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synced 2026-07-29 13:52:17 +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
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+13
-13
@@ -3577,7 +3577,7 @@ BOOLEAN ReloadGun( SOLDIERTYPE * pSoldier, OBJECTTYPE * pGun, OBJECTTYPE * pAmmo
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if (pSoldier->bTeam == gbPlayerNum)
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{
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// spit out a message if this is one of our folks reloading
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ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, Message[STR_PLAYER_RELOADS], pSoldier->name );
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ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, Message[STR_PLAYER_RELOADS], pSoldier->GetName() );
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}
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DeductPoints( pSoldier, bAPs, 0 );
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@@ -3897,7 +3897,7 @@ BOOLEAN AutoReload( SOLDIERTYPE * pSoldier )
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}
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else
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{
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ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, Message[ STR_RELOAD_ONLY_ONE_GUN ], pSoldier->name );
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ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, Message[ STR_RELOAD_ONLY_ONE_GUN ], pSoldier->GetName() );
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}
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}
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}
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@@ -8920,23 +8920,23 @@ void WaterDamage( SOLDIERTYPE *pSoldier )
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{
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pSoldier->CreateSoldierPalettes( );
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}
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// ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, Message[STR_CAMMO_WASHED_OFF], pSoldier->name );
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// ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, Message[STR_CAMMO_WASHED_OFF], pSoldier->GetName() );
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if ( pSoldier->bCamo <= 0 )
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{
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ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, Message[STR_JUNGLE_WASHED_OFF], pSoldier->name );
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ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, Message[STR_JUNGLE_WASHED_OFF], pSoldier->GetName() );
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}
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else if ( pSoldier->urbanCamo <= 0 )
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{
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ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, Message[STR_URBAN_WASHED_OFF], pSoldier->name );
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ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, Message[STR_URBAN_WASHED_OFF], pSoldier->GetName() );
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}
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else if ( pSoldier->snowCamo <= 0 )
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{
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ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, Message[STR_SNOW_WASHED_OFF], pSoldier->name );
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ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, Message[STR_SNOW_WASHED_OFF], pSoldier->GetName() );
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}
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else if ( pSoldier->desertCamo <= 0 )
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{
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ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, Message[STR_DESERT_WASHED_OFF], pSoldier->name );
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ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, Message[STR_DESERT_WASHED_OFF], pSoldier->GetName() );
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}
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}
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@@ -9365,7 +9365,7 @@ BOOLEAN ApplyClothes( SOLDIERTYPE * pSoldier, OBJECTTYPE * pObj, BOOLEAN fUseAPs
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if ( COMPARE_PALETTEREP_ID(pSoldier->VestPal, gUniformColors[ i ].vest) && COMPARE_PALETTEREP_ID(pSoldier->PantsPal, gUniformColors[ i ].pants) )
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{
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pSoldier->bSoldierFlagMask |= SOLDIER_COVERT_SOLDIER;
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ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCovertTextStr[STR_COVERT_DISGUISED_AS_SOLDIER], pSoldier->name );
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ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCovertTextStr[STR_COVERT_DISGUISED_AS_SOLDIER], pSoldier->GetName() );
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break;
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}
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@@ -9375,7 +9375,7 @@ BOOLEAN ApplyClothes( SOLDIERTYPE * pSoldier, OBJECTTYPE * pObj, BOOLEAN fUseAPs
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if ( !(pSoldier->bSoldierFlagMask & SOLDIER_COVERT_SOLDIER) )
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{
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pSoldier->bSoldierFlagMask |= SOLDIER_COVERT_CIV;
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ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCovertTextStr[STR_COVERT_DISGUISED_AS_CIVILIAN], pSoldier->name );
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ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCovertTextStr[STR_COVERT_DISGUISED_AS_CIVILIAN], pSoldier->GetName() );
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}
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// reevaluate sight - otherwise we could hide by changing clothes in plain sight!
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@@ -14375,7 +14375,7 @@ BOOLEAN OBJECTTYPE::TransformObject( SOLDIERTYPE * pSoldier, UINT8 ubStatusIndex
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CHAR16 pStr[500];
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// Item was split apart. Since it was in the sector inventory, it's common sense that all results
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// are in the sector inventory as well, so no need to report anything extra.
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swprintf( pStr, gzTransformationMessage[ 1 ], Item[usOrigItem].szItemName, pSoldier->name );
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swprintf( pStr, gzTransformationMessage[ 1 ], Item[usOrigItem].szItemName, pSoldier->GetName() );
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ScreenMsg( FONT_ORANGE, MSG_INTERFACE, pStr );
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}
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else if (fSplit || fDropped)
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@@ -14384,21 +14384,21 @@ BOOLEAN OBJECTTYPE::TransformObject( SOLDIERTYPE * pSoldier, UINT8 ubStatusIndex
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if (fSplit && !fDropped)
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{
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// Item was split apart, but all subitems remained in the inventory.
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swprintf( pStr, gzTransformationMessage[ 2 ], Item[usOrigItem].szItemName, pSoldier->name );
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swprintf( pStr, gzTransformationMessage[ 2 ], Item[usOrigItem].szItemName, pSoldier->GetName() );
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ScreenMsg( FONT_ORANGE, MSG_INTERFACE, pStr );
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}
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else if (fDropped && !fSplit)
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{
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// Either the item itself or another item has been dropped to the sector inventory due to lack of
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// space.
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swprintf( pStr, gzTransformationMessage[ 3 ], pSoldier->name );
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swprintf( pStr, gzTransformationMessage[ 3 ], pSoldier->GetName() );
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DoScreenIndependantMessageBox( pStr, MSG_BOX_FLAG_OK, NULL );
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}
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else if (fDropped && fSplit)
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{
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// Item was split apart. Either the item itself or another item has been dropped to the sector
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// inventory due to lack of space.
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swprintf( pStr, gzTransformationMessage[ 4 ], Item[usOrigItem].szItemName, pSoldier->name );
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swprintf( pStr, gzTransformationMessage[ 4 ], Item[usOrigItem].szItemName, pSoldier->GetName() );
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DoScreenIndependantMessageBox( pStr, MSG_BOX_FLAG_OK, NULL );
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}
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}
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