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
+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;