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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
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@@ -2902,7 +2902,7 @@ void GetKeyboardInput( UINT32 *puiNewEvent )
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{
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if ( pjSoldier->bCollapsed && pjSoldier->bBreath < OKBREATH )
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{
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ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_UI_FEEDBACK, gzLateLocalizedString[ 4 ], pjSoldier->name );
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ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_UI_FEEDBACK, gzLateLocalizedString[ 4 ], pjSoldier->GetName() );
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}
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break;
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@@ -4790,7 +4790,7 @@ BOOLEAN HandleCheckForExitArrowsInput( BOOLEAN fAdjustConfirm )
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}
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else if( gfLoneEPCAttemptingTraversal )
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{
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ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_UI_FEEDBACK, pExitingSectorHelpText[ EXIT_GUI_ESCORTED_CHARACTERS_CANT_LEAVE_SECTOR_ALONE_STR ], MercPtrs[ gusSelectedSoldier ]->name );
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ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_UI_FEEDBACK, pExitingSectorHelpText[ EXIT_GUI_ESCORTED_CHARACTERS_CANT_LEAVE_SECTOR_ALONE_STR ], MercPtrs[ gusSelectedSoldier ]->GetName() );
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gfLoneEPCAttemptingTraversal = FALSE;
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}
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else if( gubLoneMercAttemptingToAbandonEPCs )
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@@ -4800,24 +4800,24 @@ BOOLEAN HandleCheckForExitArrowsInput( BOOLEAN fAdjustConfirm )
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{ //Use the singular version of the string
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if( gMercProfiles[ MercPtrs[ gusSelectedSoldier ]->ubProfile ].bSex == MALE )
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{ //male singular
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swprintf( str, pExitingSectorHelpText[ EXIT_GUI_MERC_CANT_ISOLATE_EPC_HELPTEXT_MALE_SINGULAR ], MercPtrs[ gusSelectedSoldier ]->name,
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MercPtrs[ gbPotentiallyAbandonedEPCSlotID ]->name );
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swprintf( str, pExitingSectorHelpText[ EXIT_GUI_MERC_CANT_ISOLATE_EPC_HELPTEXT_MALE_SINGULAR ], MercPtrs[ gusSelectedSoldier ]->GetName(),
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MercPtrs[ gbPotentiallyAbandonedEPCSlotID ]->GetName() );
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}
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else
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{ //female singular
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swprintf( str, pExitingSectorHelpText[ EXIT_GUI_MERC_CANT_ISOLATE_EPC_HELPTEXT_FEMALE_SINGULAR ], MercPtrs[ gusSelectedSoldier ]->name,
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MercPtrs[ gbPotentiallyAbandonedEPCSlotID ]->name );
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swprintf( str, pExitingSectorHelpText[ EXIT_GUI_MERC_CANT_ISOLATE_EPC_HELPTEXT_FEMALE_SINGULAR ], MercPtrs[ gusSelectedSoldier ]->GetName(),
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MercPtrs[ gbPotentiallyAbandonedEPCSlotID ]->GetName() );
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}
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}
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else
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{ //Use the plural version of the string
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if( gMercProfiles[ MercPtrs[ gusSelectedSoldier ]->ubProfile ].bSex == MALE )
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{ //male plural
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swprintf( str, pExitingSectorHelpText[ EXIT_GUI_MERC_CANT_ISOLATE_EPC_HELPTEXT_MALE_PLURAL ], MercPtrs[ gusSelectedSoldier ]->name );
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swprintf( str, pExitingSectorHelpText[ EXIT_GUI_MERC_CANT_ISOLATE_EPC_HELPTEXT_MALE_PLURAL ], MercPtrs[ gusSelectedSoldier ]->GetName() );
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}
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else
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{ //female plural
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swprintf( str, pExitingSectorHelpText[ EXIT_GUI_MERC_CANT_ISOLATE_EPC_HELPTEXT_FEMALE_PLURAL ], MercPtrs[ gusSelectedSoldier ]->name );
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swprintf( str, pExitingSectorHelpText[ EXIT_GUI_MERC_CANT_ISOLATE_EPC_HELPTEXT_FEMALE_PLURAL ], MercPtrs[ gusSelectedSoldier ]->GetName() );
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}
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}
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ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_UI_FEEDBACK, str );
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@@ -4829,7 +4829,7 @@ BOOLEAN HandleCheckForExitArrowsInput( BOOLEAN fAdjustConfirm )
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}
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else
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{
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ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_UI_FEEDBACK, TacticalStr[ MERC_IS_TOO_FAR_AWAY_STR ], MercPtrs[ gusSelectedSoldier ]->name );
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ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_UI_FEEDBACK, TacticalStr[ MERC_IS_TOO_FAR_AWAY_STR ], MercPtrs[ gusSelectedSoldier ]->GetName() );
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}
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return( TRUE );
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@@ -6176,11 +6176,11 @@ void ToggleStealthMode( SOLDIERTYPE *pSoldier )
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if ( pSoldier->bStealthMode )
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{
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ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, pMessageStrings[ MSG_MERC_ON_STEALTHMODE ], pSoldier->name );
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ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, pMessageStrings[ MSG_MERC_ON_STEALTHMODE ], pSoldier->GetName() );
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}
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else
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{
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ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, pMessageStrings[ MSG_MERC_OFF_STEALTHMODE ], pSoldier->name );
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ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, pMessageStrings[ MSG_MERC_OFF_STEALTHMODE ], pSoldier->GetName() );
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}
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}
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}
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@@ -7008,7 +7008,7 @@ void QueryTBX1Button( UINT32 *puiNewEvent )
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if (!IsValidStance(pjSoldier, ANIM_CROUCH) )
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{
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if ( pjSoldier->bCollapsed && pjSoldier->bBreath < OKBREATH )
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ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_UI_FEEDBACK, gzLateLocalizedString[ 4 ], pjSoldier->name );
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ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_UI_FEEDBACK, gzLateLocalizedString[ 4 ], pjSoldier->GetName() );
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return;
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}
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