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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
This commit is contained in:
@@ -6364,7 +6364,7 @@ void SoldierGotHitGunFire( SOLDIERTYPE *pSoldier, UINT16 usWeaponIndex, INT16 sD
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if ( gAnimControl[ pSoldier->usAnimState ].ubEndHeight == ANIM_STAND && !pSoldier->MercInWater( ) )
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{
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fFallenOver = TRUE;
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ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, gzLateLocalizedString[ 20 ], pSoldier->name );
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ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, gzLateLocalizedString[ 20 ], pSoldier->GetName() );
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}
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}
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}
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@@ -12636,7 +12636,7 @@ UINT32 SOLDIERTYPE::SoldierDressWound( SOLDIERTYPE *pVictim, INT16 sKitPts, INT1
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gTacticalStatus.ubLastRequesterSurgeryTargetID = NOBODY; // reset last target
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// throw message
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ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, New113Message[ MSG113_SURGERY_FINISHED ], pVictim->name );
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ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, New113Message[ MSG113_SURGERY_FINISHED ], pVictim->GetName() );
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// add to record - another surgery undergoed
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if ( pVictim->ubProfile != NO_PROFILE && usLifeReturned >= 100 )
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@@ -14517,7 +14517,7 @@ void SOLDIERTYPE::CleanWeapon( BOOLEAN fCleanAll )
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{
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(*pObj)[i]->data.bDirtLevel = 0.0f;
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ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, TacticalStr[WEAPON_CLEANING_STR], this->name, Item[pObj->usItem].szItemName );
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ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, TacticalStr[WEAPON_CLEANING_STR], this->GetName(), Item[pObj->usItem].szItemName );
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// always use up 1% of the cleaning kit (they last too long otherwise)
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UseKitPoints( pCleaningKit, 1, this );
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@@ -14555,7 +14555,7 @@ BOOLEAN SOLDIERTYPE::LooksLikeACivilian( void )
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// if we have any camo: not covert
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if ( GetWornCamo(this) > 0 || GetWornUrbanCamo(this) > 0 || GetWornDesertCamo(this) > 0 || GetWornSnowCamo(this) > 0 )
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{
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ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCovertTextStr[STR_COVERT_CAMOFOUND], this->name );
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ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCovertTextStr[STR_COVERT_CAMOFOUND], this->GetName() );
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return FALSE;
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}
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@@ -14569,7 +14569,7 @@ BOOLEAN SOLDIERTYPE::LooksLikeACivilian( void )
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// if we have a back pack: not covert
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if ( bLoop == BPACKPOCKPOS )
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{
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ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCovertTextStr[STR_COVERT_BACKPACKFOUND], this->name );
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ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCovertTextStr[STR_COVERT_BACKPACKFOUND], this->GetName() );
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return FALSE;
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}
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@@ -14580,7 +14580,7 @@ BOOLEAN SOLDIERTYPE::LooksLikeACivilian( void )
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// seriously? a corpse? of course this is suspicious!
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if ( HasItemFlag(this->inv[bLoop].usItem, CORPSE) )
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{
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ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCovertTextStr[STR_COVERT_CARRYCORPSEFOUND], this->name );
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ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCovertTextStr[STR_COVERT_CARRYCORPSEFOUND], this->GetName() );
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return FALSE;
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}
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@@ -14615,7 +14615,7 @@ BOOLEAN SOLDIERTYPE::LooksLikeACivilian( void )
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break;
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default:
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{
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ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCovertTextStr[STR_COVERT_CARRY_BADLBE], this->name, Item[bLoop].szItemName );
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ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCovertTextStr[STR_COVERT_CARRY_BADLBE], this->GetName(), Item[bLoop].szItemName );
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return FALSE;
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}
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break;
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@@ -14639,7 +14639,7 @@ BOOLEAN SOLDIERTYPE::LooksLikeACivilian( void )
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( Item[this->inv[bLoop].usItem].nightvisionrangebonus > 0 || Item[this->inv[bLoop].usItem].hearingrangebonus > 0 )
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)
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{
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ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCovertTextStr[STR_COVERT_MILITARYGEARFOUND], this->name, Item[bLoop].szItemName );
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ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCovertTextStr[STR_COVERT_MILITARYGEARFOUND], this->GetName(), Item[bLoop].szItemName );
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return FALSE;
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}
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}
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@@ -14661,7 +14661,7 @@ BOOLEAN SOLDIERTYPE::LooksLikeACivilian( void )
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( Item[this->inv[bLoop].usItem].nightvisionrangebonus > 0 || Item[this->inv[bLoop].usItem].hearingrangebonus > 0 )
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)
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{
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ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCovertTextStr[STR_COVERT_MILITARYGEARFOUND], this->name, Item[bLoop].szItemName );
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ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCovertTextStr[STR_COVERT_MILITARYGEARFOUND], this->GetName(), Item[bLoop].szItemName );
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return FALSE;
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}
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}
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@@ -14683,7 +14683,7 @@ BOOLEAN SOLDIERTYPE::LooksLikeASoldier( void )
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// seriously? a corpse? of course this is suspicious!
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if ( HasItemFlag(this->inv[bLoop].usItem, CORPSE) )
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{
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ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCovertTextStr[STR_COVERT_CARRYCORPSEFOUND], this->name );
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ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCovertTextStr[STR_COVERT_CARRYCORPSEFOUND], this->GetName() );
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return FALSE;
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}
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}
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@@ -14743,7 +14743,7 @@ BOOLEAN SOLDIERTYPE::EquipmentTooGood( BOOLEAN fCloselook )
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break;
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default:
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// we do not wear a proper army uniform, uncover us. Note: This should never happen - if this message shows, somewhere, something is wrong
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ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCovertTextStr[STR_COVERT_UNIFORM_NOORDER], this->name );
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ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCovertTextStr[STR_COVERT_UNIFORM_NOORDER], this->GetName() );
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return TRUE;
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break;
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}
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@@ -14758,7 +14758,7 @@ BOOLEAN SOLDIERTYPE::EquipmentTooGood( BOOLEAN fCloselook )
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// if we have a back pack: not covert
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if ( bLoop == BPACKPOCKPOS )
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{
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ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCovertTextStr[STR_COVERT_BACKPACKFOUND], this->name );
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ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCovertTextStr[STR_COVERT_BACKPACKFOUND], this->GetName() );
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return TRUE;
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}
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@@ -14790,7 +14790,7 @@ BOOLEAN SOLDIERTYPE::EquipmentTooGood( BOOLEAN fCloselook )
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break;
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default:
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{
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ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCovertTextStr[STR_COVERT_CARRY_BADLBE], this->name, Item[bLoop].szItemName );
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ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCovertTextStr[STR_COVERT_CARRY_BADLBE], this->GetName(), Item[bLoop].szItemName );
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return FALSE;
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}
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break;
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@@ -14815,7 +14815,7 @@ BOOLEAN SOLDIERTYPE::EquipmentTooGood( BOOLEAN fCloselook )
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if ( numberofguns > 2 )
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{
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ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCovertTextStr[STR_COVERT_TOOMANYGUNS], this->name );
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ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCovertTextStr[STR_COVERT_TOOMANYGUNS], this->GetName() );
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return TRUE;
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}
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}
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@@ -14829,7 +14829,7 @@ BOOLEAN SOLDIERTYPE::EquipmentTooGood( BOOLEAN fCloselook )
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// loop over every item and its attachments
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if ( Item[pObj->usItem].ubCoolness > maxcoolnessallowed )
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{
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ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCovertTextStr[STR_COVERT_ITEMSTOOGOOD], this->name, Item[pObj->usItem].szItemName );
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ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCovertTextStr[STR_COVERT_ITEMSTOOGOOD], this->GetName(), Item[pObj->usItem].szItemName );
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return TRUE;
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}
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@@ -14843,7 +14843,7 @@ BOOLEAN SOLDIERTYPE::EquipmentTooGood( BOOLEAN fCloselook )
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// loop over every item and its attachments
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if ( Item[iter->usItem].ubCoolness > maxcoolnessallowed )
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{
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ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCovertTextStr[STR_COVERT_ITEMSTOOGOOD], this->name, Item[iter->usItem].szItemName );
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ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCovertTextStr[STR_COVERT_ITEMSTOOGOOD], this->GetName(), Item[iter->usItem].szItemName );
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return TRUE;
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}
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@@ -14852,7 +14852,7 @@ BOOLEAN SOLDIERTYPE::EquipmentTooGood( BOOLEAN fCloselook )
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// no ordinary soldier is allowed that many attachments -> not covert
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if ( numberofattachments > gGameExternalOptions.iMaxEnemyAttachments )
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{
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ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCovertTextStr[STR_COVERT_TOOMANYATTACHMENTS], this->name, Item[pObj->usItem].szItemName );
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ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCovertTextStr[STR_COVERT_TOOMANYATTACHMENTS], this->GetName(), Item[pObj->usItem].szItemName );
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return TRUE;
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}
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}
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@@ -14879,7 +14879,7 @@ BOOLEAN SOLDIERTYPE::EquipmentTooGood( BOOLEAN fCloselook )
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if ( numberofguns > 2 )
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{
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ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCovertTextStr[STR_COVERT_TOOMANYGUNS], this->name );
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ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCovertTextStr[STR_COVERT_TOOMANYGUNS], this->GetName() );
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return TRUE;
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}
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@@ -14892,7 +14892,7 @@ BOOLEAN SOLDIERTYPE::EquipmentTooGood( BOOLEAN fCloselook )
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// loop over every item and its attachments
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if ( Item[pObj->usItem].ubCoolness > maxcoolnessallowed )
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{
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ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCovertTextStr[STR_COVERT_ITEMSTOOGOOD], this->name, Item[pObj->usItem].szItemName );
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ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCovertTextStr[STR_COVERT_ITEMSTOOGOOD], this->GetName(), Item[pObj->usItem].szItemName );
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return TRUE;
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}
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@@ -14906,7 +14906,7 @@ BOOLEAN SOLDIERTYPE::EquipmentTooGood( BOOLEAN fCloselook )
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// loop over every item and its attachments
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if ( Item[iter->usItem].ubCoolness > maxcoolnessallowed )
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{
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ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCovertTextStr[STR_COVERT_ITEMSTOOGOOD], this->name, Item[iter->usItem].szItemName );
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ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCovertTextStr[STR_COVERT_ITEMSTOOGOOD], this->GetName(), Item[iter->usItem].szItemName );
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return TRUE;
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}
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@@ -14917,7 +14917,7 @@ BOOLEAN SOLDIERTYPE::EquipmentTooGood( BOOLEAN fCloselook )
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// no ordinary soldier is allowed that many attachments > not covert
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if ( numberofattachments > gGameExternalOptions.iMaxEnemyAttachments )
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{
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ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCovertTextStr[STR_COVERT_TOOMANYATTACHMENTS], this->name, Item[pObj->usItem].szItemName );
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ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCovertTextStr[STR_COVERT_TOOMANYATTACHMENTS], this->GetName(), Item[pObj->usItem].szItemName );
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return TRUE;
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}
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}
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@@ -14984,14 +14984,14 @@ BOOLEAN SOLDIERTYPE::SeemsLegit( UINT8 ubObserverID )
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this->usAnimState == LONG_JUMP
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)
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{
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ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCovertTextStr[STR_COVERT_ACTIVITIES], this->name );
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ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCovertTextStr[STR_COVERT_ACTIVITIES], this->GetName() );
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return FALSE;
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}
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// if we are trying to dress like a civilian, but aren't sucessful: not covert
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if ( this->bSoldierFlagMask & SOLDIER_COVERT_CIV && !(this->LooksLikeACivilian()) )
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{
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ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCovertTextStr[STR_COVERT_NO_CIV], this->name );
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ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCovertTextStr[STR_COVERT_NO_CIV], this->GetName() );
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return FALSE;
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}
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@@ -15019,13 +15019,13 @@ BOOLEAN SOLDIERTYPE::SeemsLegit( UINT8 ubObserverID )
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// if we are openly bleeding: not covert
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if ( this->bBleeding > 0 )
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{
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ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCovertTextStr[STR_COVERT_BLEEDING], this->name );
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ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCovertTextStr[STR_COVERT_BLEEDING], this->GetName() );
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return FALSE;
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}
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if ( this->bSoldierFlagMask & SOLDIER_COVERT_SOLDIER && GetDrunkLevel( this ) != SOBER )
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{
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ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCovertTextStr[STR_COVERT_DRUNKEN_SOLDIER], this->name );
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ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCovertTextStr[STR_COVERT_DRUNKEN_SOLDIER], this->GetName() );
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return FALSE;
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}
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}
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@@ -15037,13 +15037,13 @@ BOOLEAN SOLDIERTYPE::SeemsLegit( UINT8 ubObserverID )
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// if we are openly bleeding: not covert
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if ( this->bBleeding > 0 )
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{
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ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCovertTextStr[STR_COVERT_BLEEDING], this->name );
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ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCovertTextStr[STR_COVERT_BLEEDING], this->GetName() );
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return FALSE;
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}
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if ( this->bSoldierFlagMask & SOLDIER_COVERT_SOLDIER )
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{
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ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCovertTextStr[STR_COVERT_TOO_CLOSE], this->name );
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ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCovertTextStr[STR_COVERT_TOO_CLOSE], this->GetName() );
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return FALSE;
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}
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}
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@@ -15054,7 +15054,7 @@ BOOLEAN SOLDIERTYPE::SeemsLegit( UINT8 ubObserverID )
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// exception: special NPCs and EPCs can still get close (the Kulbas, for example, ARE civilians, so they apply)
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if ( (this->bSoldierFlagMask & SOLDIER_COVERT_NPC_SPECIAL) == 0 )
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{
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ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCovertTextStr[STR_COVERT_TOO_CLOSE], this->name );
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ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCovertTextStr[STR_COVERT_TOO_CLOSE], this->GetName() );
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return FALSE;
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}
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break;
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@@ -15079,13 +15079,13 @@ BOOLEAN SOLDIERTYPE::SeemsLegit( UINT8 ubObserverID )
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if ( sectordata > 1 )
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{
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ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCovertTextStr[STR_COVERT_CURFEW_BROKEN], this->name );
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ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCovertTextStr[STR_COVERT_CURFEW_BROKEN], this->GetName() );
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return FALSE;
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}
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// is it night?
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else if ( sectordata == 1 && GetTimeOfDayAmbientLightLevel() < NORMAL_LIGHTLEVEL_DAY + 2 )
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{
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ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCovertTextStr[STR_COVERT_CURFEW_BROKEN_NIGHT], this->name );
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ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCovertTextStr[STR_COVERT_CURFEW_BROKEN_NIGHT], this->GetName() );
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return FALSE;
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}
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@@ -15128,7 +15128,7 @@ BOOLEAN SOLDIERTYPE::SeemsLegit( UINT8 ubObserverID )
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// a corpse was found near our position. If the soldier observing us can see it, he will be alarmed
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if ( fCorpseOFAlly && SoldierTo3DLocationLineOfSightTest( pSoldier, pCorpse->def.sGridNo, pCorpse->def.bLevel, 3, TRUE, CALC_FROM_WANTED_DIR ) )
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{
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ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCovertTextStr[STR_COVERT_NEAR_CORPSE], this->name );
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ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCovertTextStr[STR_COVERT_NEAR_CORPSE], this->GetName() );
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return FALSE;
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}
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}
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@@ -15140,7 +15140,7 @@ BOOLEAN SOLDIERTYPE::SeemsLegit( UINT8 ubObserverID )
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// if our equipment is too good, that is suspicious... not covert!
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if ( this->EquipmentTooGood( (distance < discoverrange) ) )
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{
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ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCovertTextStr[STR_COVERT_SUSPICIOUS_EQUIPMENT], this->name );
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ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCovertTextStr[STR_COVERT_SUSPICIOUS_EQUIPMENT], this->GetName() );
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return FALSE;
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}
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@@ -15150,7 +15150,7 @@ BOOLEAN SOLDIERTYPE::SeemsLegit( UINT8 ubObserverID )
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// if we are aiming at a soldier, others will notice our intent... not covert!
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if ( WeaponReady(this) )
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{
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ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCovertTextStr[STR_COVERT_TARGETTING_SOLDIER], this->name, MercPtrs[this->ubTargetID]->name );
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ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCovertTextStr[STR_COVERT_TARGETTING_SOLDIER], this->GetName(), MercPtrs[this->ubTargetID]->GetName() );
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return FALSE;
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}
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}
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@@ -15199,7 +15199,7 @@ BOOLEAN SOLDIERTYPE::SeemsLegit( UINT8 ubObserverID )
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// a corpse was found near our position. If the soldier observing us can see it, he will be alarmed
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if ( fCorpseOFAlly && SoldierTo3DLocationLineOfSightTest( pSoldier, pCorpse->def.sGridNo, pCorpse->def.bLevel, 3, TRUE, CALC_FROM_WANTED_DIR ) )
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{
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ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCovertTextStr[STR_COVERT_NEAR_CORPSE], this->name );
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ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCovertTextStr[STR_COVERT_NEAR_CORPSE], this->GetName() );
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return FALSE;
|
||||
}
|
||||
}
|
||||
@@ -15270,7 +15270,7 @@ BOOLEAN SOLDIERTYPE::RecognizeAsCombatant(UINT8 ubTargetID)
|
||||
|
||||
pSoldier->Strip();
|
||||
|
||||
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCovertTextStr[STR_COVERT_UNCOVERED], this->name, pSoldier->name );
|
||||
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCovertTextStr[STR_COVERT_UNCOVERED], this->GetName(), pSoldier->GetName() );
|
||||
|
||||
// we have uncovered a spy! Get alerted, if we aren't already
|
||||
if ( this->aiData.bAlertStatus < STATUS_BLACK )
|
||||
@@ -15389,9 +15389,9 @@ void SOLDIERTYPE::Strip()
|
||||
void SOLDIERTYPE::SpySelfTest()
|
||||
{
|
||||
if ( SeemsLegit(this->ubID) )
|
||||
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCovertTextStr[STR_COVERT_TEST_OK], this->name );
|
||||
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCovertTextStr[STR_COVERT_TEST_OK], this->GetName() );
|
||||
else
|
||||
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCovertTextStr[STR_COVERT_TEST_FAIL], this->name );
|
||||
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCovertTextStr[STR_COVERT_TEST_FAIL], this->GetName() );
|
||||
}
|
||||
|
||||
// can we process prisoners in this sector?
|
||||
@@ -15528,7 +15528,7 @@ void SOLDIERTYPE::CancelMultiTurnAction(BOOLEAN fFinished)
|
||||
{
|
||||
// stop action
|
||||
if ( !fFinished )
|
||||
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szMTATextStr[STR_MTA_CANCEL], this->name, szMTATextStr[this->usMultiTurnAction] );
|
||||
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szMTATextStr[STR_MTA_CANCEL], this->GetName(), szMTATextStr[this->usMultiTurnAction] );
|
||||
|
||||
bOverTurnAPS = 0;
|
||||
sMTActionGridNo = NOWHERE;
|
||||
@@ -15971,6 +15971,15 @@ void SOLDIERTYPE::SwitchWeapons( BOOLEAN fKnife, BOOLEAN fSideArm )
|
||||
fInterfacePanelDirty = DIRTYLEVEL2;
|
||||
}
|
||||
|
||||
static CHAR16 tmpname[ 100 ];
|
||||
STR16 SOLDIERTYPE::GetName()
|
||||
{
|
||||
tmpname[0] = '\0' ;
|
||||
wcscat( tmpname, this->name );
|
||||
|
||||
return tmpname;
|
||||
}
|
||||
|
||||
INT32 CheckBleeding( SOLDIERTYPE *pSoldier )
|
||||
{
|
||||
INT8 bBandaged; //,savedOurTurn;
|
||||
@@ -16986,8 +16995,8 @@ void SOLDIERTYPE::EVENT_SoldierApplyItemToPerson( INT32 sGridNo, UINT8 ubDirecti
|
||||
this->LooseDisguise();
|
||||
this->Strip();
|
||||
|
||||
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCovertTextStr[STR_COVERT_APPLYITEM_STEAL_FAIL], this->name, pSoldier->name );
|
||||
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCovertTextStr[STR_COVERT_UNCOVERED], pSoldier->name, this->name );
|
||||
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCovertTextStr[STR_COVERT_APPLYITEM_STEAL_FAIL], this->GetName(), pSoldier->GetName() );
|
||||
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCovertTextStr[STR_COVERT_UNCOVERED], pSoldier->GetName(), this->GetName() );
|
||||
}
|
||||
|
||||
// alert the soldier
|
||||
@@ -17071,7 +17080,7 @@ void SOLDIERTYPE::EVENT_SoldierApplyItemToPerson( INT32 sGridNo, UINT8 ubDirecti
|
||||
DeductPoints( this, GetAPsToApplyItem( this, sGridNo ), APBPConstants[BP_APPLYITEM], AFTERACTION_INTERRUPT );
|
||||
|
||||
if ( !success )
|
||||
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"%s could not apply %s to %s.", this->name, Item[usItem].szLongItemName, pSoldier->name );
|
||||
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"%s could not apply %s to %s.", this->GetName(), Item[usItem].szLongItemName, pSoldier->GetName() );
|
||||
}
|
||||
else
|
||||
{
|
||||
@@ -18586,9 +18595,9 @@ UINT8 RegainDamagedStats( SOLDIERTYPE * pSoldier, UINT16 usAmountRegainedHundred
|
||||
if ( gSkillTraitValues.fDORepStShouldThrowMessage )
|
||||
{
|
||||
if ( usStatIncreasement == 1 )
|
||||
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, New113Message[MSG113_REGAINED_ONE_POINTS_OF_STAT], pSoldier->name, sStat );
|
||||
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, New113Message[MSG113_REGAINED_ONE_POINTS_OF_STAT], pSoldier->GetName(), sStat );
|
||||
else
|
||||
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, New113Message[MSG113_REGAINED_X_POINTS_OF_STATS], pSoldier->name, usStatIncreasement, sStat );
|
||||
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, New113Message[MSG113_REGAINED_X_POINTS_OF_STATS], pSoldier->GetName(), usStatIncreasement, sStat );
|
||||
}
|
||||
}
|
||||
//if( pSoldier->ubCriticalStatDamage[cnt] > 0 )
|
||||
@@ -18642,9 +18651,9 @@ UINT8 RegainDamagedStats( SOLDIERTYPE * pSoldier, UINT16 usAmountRegainedHundred
|
||||
if ( gSkillTraitValues.fDORepStShouldThrowMessage )
|
||||
{
|
||||
if ( usStatIncreasement == 1 )
|
||||
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, New113Message[MSG113_REGAINED_ONE_POINTS_OF_STAT], pSoldier->name, sStat );
|
||||
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, New113Message[MSG113_REGAINED_ONE_POINTS_OF_STAT], pSoldier->GetName(), sStat );
|
||||
else
|
||||
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, New113Message[MSG113_REGAINED_X_POINTS_OF_STATS], pSoldier->name, usStatIncreasement, sStat );
|
||||
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, New113Message[MSG113_REGAINED_X_POINTS_OF_STATS], pSoldier->GetName(), usStatIncreasement, sStat );
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -18685,9 +18694,9 @@ UINT8 RegainDamagedStats( SOLDIERTYPE * pSoldier, UINT16 usAmountRegainedHundred
|
||||
if ( gSkillTraitValues.fDORepStShouldThrowMessage )
|
||||
{
|
||||
if ( usStatIncreasement == 1 )
|
||||
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, New113Message[MSG113_REGAINED_ONE_POINTS_OF_STAT], pSoldier->name, sStat );
|
||||
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, New113Message[MSG113_REGAINED_ONE_POINTS_OF_STAT], pSoldier->GetName(), sStat );
|
||||
else
|
||||
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, New113Message[MSG113_REGAINED_X_POINTS_OF_STATS], pSoldier->name, usStatIncreasement, sStat );
|
||||
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, New113Message[MSG113_REGAINED_X_POINTS_OF_STATS], pSoldier->GetName(), usStatIncreasement, sStat );
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user