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
@@ -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 );