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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
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+12
-12
@@ -126,9 +126,9 @@ BOOLEAN ApplyFood( SOLDIERTYPE *pSoldier, OBJECTTYPE *pObject, BOOLEAN fForce, B
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// notification
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if ( type == AP_EAT )
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ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szFoodTextStr[STR_FOOD_DONOTWANT_EAT], pSoldier->name, Item[pObject->usItem].szItemName );
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ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szFoodTextStr[STR_FOOD_DONOTWANT_EAT], pSoldier->GetName(), Item[pObject->usItem].szItemName );
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else
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ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szFoodTextStr[STR_FOOD_DONOTWANT_DRINK], pSoldier->name, Item[pObject->usItem].szItemName );
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ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szFoodTextStr[STR_FOOD_DONOTWANT_DRINK], pSoldier->GetName(), Item[pObject->usItem].szItemName );
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// Say quote!
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TacticalCharacterDialogue( pSoldier, 61 );
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@@ -205,9 +205,9 @@ BOOLEAN ApplyFood( SOLDIERTYPE *pSoldier, OBJECTTYPE *pObject, BOOLEAN fForce, B
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// notification
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if ( type == AP_EAT )
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ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szFoodTextStr[STR_FOOD_ATE], pSoldier->name, Item[pObject->usItem].szItemName );
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ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szFoodTextStr[STR_FOOD_ATE], pSoldier->GetName(), Item[pObject->usItem].szItemName );
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else
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ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szFoodTextStr[STR_FOOD_DRANK], pSoldier->name, Item[pObject->usItem].szItemName );
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ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szFoodTextStr[STR_FOOD_DRANK], pSoldier->GetName(), Item[pObject->usItem].szItemName );
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// now remove a portion of the food item (or the whole item altogether)
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UINT16 ptsconsumed = UseKitPoints( pObject, Food[foodtype].ubPortionSize, pSoldier );
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@@ -380,9 +380,9 @@ void HourlyFoodSituationUpdate( SOLDIERTYPE *pSoldier )
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pSoldier->usValueGoneUp &= ~( STRENGTH_INCREASE );
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if ( foodsituation < FOOD_NORMAL )
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ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szFoodTextStr[STR_FOOD_STR_DAMAGE_FOOD_TOO_MUCH], pSoldier->name );
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ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szFoodTextStr[STR_FOOD_STR_DAMAGE_FOOD_TOO_MUCH], pSoldier->GetName() );
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else
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ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szFoodTextStr[STR_FOOD_STR_DAMAGE_FOOD_TOO_LESS], pSoldier->name );
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ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szFoodTextStr[STR_FOOD_STR_DAMAGE_FOOD_TOO_LESS], pSoldier->GetName() );
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}
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// damage health
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@@ -411,9 +411,9 @@ void HourlyFoodSituationUpdate( SOLDIERTYPE *pSoldier )
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gMercProfiles[ pSoldier->ubProfile ].records.usTimesStatDamaged++;
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if ( foodsituation < FOOD_NORMAL )
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ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szFoodTextStr[STR_FOOD_HEALTH_DAMAGE_FOOD_TOO_MUCH], pSoldier->name );
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ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szFoodTextStr[STR_FOOD_HEALTH_DAMAGE_FOOD_TOO_MUCH], pSoldier->GetName() );
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else
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ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szFoodTextStr[STR_FOOD_HEALTH_DAMAGE_FOOD_TOO_LESS], pSoldier->name );
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ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szFoodTextStr[STR_FOOD_HEALTH_DAMAGE_FOOD_TOO_LESS], pSoldier->GetName() );
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// if we fall below OKLIFE, we start bleeding...
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// Reason for this is that
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@@ -464,9 +464,9 @@ void HourlyFoodSituationUpdate( SOLDIERTYPE *pSoldier )
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pSoldier->usValueGoneUp &= ~( STRENGTH_INCREASE );
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if ( watersituation < FOOD_NORMAL )
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ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szFoodTextStr[STR_FOOD_STR_DAMAGE_DRINK_TOO_MUCH], pSoldier->name );
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ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szFoodTextStr[STR_FOOD_STR_DAMAGE_DRINK_TOO_MUCH], pSoldier->GetName() );
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else
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ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szFoodTextStr[STR_FOOD_STR_DAMAGE_DRINK_TOO_LESS], pSoldier->name );
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ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szFoodTextStr[STR_FOOD_STR_DAMAGE_DRINK_TOO_LESS], pSoldier->GetName() );
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}
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// damage health
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@@ -497,9 +497,9 @@ void HourlyFoodSituationUpdate( SOLDIERTYPE *pSoldier )
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gMercProfiles[ pSoldier->ubProfile ].records.usTimesStatDamaged++;
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if ( watersituation < FOOD_NORMAL )
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ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szFoodTextStr[STR_FOOD_HEALTH_DAMAGE_DRINK_TOO_MUCH], pSoldier->name );
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ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szFoodTextStr[STR_FOOD_HEALTH_DAMAGE_DRINK_TOO_MUCH], pSoldier->GetName() );
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else
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ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szFoodTextStr[STR_FOOD_HEALTH_DAMAGE_DRINK_TOO_LESS], pSoldier->name );
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ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szFoodTextStr[STR_FOOD_HEALTH_DAMAGE_DRINK_TOO_LESS], pSoldier->GetName() );
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// if we fall below OKLIFE, we start bleeding...
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// Reason for this is that
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