED_OFF], pSoldier->GetName() );
if ( pSoldier->bCamo <= 0 )
{
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, Message[STR_JUNGLE_WASHED_OFF], pSoldier->name );
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, Message[STR_JUNGLE_WASHED_OFF], pSoldier->GetName() );
}
else if ( pSoldier->urbanCamo <= 0 )
{
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, Message[STR_URBAN_WASHED_OFF], pSoldier->name );
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, Message[STR_URBAN_WASHED_OFF], pSoldier->GetName() );
}
else if ( pSoldier->snowCamo <= 0 )
{
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, Message[STR_SNOW_WASHED_OFF], pSoldier->name );
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, Message[STR_SNOW_WASHED_OFF], pSoldier->GetName() );
}
else if ( pSoldier->desertCamo <= 0 )
{
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, Message[STR_DESERT_WASHED_OFF], pSoldier->name );
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, Message[STR_DESERT_WASHED_OFF], pSoldier->GetName() );
}
}
@@ -9365,7 +9365,7 @@ BOOLEAN ApplyClothes( SOLDIERTYPE * pSoldier, OBJECTTYPE * pObj, BOOLEAN fUseAPs
if ( COMPARE_PALETTEREP_ID(pSoldier->VestPal, gUniformColors[ i ].vest) && COMPARE_PALETTEREP_ID(pSoldier->PantsPal, gUniformColors[ i ].pants) )
{
pSoldier->bSoldierFlagMask |= SOLDIER_COVERT_SOLDIER;
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCovertTextStr[STR_COVERT_DISGUISED_AS_SOLDIER], pSoldier->name );
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCovertTextStr[STR_COVERT_DISGUISED_AS_SOLDIER], pSoldier->GetName() );
break;
}
@@ -9375,7 +9375,7 @@ BOOLEAN ApplyClothes( SOLDIERTYPE * pSoldier, OBJECTTYPE * pObj, BOOLEAN fUseAPs
if ( !(pSoldier->bSoldierFlagMask & SOLDIER_COVERT_SOLDIER) )
{
pSoldier->bSoldierFlagMask |= SOLDIER_COVERT_CIV;
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCovertTextStr[STR_COVERT_DISGUISED_AS_CIVILIAN], pSoldier->name );
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCovertTextStr[STR_COVERT_DISGUISED_AS_CIVILIAN], pSoldier->GetName() );
}
// reevaluate sight - otherwise we could hide by changing clothes in plain sight!
@@ -14375,7 +14375,7 @@ BOOLEAN OBJECTTYPE::TransformObject( SOLDIERTYPE * pSoldier, UINT8 ubStatusIndex
CHAR16 pStr[500];
// Item was split apart. Since it was in the sector inventory, it's common sense that all results
// are in the sector inventory as well, so no need to report anything extra.
swprintf( pStr, gzTransformationMessage[ 1 ], Item[usOrigItem].szItemName, pSoldier->name );
swprintf( pStr, gzTransformationMessage[ 1 ], Item[usOrigItem].szItemName, pSoldier->GetName() );
ScreenMsg( FONT_ORANGE, MSG_INTERFACE, pStr );
}
else if (fSplit || fDropped)
@@ -14384,21 +14384,21 @@ BOOLEAN OBJECTTYPE::TransformObject( SOLDIERTYPE * pSoldier, UINT8 ubStatusIndex
if (fSplit && !fDropped)
{
// Item was split apart, but all subitems remained in the inventory.
swprintf( pStr, gzTransformationMessage[ 2 ], Item[usOrigItem].szItemName, pSoldier->name );
swprintf( pStr, gzTransformationMessage[ 2 ], Item[usOrigItem].szItemName, pSoldier->GetName() );
ScreenMsg( FONT_ORANGE, MSG_INTERFACE, pStr );
}
else if (fDropped && !fSplit)
{
// Either the item itself or another item has been dropped to the sector inventory due to lack of
// space.
swprintf( pStr, gzTransformationMessage[ 3 ], pSoldier->name );
swprintf( pStr, gzTransformationMessage[ 3 ], pSoldier->GetName() );
DoScreenIndependantMessageBox( pStr, MSG_BOX_FLAG_OK, NULL );
}
else if (fDropped && fSplit)
{
// Item was split apart. Either the item itself or another item has been dropped to the sector
// inventory due to lack of space.
swprintf( pStr, gzTransformationMessage[ 4 ], Item[usOrigItem].szItemName, pSoldier->name );
swprintf( pStr, gzTransformationMessage[ 4 ], Item[usOrigItem].szItemName, pSoldier->GetName() );
DoScreenIndependantMessageBox( pStr, MSG_BOX_FLAG_OK, NULL );
}
}
+2 -2
View File
@@ -1800,7 +1800,7 @@ void DisplayCommanderMorrisNote( SOLDIERTYPE *pSoldier )
{
gJa25SaveStruct.ubDisplayCommanderMorrisNote = DMN__DISPLAY_PART_1;
swprintf( zString, zNewTacticalMessages[ TCTL_MSG__END_GAME_POPUP_TXT_1 ], pSoldier->name );
swprintf( zString, zNewTacticalMessages[ TCTL_MSG__END_GAME_POPUP_TXT_1 ], pSoldier->GetName() );
}
//if it si the second part of the note to be displayed
@@ -1808,7 +1808,7 @@ void DisplayCommanderMorrisNote( SOLDIERTYPE *pSoldier )
{
gJa25SaveStruct.ubDisplayCommanderMorrisNote = DMN__DISPLAY_PART_2;
swprintf( zString, zNewTacticalMessages[ TCTL_MSG__END_GAME_POPUP_TXT_2 ], pSoldier->name, pSoldier->name );
swprintf( zString, zNewTacticalMessages[ TCTL_MSG__END_GAME_POPUP_TXT_2 ], pSoldier->GetName(), pSoldier->GetName() );
}
//Display it
+3 -3
View File
@@ -498,7 +498,7 @@ void HandleHeliDrop( )
// Check for merc arrives quotes...
HandleMercArrivesQuotes( MercPtrs[ gusHeliSeats[ cnt ] ] );
ScreenMsg( FONT_MCOLOR_WHITE, MSG_INTERFACE, TacticalStr[ MERC_HAS_ARRIVED_STR ], MercPtrs[ gusHeliSeats[ cnt ] ]->name );
ScreenMsg( FONT_MCOLOR_WHITE, MSG_INTERFACE, TacticalStr[ MERC_HAS_ARRIVED_STR ], MercPtrs[ gusHeliSeats[ cnt ] ]->GetName() );
}
@@ -554,7 +554,7 @@ void HandleHeliDrop( )
// Check for merc arrives quotes...
HandleMercArrivesQuotes( MercPtrs[ gusHeliSeats[ cnt ] ] );
ScreenMsg( FONT_MCOLOR_WHITE, MSG_INTERFACE, TacticalStr[ MERC_HAS_ARRIVED_STR ], MercPtrs[ gusHeliSeats[ cnt ] ]->name );
ScreenMsg( FONT_MCOLOR_WHITE, MSG_INTERFACE, TacticalStr[ MERC_HAS_ARRIVED_STR ], MercPtrs[ gusHeliSeats[ cnt ] ]->GetName() );
}
@@ -702,7 +702,7 @@ void HandleHeliDrop( )
gfFirstGuyDown = FALSE;
SetCurrentSquad( MercPtrs[ gusHeliSeats[ gbCurDrop ] ]->bAssignment, TRUE );
}
ScreenMsg( FONT_MCOLOR_WHITE, MSG_INTERFACE, TacticalStr[ MERC_HAS_ARRIVED_STR ], MercPtrs[ gusHeliSeats[ gbCurDrop ] ]->name );
ScreenMsg( FONT_MCOLOR_WHITE, MSG_INTERFACE, TacticalStr[ MERC_HAS_ARRIVED_STR ], MercPtrs[ gusHeliSeats[ gbCurDrop ] ]->GetName() );
gbCurDrop++;
+1 -1
View File
@@ -514,7 +514,7 @@ void MercArrivesCallback( UINT8 ubSoldierID )
if ( pSoldier->ubStrategicInsertionCode != INSERTION_CODE_CHOPPER )
{
ScreenMsg( FONT_MCOLOR_WHITE, MSG_INTERFACE, TacticalStr[ MERC_HAS_ARRIVED_STR ], pSoldier->name );
ScreenMsg( FONT_MCOLOR_WHITE, MSG_INTERFACE, TacticalStr[ MERC_HAS_ARRIVED_STR ], pSoldier->GetName() );
// ATE: He's going to say something, now that they've arrived...
if ( gTacticalStatus.bMercArrivingQuoteBeingUsed == FALSE && !gfFirstHeliRun )
+1 -1
View File
@@ -643,7 +643,7 @@ void HandleMoraleEvent( SOLDIERTYPE *pSoldier, INT8 bMoraleEvent, INT16 sMapX, I
}
else
{
DebugMsg( TOPIC_JA2, DBG_LEVEL_3, String( "Handling morale event %d for %S at X=%d, Y=%d, Z=%d", bMoraleEvent, pSoldier->name, sMapX, sMapY, bMapZ ) );
DebugMsg( TOPIC_JA2, DBG_LEVEL_3, String( "Handling morale event %d for %S at X=%d, Y=%d, Z=%d", bMoraleEvent, pSoldier->GetName(), sMapX, sMapY, bMapZ ) );
}
+15 -15
View File
@@ -1785,7 +1785,7 @@ BOOLEAN ExecuteOverhead( )
if ( pSoldier->pathing.usPathDataSize != MAX_PATH_LIST_SIZE )
{
#ifdef JA2BETAVERSION
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_TESTVERSION, L"Path for %s ( %d ) did not make merc get to dest (%d spaces away).", pSoldier->name, pSoldier->ubID, PythSpacesAway( pSoldier->pathing.sFinalDestination, pSoldier->sGridNo) );
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_TESTVERSION, L"Path for %s ( %d ) did not make merc get to dest (%d spaces away).", pSoldier->GetName(), pSoldier->ubID, PythSpacesAway( pSoldier->pathing.sFinalDestination, pSoldier->sGridNo) );
#endif
}
@@ -2109,7 +2109,7 @@ void HaltGuyFromNewGridNoBecauseOfNoAPs( SOLDIERTYPE *pSoldier )
// Display message if our merc...
if ( pSoldier->bTeam == gbPlayerNum && ( gTacticalStatus.uiFlags & INCOMBAT ) )
{
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, TacticalStr[ GUY_HAS_RUN_OUT_OF_APS_STR ], pSoldier->name );
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, TacticalStr[ GUY_HAS_RUN_OUT_OF_APS_STR ], pSoldier->GetName() );
}
UnSetUIBusy( pSoldier->ubID );
@@ -2338,7 +2338,7 @@ BOOLEAN HandleGotoNewGridNo( SOLDIERTYPE *pSoldier, BOOLEAN *pfKeepMoving, BOOLE
// ATE: If our own guy and an initial move.. display message
//if ( fInitialMove && pSoldier->bTeam == gbPlayerNum )
//{
// ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, TacticalStr[ NO_PATH_FOR_MERC ], pSoldier->name );
// ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, TacticalStr[ NO_PATH_FOR_MERC ], pSoldier->GetName() );
//}
pSoldier->bEndDoorOpenCode = FALSE;
@@ -2577,7 +2577,7 @@ BOOLEAN HandleGotoNewGridNo( SOLDIERTYPE *pSoldier, BOOLEAN *pfKeepMoving, BOOLE
{
// 20% chance of falling over!
pSoldier->DoMercBattleSound( BATTLE_SOUND_CURSE1 );
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, gzLateLocalizedString[ 37 ], pSoldier->name );
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, gzLateLocalizedString[ 37 ], pSoldier->GetName() );
SoldierCollapse( pSoldier );
if (pSoldier->bActionPoints > 0)
{
@@ -2590,7 +2590,7 @@ BOOLEAN HandleGotoNewGridNo( SOLDIERTYPE *pSoldier, BOOLEAN *pfKeepMoving, BOOLE
{
// 20% chance of falling over!
pSoldier->DoMercBattleSound( BATTLE_SOUND_CURSE1 );
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, gzLateLocalizedString[ 37 ], pSoldier->name );
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, gzLateLocalizedString[ 37 ], pSoldier->GetName() );
SoldierCollapse( pSoldier );
if (pSoldier->bActionPoints > 0)
{
@@ -3214,7 +3214,7 @@ void InternalSelectSoldier( UINT16 usSoldierID, BOOLEAN fAcknowledge, BOOLEAN fF
// OK, we want to display message that we can't....
if ( fFromUI )
{
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_UI_FEEDBACK, TacticalStr[ MERC_IS_UNAVAILABLE_STR ], pSoldier->name );
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_UI_FEEDBACK, TacticalStr[ MERC_IS_UNAVAILABLE_STR ], pSoldier->GetName() );
}
return;
}
@@ -3661,7 +3661,7 @@ void HandleNPCTeamMemberDeath( SOLDIERTYPE *pSoldierOld )
// ATE: Added string to player
if ( bVisible != -1 && pSoldierOld->ubProfile != NO_PROFILE )
{
ScreenMsg( FONT_RED, MSG_INTERFACE, pMercDeadString[ 0 ], pSoldierOld->name );
ScreenMsg( FONT_RED, MSG_INTERFACE, pMercDeadString[ 0 ], pSoldierOld->GetName() );
}
switch( pSoldierOld->ubProfile )
@@ -5827,7 +5827,7 @@ void HandleTeamServices( UINT8 ubTeamNum )
if ( !pTargetSoldier->bBleeding && pTargetSoldier->stats.bLife >= OKLIFE && !(pTargetSoldier->iHealableInjury >= 100 && pTeamSoldier->fDoingSurgery)) // check for surgery added by SANDRO
{
if ( fThrowMessage ) // throw message "all bandaged" only if there was something to bandage - SANDRO
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, TacticalStr[ MERC_IS_ALL_BANDAGED_STR ], pTargetSoldier->name );
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, TacticalStr[ MERC_IS_ALL_BANDAGED_STR ], pTargetSoldier->GetName() );
// Cancel all services for this guy!
pTargetSoldier->ReceivingSoldierCancelServices( );
@@ -5861,7 +5861,7 @@ void HandleTeamServices( UINT8 ubTeamNum )
}
else
{
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, TacticalStr[ MERC_IS_OUT_OF_BANDAGES_STR ], pTeamSoldier->name );
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, TacticalStr[ MERC_IS_OUT_OF_BANDAGES_STR ], pTeamSoldier->GetName() );
pTeamSoldier->GivingSoldierCancelServices( );
if ( !gTacticalStatus.fAutoBandageMode )
@@ -5916,7 +5916,7 @@ void HandlePlayerServices( SOLDIERTYPE *pTeamSoldier )
if ( !pTargetSoldier->bBleeding && pTargetSoldier->stats.bLife >= OKLIFE && !(pTargetSoldier->iHealableInjury >= 100 && pTeamSoldier->fDoingSurgery)) // check for surgery added by SANDRO
{
if ( fThrowMessage ) // throw message "all bandaged" only if there was something to bandage - SANDRO
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, TacticalStr[ MERC_IS_ALL_BANDAGED_STR ], pTargetSoldier->name );
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, TacticalStr[ MERC_IS_ALL_BANDAGED_STR ], pTargetSoldier->GetName() );
// Cancel all services for this guy!
pTargetSoldier->ReceivingSoldierCancelServices( );
@@ -5959,7 +5959,7 @@ void HandlePlayerServices( SOLDIERTYPE *pTeamSoldier )
}
else
{
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, TacticalStr[ MERC_IS_OUT_OF_BANDAGES_STR ], pTeamSoldier->name );
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, TacticalStr[ MERC_IS_OUT_OF_BANDAGES_STR ], pTeamSoldier->GetName() );
pTeamSoldier->GivingSoldierCancelServices( );
if ( !gTacticalStatus.fAutoBandageMode )
@@ -8317,7 +8317,7 @@ void HandleSuppressionFire( UINT8 ubTargetedMerc, UINT8 ubCausedAttacker )
// If soldier is visible on-screen, report to player that they are cowering.
if ( pSoldier->bVisible != -1 )
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, New113HAMMessage[0], pSoldier->name );
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, New113HAMMessage[0], pSoldier->GetName() );
}
}
@@ -8461,7 +8461,7 @@ void HandleSuppressionFire( UINT8 ubTargetedMerc, UINT8 ubCausedAttacker )
if ( pSoldier->bVisible != -1 )
{
// "Soldier is pinned down!"
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, New113HAMMessage[1], pSoldier->name );
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, New113HAMMessage[1], pSoldier->GetName() );
// HEADROCK HAM 3.2: Added a radio locator!
ShowRadioLocator( (UINT8)pSoldier->ubID, SHOW_LOCATOR_NORMAL );
}
@@ -8691,7 +8691,7 @@ BOOLEAN ProcessImplicationsOfPCAttack( SOLDIERTYPE * pSoldier, SOLDIERTYPE ** pp
#ifdef JA2TESTVERSION
if (pTarget->flags.uiStatusFlags & SOLDIER_PC)
{
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_BETAVERSION, L"%s is changing teams", pTarget->name );
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_BETAVERSION, L"%s is changing teams", pTarget->GetName() );
}
#endif
// member of a civ group, either recruited or neutral, so should
@@ -10216,7 +10216,7 @@ void PrisonerSurrenderMessageBoxCallBack( UINT8 ubExitValue )
MercPtrs[ gusSelectedSoldier ]->Strip();
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCovertTextStr[STR_COVERT_SURRENDER_FAILED] );
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCovertTextStr[STR_COVERT_UNCOVER_SINGLE], MercPtrs[ gusSelectedSoldier ]->name );
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCovertTextStr[STR_COVERT_UNCOVER_SINGLE], MercPtrs[ gusSelectedSoldier ]->GetName() );
}
}
}
+56 -47
View File
@@ -6364,7 +6364,7 @@ void SoldierGotHitGunFire( SOLDIERTYPE *pSoldier, UINT16 usWeaponIndex, INT16 sD
if ( gAnimControl[ pSoldier->usAnimState ].ubEndHeight == ANIM_STAND && !pSoldier->MercInWater( ) )
{
fFallenOver = TRUE;
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, gzLateLocalizedString[ 20 ], pSoldier->name );
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, gzLateLocalizedString[ 20 ], pSoldier->GetName() );
}
}
}
@@ -12636,7 +12636,7 @@ UINT32 SOLDIERTYPE::SoldierDressWound( SOLDIERTYPE *pVictim, INT16 sKitPts, INT1
gTacticalStatus.ubLastRequesterSurgeryTargetID = NOBODY; // reset last target
// throw message
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, New113Message[ MSG113_SURGERY_FINISHED ], pVictim->name );
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, New113Message[ MSG113_SURGERY_FINISHED ], pVictim->GetName() );
// add to record - another surgery undergoed
if ( pVictim->ubProfile != NO_PROFILE && usLifeReturned >= 100 )
@@ -14517,7 +14517,7 @@ void SOLDIERTYPE::CleanWeapon( BOOLEAN fCleanAll )
{
(*pObj)[i]->data.bDirtLevel = 0.0f;
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, TacticalStr[WEAPON_CLEANING_STR], this->name, Item[pObj->usItem].szItemName );
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, TacticalStr[WEAPON_CLEANING_STR], this->GetName(), Item[pObj->usItem].szItemName );
// always use up 1% of the cleaning kit (they last too long otherwise)
UseKitPoints( pCleaningKit, 1, this );
@@ -14555,7 +14555,7 @@ BOOLEAN SOLDIERTYPE::LooksLikeACivilian( void )
// if we have any camo: not covert
if ( GetWornCamo(this) > 0 || GetWornUrbanCamo(this) > 0 || GetWornDesertCamo(this) > 0 || GetWornSnowCamo(this) > 0 )
{
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCovertTextStr[STR_COVERT_CAMOFOUND], this->name );
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCovertTextStr[STR_COVERT_CAMOFOUND], this->GetName() );
return FALSE;
}
@@ -14569,7 +14569,7 @@ BOOLEAN SOLDIERTYPE::LooksLikeACivilian( void )
// if we have a back pack: not covert
if ( bLoop == BPACKPOCKPOS )
{
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCovertTextStr[STR_COVERT_BACKPACKFOUND], this->name );
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCovertTextStr[STR_COVERT_BACKPACKFOUND], this->GetName() );
return FALSE;
}
@@ -14580,7 +14580,7 @@ BOOLEAN SOLDIERTYPE::LooksLikeACivilian( void )
// seriously? a corpse? of course this is suspicious!
if ( HasItemFlag(this->inv[bLoop].usItem, CORPSE) )
{
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCovertTextStr[STR_COVERT_CARRYCORPSEFOUND], this->name );
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCovertTextStr[STR_COVERT_CARRYCORPSEFOUND], this->GetName() );
return FALSE;
}
@@ -14615,7 +14615,7 @@ BOOLEAN SOLDIERTYPE::LooksLikeACivilian( void )
break;
default:
{
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCovertTextStr[STR_COVERT_CARRY_BADLBE], this->name, Item[bLoop].szItemName );
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCovertTextStr[STR_COVERT_CARRY_BADLBE], this->GetName(), Item[bLoop].szItemName );
return FALSE;
}
break;
@@ -14639,7 +14639,7 @@ BOOLEAN SOLDIERTYPE::LooksLikeACivilian( void )
( Item[this->inv[bLoop].usItem].nightvisionrangebonus > 0 || Item[this->inv[bLoop].usItem].hearingrangebonus > 0 )
)
{
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCovertTextStr[STR_COVERT_MILITARYGEARFOUND], this->name, Item[bLoop].szItemName );
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCovertTextStr[STR_COVERT_MILITARYGEARFOUND], this->GetName(), Item[bLoop].szItemName );
return FALSE;
}
}
@@ -14661,7 +14661,7 @@ BOOLEAN SOLDIERTYPE::LooksLikeACivilian( void )
( Item[this->inv[bLoop].usItem].nightvisionrangebonus > 0 || Item[this->inv[bLoop].usItem].hearingrangebonus > 0 )
)
{
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCovertTextStr[STR_COVERT_MILITARYGEARFOUND], this->name, Item[bLoop].szItemName );
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCovertTextStr[STR_COVERT_MILITARYGEARFOUND], this->GetName(), Item[bLoop].szItemName );
return FALSE;
}
}
@@ -14683,7 +14683,7 @@ BOOLEAN SOLDIERTYPE::LooksLikeASoldier( void )
// seriously? a corpse? of course this is suspicious!
if ( HasItemFlag(this->inv[bLoop].usItem, CORPSE) )
{
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCovertTextStr[STR_COVERT_CARRYCORPSEFOUND], this->name );
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCovertTextStr[STR_COVERT_CARRYCORPSEFOUND], this->GetName() );
return FALSE;
}
}
@@ -14743,7 +14743,7 @@ BOOLEAN SOLDIERTYPE::EquipmentTooGood( BOOLEAN fCloselook )
break;
default:
// we do not wear a proper army uniform, uncover us. Note: This should never happen - if this message shows, somewhere, something is wrong
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCovertTextStr[STR_COVERT_UNIFORM_NOORDER], this->name );
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCovertTextStr[STR_COVERT_UNIFORM_NOORDER], this->GetName() );
return TRUE;
break;
}
@@ -14758,7 +14758,7 @@ BOOLEAN SOLDIERTYPE::EquipmentTooGood( BOOLEAN fCloselook )
// if we have a back pack: not covert
if ( bLoop == BPACKPOCKPOS )
{
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCovertTextStr[STR_COVERT_BACKPACKFOUND], this->name );
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCovertTextStr[STR_COVERT_BACKPACKFOUND], this->GetName() );
return TRUE;
}
@@ -14790,7 +14790,7 @@ BOOLEAN SOLDIERTYPE::EquipmentTooGood( BOOLEAN fCloselook )
break;
default:
{
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCovertTextStr[STR_COVERT_CARRY_BADLBE], this->name, Item[bLoop].szItemName );
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCovertTextStr[STR_COVERT_CARRY_BADLBE], this->GetName(), Item[bLoop].szItemName );
return FALSE;
}
break;
@@ -14815,7 +14815,7 @@ BOOLEAN SOLDIERTYPE::EquipmentTooGood( BOOLEAN fCloselook )
if ( numberofguns > 2 )
{
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCovertTextStr[STR_COVERT_TOOMANYGUNS], this->name );
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCovertTextStr[STR_COVERT_TOOMANYGUNS], this->GetName() );
return TRUE;
}
}
@@ -14829,7 +14829,7 @@ BOOLEAN SOLDIERTYPE::EquipmentTooGood( BOOLEAN fCloselook )
// loop over every item and its attachments
if ( Item[pObj->usItem].ubCoolness > maxcoolnessallowed )
{
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCovertTextStr[STR_COVERT_ITEMSTOOGOOD], this->name, Item[pObj->usItem].szItemName );
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCovertTextStr[STR_COVERT_ITEMSTOOGOOD], this->GetName(), Item[pObj->usItem].szItemName );
return TRUE;
}
@@ -14843,7 +14843,7 @@ BOOLEAN SOLDIERTYPE::EquipmentTooGood( BOOLEAN fCloselook )
// loop over every item and its attachments
if ( Item[iter->usItem].ubCoolness > maxcoolnessallowed )
{
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCovertTextStr[STR_COVERT_ITEMSTOOGOOD], this->name, Item[iter->usItem].szItemName );
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCovertTextStr[STR_COVERT_ITEMSTOOGOOD], this->GetName(), Item[iter->usItem].szItemName );
return TRUE;
}
@@ -14852,7 +14852,7 @@ BOOLEAN SOLDIERTYPE::EquipmentTooGood( BOOLEAN fCloselook )
// no ordinary soldier is allowed that many attachments -> not covert
if ( numberofattachments > gGameExternalOptions.iMaxEnemyAttachments )
{
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCovertTextStr[STR_COVERT_TOOMANYATTACHMENTS], this->name, Item[pObj->usItem].szItemName );
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCovertTextStr[STR_COVERT_TOOMANYATTACHMENTS], this->GetName(), Item[pObj->usItem].szItemName );
return TRUE;
}
}
@@ -14879,7 +14879,7 @@ BOOLEAN SOLDIERTYPE::EquipmentTooGood( BOOLEAN fCloselook )
if ( numberofguns > 2 )
{
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCovertTextStr[STR_COVERT_TOOMANYGUNS], this->name );
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCovertTextStr[STR_COVERT_TOOMANYGUNS], this->GetName() );
return TRUE;
}
@@ -14892,7 +14892,7 @@ BOOLEAN SOLDIERTYPE::EquipmentTooGood( BOOLEAN fCloselook )
// loop over every item and its attachments
if ( Item[pObj->usItem].ubCoolness > maxcoolnessallowed )
{
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCovertTextStr[STR_COVERT_ITEMSTOOGOOD], this->name, Item[pObj->usItem].szItemName );
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCovertTextStr[STR_COVERT_ITEMSTOOGOOD], this->GetName(), Item[pObj->usItem].szItemName );
return TRUE;
}
@@ -14906,7 +14906,7 @@ BOOLEAN SOLDIERTYPE::EquipmentTooGood( BOOLEAN fCloselook )
// loop over every item and its attachments
if ( Item[iter->usItem].ubCoolness > maxcoolnessallowed )
{
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCovertTextStr[STR_COVERT_ITEMSTOOGOOD], this->name, Item[iter->usItem].szItemName );
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCovertTextStr[STR_COVERT_ITEMSTOOGOOD], this->GetName(), Item[iter->usItem].szItemName );
return TRUE;
}
@@ -14917,7 +14917,7 @@ BOOLEAN SOLDIERTYPE::EquipmentTooGood( BOOLEAN fCloselook )
// no ordinary soldier is allowed that many attachments > not covert
if ( numberofattachments > gGameExternalOptions.iMaxEnemyAttachments )
{
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCovertTextStr[STR_COVERT_TOOMANYATTACHMENTS], this->name, Item[pObj->usItem].szItemName );
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCovertTextStr[STR_COVERT_TOOMANYATTACHMENTS], this->GetName(), Item[pObj->usItem].szItemName );
return TRUE;
}
}
@@ -14984,14 +14984,14 @@ BOOLEAN SOLDIERTYPE::SeemsLegit( UINT8 ubObserverID )
this->usAnimState == LONG_JUMP
)
{
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCovertTextStr[STR_COVERT_ACTIVITIES], this->name );
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCovertTextStr[STR_COVERT_ACTIVITIES], this->GetName() );
return FALSE;
}
// if we are trying to dress like a civilian, but aren't sucessful: not covert
if ( this->bSoldierFlagMask & SOLDIER_COVERT_CIV && !(this->LooksLikeACivilian()) )
{
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCovertTextStr[STR_COVERT_NO_CIV], this->name );
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCovertTextStr[STR_COVERT_NO_CIV], this->GetName() );
return FALSE;
}
@@ -15019,13 +15019,13 @@ BOOLEAN SOLDIERTYPE::SeemsLegit( UINT8 ubObserverID )
// if we are openly bleeding: not covert
if ( this->bBleeding > 0 )
{
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCovertTextStr[STR_COVERT_BLEEDING], this->name );
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCovertTextStr[STR_COVERT_BLEEDING], this->GetName() );
return FALSE;
}
if ( this->bSoldierFlagMask & SOLDIER_COVERT_SOLDIER && GetDrunkLevel( this ) != SOBER )
{
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCovertTextStr[STR_COVERT_DRUNKEN_SOLDIER], this->name );
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCovertTextStr[STR_COVERT_DRUNKEN_SOLDIER], this->GetName() );
return FALSE;
}
}
@@ -15037,13 +15037,13 @@ BOOLEAN SOLDIERTYPE::SeemsLegit( UINT8 ubObserverID )
// if we are openly bleeding: not covert
if ( this->bBleeding > 0 )
{
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCovertTextStr[STR_COVERT_BLEEDING], this->name );
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCovertTextStr[STR_COVERT_BLEEDING], this->GetName() );
return FALSE;
}
if ( this->bSoldierFlagMask & SOLDIER_COVERT_SOLDIER )
{
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCovertTextStr[STR_COVERT_TOO_CLOSE], this->name );
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCovertTextStr[STR_COVERT_TOO_CLOSE], this->GetName() );
return FALSE;
}
}
@@ -15054,7 +15054,7 @@ BOOLEAN SOLDIERTYPE::SeemsLegit( UINT8 ubObserverID )
// exception: special NPCs and EPCs can still get close (the Kulbas, for example, ARE civilians, so they apply)
if ( (this->bSoldierFlagMask & SOLDIER_COVERT_NPC_SPECIAL) == 0 )
{
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCovertTextStr[STR_COVERT_TOO_CLOSE], this->name );
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCovertTextStr[STR_COVERT_TOO_CLOSE], this->GetName() );
return FALSE;
}
break;
@@ -15079,13 +15079,13 @@ BOOLEAN SOLDIERTYPE::SeemsLegit( UINT8 ubObserverID )
if ( sectordata > 1 )
{
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCovertTextStr[STR_COVERT_CURFEW_BROKEN], this->name );
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCovertTextStr[STR_COVERT_CURFEW_BROKEN], this->GetName() );
return FALSE;
}
// is it night?
else if ( sectordata == 1 && GetTimeOfDayAmbientLightLevel() < NORMAL_LIGHTLEVEL_DAY + 2 )
{
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCovertTextStr[STR_COVERT_CURFEW_BROKEN_NIGHT], this->name );
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCovertTextStr[STR_COVERT_CURFEW_BROKEN_NIGHT], this->GetName() );
return FALSE;
}
@@ -15128,7 +15128,7 @@ BOOLEAN SOLDIERTYPE::SeemsLegit( UINT8 ubObserverID )
// a corpse was found near our position. If the soldier observing us can see it, he will be alarmed
if ( fCorpseOFAlly && SoldierTo3DLocationLineOfSightTest( pSoldier, pCorpse->def.sGridNo, pCorpse->def.bLevel, 3, TRUE, CALC_FROM_WANTED_DIR ) )
{
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCovertTextStr[STR_COVERT_NEAR_CORPSE], this->name );
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCovertTextStr[STR_COVERT_NEAR_CORPSE], this->GetName() );
return FALSE;
}
}
@@ -15140,7 +15140,7 @@ BOOLEAN SOLDIERTYPE::SeemsLegit( UINT8 ubObserverID )
// if our equipment is too good, that is suspicious... not covert!
if ( this->EquipmentTooGood( (distance < discoverrange) ) )
{
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCovertTextStr[STR_COVERT_SUSPICIOUS_EQUIPMENT], this->name );
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCovertTextStr[STR_COVERT_SUSPICIOUS_EQUIPMENT], this->GetName() );
return FALSE;
}
@@ -15150,7 +15150,7 @@ BOOLEAN SOLDIERTYPE::SeemsLegit( UINT8 ubObserverID )
// if we are aiming at a soldier, others will notice our intent... not covert!
if ( WeaponReady(this) )
{
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCovertTextStr[STR_COVERT_TARGETTING_SOLDIER], this->name, MercPtrs[this->ubTargetID]->name );
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCovertTextStr[STR_COVERT_TARGETTING_SOLDIER], this->GetName(), MercPtrs[this->ubTargetID]->GetName() );
return FALSE;
}
}
@@ -15199,7 +15199,7 @@ BOOLEAN SOLDIERTYPE::SeemsLegit( UINT8 ubObserverID )
// a corpse was found near our position. If the soldier observing us can see it, he will be alarmed
if ( fCorpseOFAlly && SoldierTo3DLocationLineOfSightTest( pSoldier, pCorpse->def.sGridNo, pCorpse->def.bLevel, 3, TRUE, CALC_FROM_WANTED_DIR ) )
{
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCovertTextStr[STR_COVERT_NEAR_CORPSE], this->name );
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCovertTextStr[STR_COVERT_NEAR_CORPSE], this->GetName() );
return FALSE;
}
}
@@ -15270,7 +15270,7 @@ BOOLEAN SOLDIERTYPE::RecognizeAsCombatant(UINT8 ubTargetID)
pSoldier->Strip();
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCovertTextStr[STR_COVERT_UNCOVERED], this->name, pSoldier->name );
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCovertTextStr[STR_COVERT_UNCOVERED], this->GetName(), pSoldier->GetName() );
// we have uncovered a spy! Get alerted, if we aren't already
if ( this->aiData.bAlertStatus < STATUS_BLACK )
@@ -15389,9 +15389,9 @@ void SOLDIERTYPE::Strip()
void SOLDIERTYPE::SpySelfTest()
{
if ( SeemsLegit(this->ubID) )
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCovertTextStr[STR_COVERT_TEST_OK], this->name );
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCovertTextStr[STR_COVERT_TEST_OK], this->GetName() );
else
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCovertTextStr[STR_COVERT_TEST_FAIL], this->name );
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCovertTextStr[STR_COVERT_TEST_FAIL], this->GetName() );
}
// can we process prisoners in this sector?
@@ -15528,7 +15528,7 @@ void SOLDIERTYPE::CancelMultiTurnAction(BOOLEAN fFinished)
{
// stop action
if ( !fFinished )
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szMTATextStr[STR_MTA_CANCEL], this->name, szMTATextStr[this->usMultiTurnAction] );
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szMTATextStr[STR_MTA_CANCEL], this->GetName(), szMTATextStr[this->usMultiTurnAction] );
bOverTurnAPS = 0;
sMTActionGridNo = NOWHERE;
@@ -15971,6 +15971,15 @@ void SOLDIERTYPE::SwitchWeapons( BOOLEAN fKnife, BOOLEAN fSideArm )
fInterfacePanelDirty = DIRTYLEVEL2;
}
static CHAR16 tmpname[ 100 ];
STR16 SOLDIERTYPE::GetName()
{
tmpname[0] = '\0' ;
wcscat( tmpname, this->name );
return tmpname;
}
INT32 CheckBleeding( SOLDIERTYPE *pSoldier )
{
INT8 bBandaged; //,savedOurTurn;
@@ -16986,8 +16995,8 @@ void SOLDIERTYPE::EVENT_SoldierApplyItemToPerson( INT32 sGridNo, UINT8 ubDirecti
this->LooseDisguise();
this->Strip();
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCovertTextStr[STR_COVERT_APPLYITEM_STEAL_FAIL], this->name, pSoldier->name );
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCovertTextStr[STR_COVERT_UNCOVERED], pSoldier->name, this->name );
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCovertTextStr[STR_COVERT_APPLYITEM_STEAL_FAIL], this->GetName(), pSoldier->GetName() );
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCovertTextStr[STR_COVERT_UNCOVERED], pSoldier->GetName(), this->GetName() );
}
// alert the soldier
@@ -17071,7 +17080,7 @@ void SOLDIERTYPE::EVENT_SoldierApplyItemToPerson( INT32 sGridNo, UINT8 ubDirecti
DeductPoints( this, GetAPsToApplyItem( this, sGridNo ), APBPConstants[BP_APPLYITEM], AFTERACTION_INTERRUPT );
if ( !success )
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"%s could not apply %s to %s.", this->name, Item[usItem].szLongItemName, pSoldier->name );
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"%s could not apply %s to %s.", this->GetName(), Item[usItem].szLongItemName, pSoldier->GetName() );
}
else
{
@@ -18586,9 +18595,9 @@ UINT8 RegainDamagedStats( SOLDIERTYPE * pSoldier, UINT16 usAmountRegainedHundred
if ( gSkillTraitValues.fDORepStShouldThrowMessage )
{
if ( usStatIncreasement == 1 )
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, New113Message[MSG113_REGAINED_ONE_POINTS_OF_STAT], pSoldier->name, sStat );
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, New113Message[MSG113_REGAINED_ONE_POINTS_OF_STAT], pSoldier->GetName(), sStat );
else
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, New113Message[MSG113_REGAINED_X_POINTS_OF_STATS], pSoldier->name, usStatIncreasement, sStat );
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, New113Message[MSG113_REGAINED_X_POINTS_OF_STATS], pSoldier->GetName(), usStatIncreasement, sStat );
}
}
//if( pSoldier->ubCriticalStatDamage[cnt] > 0 )
@@ -18642,9 +18651,9 @@ UINT8 RegainDamagedStats( SOLDIERTYPE * pSoldier, UINT16 usAmountRegainedHundred
if ( gSkillTraitValues.fDORepStShouldThrowMessage )
{
if ( usStatIncreasement == 1 )
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, New113Message[MSG113_REGAINED_ONE_POINTS_OF_STAT], pSoldier->name, sStat );
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, New113Message[MSG113_REGAINED_ONE_POINTS_OF_STAT], pSoldier->GetName(), sStat );
else
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, New113Message[MSG113_REGAINED_X_POINTS_OF_STATS], pSoldier->name, usStatIncreasement, sStat );
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, New113Message[MSG113_REGAINED_X_POINTS_OF_STATS], pSoldier->GetName(), usStatIncreasement, sStat );
}
}
}
@@ -18685,9 +18694,9 @@ UINT8 RegainDamagedStats( SOLDIERTYPE * pSoldier, UINT16 usAmountRegainedHundred
if ( gSkillTraitValues.fDORepStShouldThrowMessage )
{
if ( usStatIncreasement == 1 )
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, New113Message[MSG113_REGAINED_ONE_POINTS_OF_STAT], pSoldier->name, sStat );
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, New113Message[MSG113_REGAINED_ONE_POINTS_OF_STAT], pSoldier->GetName(), sStat );
else
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, New113Message[MSG113_REGAINED_X_POINTS_OF_STATS], pSoldier->name, usStatIncreasement, sStat );
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, New113Message[MSG113_REGAINED_X_POINTS_OF_STATS], pSoldier->GetName(), usStatIncreasement, sStat );
}
}
}
+3
View File
@@ -1543,6 +1543,9 @@ public:
// Flugente: switch hand item for gunsling weapon, or pistol, or knife
void SwitchWeapons( BOOLEAN fKnife = FALSE, BOOLEAN fSideArm = FALSE );
// Flugente: return a soldier's name. This allows for very easy manipulation of a soldier's name with pre- an suffixes, ranks etc.
STR16 GetName();
//////////////////////////////////////////////////////////////////////////////
}; // SOLDIERTYPE;
+12 -12
View File
@@ -2902,7 +2902,7 @@ void GetKeyboardInput( UINT32 *puiNewEvent )
{
if ( pjSoldier->bCollapsed && pjSoldier->bBreath < OKBREATH )
{
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_UI_FEEDBACK, gzLateLocalizedString[ 4 ], pjSoldier->name );
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_UI_FEEDBACK, gzLateLocalizedString[ 4 ], pjSoldier->GetName() );
}
break;
@@ -4790,7 +4790,7 @@ BOOLEAN HandleCheckForExitArrowsInput( BOOLEAN fAdjustConfirm )
}
else if( gfLoneEPCAttemptingTraversal )
{
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_UI_FEEDBACK, pExitingSectorHelpText[ EXIT_GUI_ESCORTED_CHARACTERS_CANT_LEAVE_SECTOR_ALONE_STR ], MercPtrs[ gusSelectedSoldier ]->name );
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_UI_FEEDBACK, pExitingSectorHelpText[ EXIT_GUI_ESCORTED_CHARACTERS_CANT_LEAVE_SECTOR_ALONE_STR ], MercPtrs[ gusSelectedSoldier ]->GetName() );
gfLoneEPCAttemptingTraversal = FALSE;
}
else if( gubLoneMercAttemptingToAbandonEPCs )
@@ -4800,24 +4800,24 @@ BOOLEAN HandleCheckForExitArrowsInput( BOOLEAN fAdjustConfirm )
{ //Use the singular version of the string
if( gMercProfiles[ MercPtrs[ gusSelectedSoldier ]->ubProfile ].bSex == MALE )
{ //male singular
swprintf( str, pExitingSectorHelpText[ EXIT_GUI_MERC_CANT_ISOLATE_EPC_HELPTEXT_MALE_SINGULAR ], MercPtrs[ gusSelectedSoldier ]->name,
MercPtrs[ gbPotentiallyAbandonedEPCSlotID ]->name );
swprintf( str, pExitingSectorHelpText[ EXIT_GUI_MERC_CANT_ISOLATE_EPC_HELPTEXT_MALE_SINGULAR ], MercPtrs[ gusSelectedSoldier ]->GetName(),
MercPtrs[ gbPotentiallyAbandonedEPCSlotID ]->GetName() );
}
else
{ //female singular
swprintf( str, pExitingSectorHelpText[ EXIT_GUI_MERC_CANT_ISOLATE_EPC_HELPTEXT_FEMALE_SINGULAR ], MercPtrs[ gusSelectedSoldier ]->name,
MercPtrs[ gbPotentiallyAbandonedEPCSlotID ]->name );
swprintf( str, pExitingSectorHelpText[ EXIT_GUI_MERC_CANT_ISOLATE_EPC_HELPTEXT_FEMALE_SINGULAR ], MercPtrs[ gusSelectedSoldier ]->GetName(),
MercPtrs[ gbPotentiallyAbandonedEPCSlotID ]->GetName() );
}
}
else
{ //Use the plural version of the string
if( gMercProfiles[ MercPtrs[ gusSelectedSoldier ]->ubProfile ].bSex == MALE )
{ //male plural
swprintf( str, pExitingSectorHelpText[ EXIT_GUI_MERC_CANT_ISOLATE_EPC_HELPTEXT_MALE_PLURAL ], MercPtrs[ gusSelectedSoldier ]->name );
swprintf( str, pExitingSectorHelpText[ EXIT_GUI_MERC_CANT_ISOLATE_EPC_HELPTEXT_MALE_PLURAL ], MercPtrs[ gusSelectedSoldier ]->GetName() );
}
else
{ //female plural
swprintf( str, pExitingSectorHelpText[ EXIT_GUI_MERC_CANT_ISOLATE_EPC_HELPTEXT_FEMALE_PLURAL ], MercPtrs[ gusSelectedSoldier ]->name );
swprintf( str, pExitingSectorHelpText[ EXIT_GUI_MERC_CANT_ISOLATE_EPC_HELPTEXT_FEMALE_PLURAL ], MercPtrs[ gusSelectedSoldier ]->GetName() );
}
}
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_UI_FEEDBACK, str );
@@ -4829,7 +4829,7 @@ BOOLEAN HandleCheckForExitArrowsInput( BOOLEAN fAdjustConfirm )
}
else
{
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_UI_FEEDBACK, TacticalStr[ MERC_IS_TOO_FAR_AWAY_STR ], MercPtrs[ gusSelectedSoldier ]->name );
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_UI_FEEDBACK, TacticalStr[ MERC_IS_TOO_FAR_AWAY_STR ], MercPtrs[ gusSelectedSoldier ]->GetName() );
}
return( TRUE );
@@ -6176,11 +6176,11 @@ void ToggleStealthMode( SOLDIERTYPE *pSoldier )
if ( pSoldier->bStealthMode )
{
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, pMessageStrings[ MSG_MERC_ON_STEALTHMODE ], pSoldier->name );
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, pMessageStrings[ MSG_MERC_ON_STEALTHMODE ], pSoldier->GetName() );
}
else
{
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, pMessageStrings[ MSG_MERC_OFF_STEALTHMODE ], pSoldier->name );
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, pMessageStrings[ MSG_MERC_OFF_STEALTHMODE ], pSoldier->GetName() );
}
}
}
@@ -7008,7 +7008,7 @@ void QueryTBX1Button( UINT32 *puiNewEvent )
if (!IsValidStance(pjSoldier, ANIM_CROUCH) )
{
if ( pjSoldier->bCollapsed && pjSoldier->bBreath < OKBREATH )
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_UI_FEEDBACK, gzLateLocalizedString[ 4 ], pjSoldier->name );
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_UI_FEEDBACK, gzLateLocalizedString[ 4 ], pjSoldier->GetName() );
return;
}
+25 -25
View File
@@ -421,9 +421,9 @@ weaponStartElementHandle(void *userData, const XML_Char *name, const XML_Char **
strcmp(name, "bRecoilY") == 0 || // HEADROCK HAM 4:
strcmp(name, "ubRecoilDelay") == 0 || // HEADROCK HAM 4:
strcmp(name, "Handling") == 0 || // CHRISL HAM 4
strcmp(name, "usOverheatingJamThreshold") == 0 || // Flugente FTW 1
strcmp(name, "usOverheatingDamageThreshold") == 0 || // Flugente FTW 1
strcmp(name, "usOverheatingSingleShotTemperature") == 0 || // Flugente FTW 1
strcmp(name, "usOverheatingJamThreshold") == 0 || // Flugente
strcmp(name, "usOverheatingDamageThreshold") == 0 || // Flugente
strcmp(name, "usOverheatingSingleShotTemperature") == 0 || // Flugente
strcmp(name, "HeavyGun") == 0)) // SANDRO - cannot be shouldered while standing
{
pData->curElement = WEAPON_ELEMENT_WEAPON_PROPERY;
@@ -1886,7 +1886,7 @@ BOOLEAN UseGunNCTH( SOLDIERTYPE *pSoldier , INT32 sTargetGridNo )
{
pSoldier->DoMercBattleSound( BATTLE_SOUND_CURSE1 );
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, gzLateLocalizedString[ 46 ], pSoldier->name );
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, gzLateLocalizedString[ 46 ], pSoldier->GetName() );
}
}
}
@@ -2485,7 +2485,7 @@ BOOLEAN UseGun( SOLDIERTYPE *pSoldier , INT32 sTargetGridNo )
{
pSoldier->DoMercBattleSound( BATTLE_SOUND_CURSE1 );
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, gzLateLocalizedString[ 46 ], pSoldier->name );
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, gzLateLocalizedString[ 46 ], pSoldier->GetName() );
}
}
}
@@ -3174,8 +3174,8 @@ BOOLEAN UseHandToHand( SOLDIERTYPE *pSoldier, INT32 sTargetGridNo, BOOLEAN fStea
pSoldier->LooseDisguise();
pSoldier->Strip();
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCovertTextStr[STR_COVERT_STEAL_FAIL], pSoldier->name );
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCovertTextStr[STR_COVERT_UNCOVERED], pTargetSoldier->name, pSoldier->name );
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCovertTextStr[STR_COVERT_STEAL_FAIL], pSoldier->GetName() );
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCovertTextStr[STR_COVERT_UNCOVERED], pTargetSoldier->GetName(), pSoldier->GetName() );
}
}
@@ -3200,7 +3200,7 @@ BOOLEAN UseHandToHand( SOLDIERTYPE *pSoldier, INT32 sTargetGridNo, BOOLEAN fStea
if (gGameExternalOptions.fEnhancedCloseCombatSystem)
DeductPoints( pSoldier, GetBasicAPsToPickupItem( pSoldier ), 0, AFTERACTION_INTERRUPT );
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, Message[ STR_STOLE_SOMETHING ], pSoldier->name, ShortItemNames[ pTargetSoldier->inv[ubIndexRet].usItem ] );
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, Message[ STR_STOLE_SOMETHING ], pSoldier->GetName(), ShortItemNames[ pTargetSoldier->inv[ubIndexRet].usItem ] );
if (pTargetSoldier->inv[ubIndexRet].MoveThisObjectTo(gTempObject, 1) == 0) {
// Try to place the item in the merc inventory
@@ -3235,7 +3235,7 @@ BOOLEAN UseHandToHand( SOLDIERTYPE *pSoldier, INT32 sTargetGridNo, BOOLEAN fStea
fStealAttempt = TRUE; // added for check
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, Message[ STR_STOLE_SOMETHING ], pSoldier->name, ShortItemNames[ pTargetSoldier->inv[HANDPOS].usItem ] );
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, Message[ STR_STOLE_SOMETHING ], pSoldier->GetName(), ShortItemNames[ pTargetSoldier->inv[HANDPOS].usItem ] );
// if successful - place the item to our hands
if (iDiceRoll < (iHitChance * 2 / 3) && gGameExternalOptions.fEnhancedCloseCombatSystem)
@@ -3392,7 +3392,7 @@ BOOLEAN UseHandToHand( SOLDIERTYPE *pSoldier, INT32 sTargetGridNo, BOOLEAN fStea
{
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE,
Message[ STR_FAILED_TO_STEAL_SOMETHING ],
pSoldier->name, ShortItemNames[ pTargetSoldier->inv[HANDPOS].usItem ] );
pSoldier->GetName(), ShortItemNames[ pTargetSoldier->inv[HANDPOS].usItem ] );
if ( pSoldier->bTeam == gbPlayerNum )
{
@@ -9266,7 +9266,7 @@ INT32 BulletImpact( SOLDIERTYPE *pFirer, BULLET *pBullet, SOLDIERTYPE * pTarget,
if (pTarget->name[0] && pTarget->bVisible == TRUE)
{
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, New113Message[MSG113_SOLDIER_HIT_TO_GROIN], pTarget->name );
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, New113Message[MSG113_SOLDIER_HIT_TO_GROIN], pTarget->GetName() );
}
// Gain morale for inflicting critical hit
HandleMoraleEvent( pFirer, MORALE_MALICIOUS_HIT, pFirer->sSectorX, pFirer->sSectorY, pFirer->bSectorZ );
@@ -9300,17 +9300,17 @@ INT32 BulletImpact( SOLDIERTYPE *pFirer, BULLET *pBullet, SOLDIERTYPE * pTarget,
if (bStatLoss == 1)
{
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, Message[STR_LOSES_1_WISDOM], pTarget->name );
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, Message[STR_LOSES_1_WISDOM], pTarget->GetName() );
}
else
{
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, Message[STR_LOSES_WISDOM], pTarget->name, bStatLoss );
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, Message[STR_LOSES_WISDOM], pTarget->GetName(), bStatLoss );
}
}
}
else if ( pTarget->bNumPelletsHitBy == 0 )
{
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, Message[STR_HEAD_HIT], pTarget->name );
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, Message[STR_HEAD_HIT], pTarget->GetName() );
}
// HEADROCK HAM 3.2: Critical headshots may now cause blindness, based on shot damage.
@@ -9355,11 +9355,11 @@ INT32 BulletImpact( SOLDIERTYPE *pFirer, BULLET *pBullet, SOLDIERTYPE * pTarget,
if (bStatLoss == 1)
{
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, New113Message[MSG113_LOSES_ONE_POINT_MAX_HEALTH], pTarget->name );
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, New113Message[MSG113_LOSES_ONE_POINT_MAX_HEALTH], pTarget->GetName() );
}
else
{
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, New113Message[MSG113_LOSES_X_POINTS_MAX_HEALTH], pTarget->name, bStatLoss );
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, New113Message[MSG113_LOSES_X_POINTS_MAX_HEALTH], pTarget->GetName(), bStatLoss );
}
}
}
@@ -9392,11 +9392,11 @@ INT32 BulletImpact( SOLDIERTYPE *pFirer, BULLET *pBullet, SOLDIERTYPE * pTarget,
if (bStatLoss == 1)
{
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, Message[STR_LOSES_1_DEX], pTarget->name );
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, Message[STR_LOSES_1_DEX], pTarget->GetName() );
}
else
{
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, Message[STR_LOSES_DEX], pTarget->name, bStatLoss );
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, Message[STR_LOSES_DEX], pTarget->GetName(), bStatLoss );
}
}
}
@@ -9426,11 +9426,11 @@ INT32 BulletImpact( SOLDIERTYPE *pFirer, BULLET *pBullet, SOLDIERTYPE * pTarget,
if (bStatLoss == 1)
{
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, Message[STR_LOSES_1_STRENGTH], pTarget->name );
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, Message[STR_LOSES_1_STRENGTH], pTarget->GetName() );
}
else
{
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, Message[STR_LOSES_STRENGTH], pTarget->name, bStatLoss );
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, Message[STR_LOSES_STRENGTH], pTarget->GetName(), bStatLoss );
}
}
}
@@ -9461,11 +9461,11 @@ INT32 BulletImpact( SOLDIERTYPE *pFirer, BULLET *pBullet, SOLDIERTYPE * pTarget,
if (bStatLoss == 1)
{
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, Message[STR_LOSES_1_AGIL], pTarget->name );
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, Message[STR_LOSES_1_AGIL], pTarget->GetName() );
}
else
{
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, Message[STR_LOSES_AGIL], pTarget->name, bStatLoss );
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, Message[STR_LOSES_AGIL], pTarget->GetName(), bStatLoss );
}
}
}
@@ -9485,7 +9485,7 @@ INT32 BulletImpact( SOLDIERTYPE *pFirer, BULLET *pBullet, SOLDIERTYPE * pTarget,
}
else if ( ubHitLocation == AIM_SHOT_HEAD && pTarget->bNumPelletsHitBy == 0 )
{
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, Message[STR_HEAD_HIT], pTarget->name );
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, Message[STR_HEAD_HIT], pTarget->GetName() );
}
}
}
@@ -10607,8 +10607,8 @@ BOOLEAN IsGunBurstCapable(OBJECTTYPE* pObject, BOOLEAN fNotify, SOLDIERTYPE* pSo
//ADB fNotify is always false, so notify and pSoldier are not necessary parameters
if ( fNotify && !fCapable && pSoldier != NULL )
{
//ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_UI_FEEDBACK, Message[ STR_NOT_BURST_CAPABLE ], pSoldier->name );
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_UI_FEEDBACK, Message[ STR_NOT_BURST_CAPABLE ], pSoldier->name );
//ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_UI_FEEDBACK, Message[ STR_NOT_BURST_CAPABLE ], pSoldier->GetName() );
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_UI_FEEDBACK, Message[ STR_NOT_BURST_CAPABLE ], pSoldier->GetName() );
}
return( fCapable );
+2 -2
View File
@@ -2529,7 +2529,7 @@ INT16 RoamingRange(SOLDIERTYPE *pSoldier, INT32 * pusFromGridNo)
case SNIPER: return ( 5 );
default:
#ifdef BETAVERSION
sprintf(tempstr,"%s has invalid orders = %d",pSoldier->name,pSoldier->aiData.bOrders);
sprintf(tempstr,"%s has invalid orders = %d",pSoldier->GetName(),pSoldier->aiData.bOrders);
PopMessage(tempstr);
#endif
return(0);
@@ -2787,7 +2787,7 @@ void AINumMessage(const STR8 str, INT32 num)
void AINameMessage(SOLDIERTYPE * pSoldier,const STR8 str,INT32 num)
{
STR tempstr;
sprintf( tempstr,"%d %s %d",pSoldier->name , str, num);
sprintf( tempstr,"%d %s %d",pSoldier->GetName() , str, num);
DebugAI( tempstr );
}
#endif
+4 -4
View File
@@ -206,7 +206,7 @@ void CalcBestShot(SOLDIERTYPE *pSoldier, ATTACKTYPE *pBestShot, BOOLEAN shootUns
continue; // next opponent
#ifdef DEBUGATTACKS
DebugAI( String( "%s sees %s at gridno %d\n",pSoldier->name,ExtMen[pOpponent->ubID].name,pOpponent->sGridNo ) );
DebugAI( String( "%s sees %s at gridno %d\n",pSoldier->GetName(),ExtMen[pOpponent->ubID].GetName(),pOpponent->sGridNo ) );
#endif
// calculate minimum action points required to shoot at this opponent
@@ -384,7 +384,7 @@ void CalcBestShot(SOLDIERTYPE *pSoldier, ATTACKTYPE *pBestShot, BOOLEAN shootUns
// ExtMen[pOpponent->ubID].haveStats = TRUE;
//NumMessage("chance to Hit = ",ubChanceToHit);
//sprintf(tempstr,"Vs. %s, at AimTime %d, ubChanceToHit = %d",ExtMen[pOpponent->ubID].name,ubAimTime,ubChanceToHit);
//sprintf(tempstr,"Vs. %s, at AimTime %d, ubChanceToHit = %d",ExtMen[pOpponent->ubID].GetName(),ubAimTime,ubChanceToHit);
//PopMessage(tempstr);
iHitRate = (pSoldier->bActionPoints * ubChanceToHit) / (ubRawAPCost + ubAimTime);
@@ -1537,7 +1537,7 @@ void CalcTentacleAttack(SOLDIERTYPE *pSoldier, ATTACKTYPE *pBestStab )
}
#ifdef DEBUGATTACKS
DebugAI( String( "%s can see %s\n",pSoldier->name,ExtMen[pOpponent->ubID].name ) );
DebugAI( String( "%s can see %s\n",pSoldier->GetName(),ExtMen[pOpponent->ubID].GetName() ) );
#endif
// calculate minimum action points required to stab at this opponent
@@ -2262,7 +2262,7 @@ INT8 CanNPCAttack(SOLDIERTYPE *pSoldier)
{
//LocateMember(pSoldier->ubID,SETLOCATOR); // locate to this NPC, don't center
STR16 tempstr;
sprintf(tempstr,"%s can't attack! (not OKToAttack, Reason code = %d)",pSoldier->name,bCanAttack);
sprintf(tempstr,"%s can't attack! (not OKToAttack, Reason code = %d)",pSoldier->GetName(),bCanAttack);
AIPopMessage(tempstr);
}
#endif
+11 -11
View File
@@ -1656,11 +1656,11 @@ BOOLEAN DamageSoldierFromBlast( UINT8 ubPerson, UINT8 ubOwner, INT32 sBombGridNo
if (ubStatLoss == 1)
{
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, Message[STR_LOSES_1_WISDOM], pSoldier->name );
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, Message[STR_LOSES_1_WISDOM], pSoldier->GetName() );
}
else
{
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, Message[STR_LOSES_WISDOM], pSoldier->name, ubStatLoss );
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, Message[STR_LOSES_WISDOM], pSoldier->GetName(), ubStatLoss );
}
}
}
@@ -1689,11 +1689,11 @@ BOOLEAN DamageSoldierFromBlast( UINT8 ubPerson, UINT8 ubOwner, INT32 sBombGridNo
if (ubStatLoss == 1)
{
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, Message[STR_LOSES_1_DEX], pSoldier->name );
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, Message[STR_LOSES_1_DEX], pSoldier->GetName() );
}
else
{
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, Message[STR_LOSES_DEX], pSoldier->name, ubStatLoss );
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, Message[STR_LOSES_DEX], pSoldier->GetName(), ubStatLoss );
}
}
}
@@ -1723,11 +1723,11 @@ BOOLEAN DamageSoldierFromBlast( UINT8 ubPerson, UINT8 ubOwner, INT32 sBombGridNo
if (ubStatLoss == 1)
{
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, Message[STR_LOSES_1_STRENGTH], pSoldier->name );
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, Message[STR_LOSES_1_STRENGTH], pSoldier->GetName() );
}
else
{
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, Message[STR_LOSES_STRENGTH], pSoldier->name, ubStatLoss );
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, Message[STR_LOSES_STRENGTH], pSoldier->GetName(), ubStatLoss );
}
}
}
@@ -1757,11 +1757,11 @@ BOOLEAN DamageSoldierFromBlast( UINT8 ubPerson, UINT8 ubOwner, INT32 sBombGridNo
if (ubStatLoss == 1)
{
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, Message[STR_LOSES_1_AGIL], pSoldier->name );
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, Message[STR_LOSES_1_AGIL], pSoldier->GetName() );
}
else
{
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, Message[STR_LOSES_AGIL], pSoldier->name, ubStatLoss );
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, Message[STR_LOSES_AGIL], pSoldier->GetName(), ubStatLoss );
}
}
}
@@ -1794,11 +1794,11 @@ BOOLEAN DamageSoldierFromBlast( UINT8 ubPerson, UINT8 ubOwner, INT32 sBombGridNo
if (ubStatLoss == 1)
{
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, New113Message[MSG113_LOSES_ONE_POINT_MAX_HEALTH], pSoldier->name );
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, New113Message[MSG113_LOSES_ONE_POINT_MAX_HEALTH], pSoldier->GetName() );
}
else
{
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, New113Message[MSG113_LOSES_X_POINTS_MAX_HEALTH], pSoldier->name, ubStatLoss );
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, New113Message[MSG113_LOSES_X_POINTS_MAX_HEALTH], pSoldier->GetName(), ubStatLoss );
}
}
}
@@ -1808,7 +1808,7 @@ BOOLEAN DamageSoldierFromBlast( UINT8 ubPerson, UINT8 ubOwner, INT32 sBombGridNo
if (pSoldier->bBlindedCounter < ubStatLoss )
{
pSoldier->bBlindedCounter = ubStatLoss ;
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"%s was blinded by the blast!", pSoldier->name );
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"%s was blinded by the blast!", pSoldier->GetName() );
}
}
// SANDRO - new merc records - times stat damaged
+1 -1
View File
@@ -2550,7 +2550,7 @@ BOOLEAN DoCatchObject( REAL_OBJECT *pObject )
{
pObject->fDropItem = FALSE;
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, pMessageStrings[ MSG_MERC_CAUGHT_ITEM ], pSoldier->name, ShortItemNames[ usItem ] );
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, pMessageStrings[ MSG_MERC_CAUGHT_ITEM ], pSoldier->GetName(), ShortItemNames[ usItem ] );
}
return( TRUE );