mirror of
https://github.com/1dot13/source.git
synced 2026-08-05 14:00:23 +02:00
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:
@@ -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;
|
||||
|
||||
Reference in New Issue
Block a user