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https://github.com/1dot13/source.git
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Externalizations (by Buggler)
- 'Kingpin wants his money' history log hardcoded location to his actual location - John & Mary sector to disappear on quest completion - Dynamo prison sector for Matt's quest - Joey primary & alternate location to be found - Spike sector relocation when assassins are sent - Weapon cache locations git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@6477 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
+59
-8
@@ -2364,6 +2364,34 @@ void LoadModSettings(){
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gModSettings.usCrateTileDef = iniReader.ReadInteger("Rebel Hideout", "CRATE_TILE_DEF", 411);
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gModSettings.usTrapdoorTileDef = iniReader.ReadInteger("Rebel Hideout", "TRAPDOOR_TILE_DEF", 2041);
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gModSettings.ubOmertaDropOffX = iniReader.ReadInteger("Gear Dropoff", "OMERTA_DROPOFF_X", 9);
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gModSettings.ubOmertaDropOffY = iniReader.ReadInteger("Gear Dropoff", "OMERTA_DROPOFF_Y", 1);
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gModSettings.ubOmertaDropOffZ = iniReader.ReadInteger("Gear Dropoff", "OMERTA_DROPOFF_Z", 0);
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gModSettings.iOmertaDropOff = iniReader.ReadInteger("Gear Dropoff", "OMERTA_DROPOFF_GRIDNO", 4868);
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//[Omerta]
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//[Drassen]
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gModSettings.ubJohnUnescortSectorX = iniReader.ReadInteger("Drassen", "JOHN_UNESCORT_SECTOR_X", 13);
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gModSettings.ubJohnUnescortSectorY = iniReader.ReadInteger("Drassen", "JOHN_UNESCORT_SECTOR_Y", 2);
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gModSettings.ubJohnUnescortSectorZ = iniReader.ReadInteger("Drassen", "JOHN_UNESCORT_SECTOR_Z", 0);
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//[Alma]
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gModSettings.sRocketRifleGridNo = iniReader.ReadInteger("Alma", "ROCKETRIFLE_POSITION", 10472);
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//[Grumm]
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//[Tixa]
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gModSettings.ubDyanmoPrisonSectorX = iniReader.ReadInteger("Tixa", "DYNAMO_PRISON_SECTOR_X", 9);
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gModSettings.ubDyanmoPrisonSectorY = iniReader.ReadInteger("Tixa", "DYNAMO_PRISON_SECTOR_Y", 10);
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gModSettings.ubDyanmoPrisonSectorZ = iniReader.ReadInteger("Tixa", "DYNAMO_PRISON_SECTOR_Z", 0);
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//[Cambria]
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gModSettings.ubHospitalSectorX = iniReader.ReadInteger("Cambria", "HOSPITAL_SECTOR_X", 8);
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gModSettings.ubHospitalSectorY = iniReader.ReadInteger("Cambria", "HOSPITAL_SECTOR_Y", 6);
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gModSettings.ubHospitalSectorZ = iniReader.ReadInteger("Cambria", "HOSPITAL_SECTOR_Z", 0);
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//[San Mona]
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gModSettings.usPornShopRoomHans = iniReader.ReadInteger("San Mona", "PORN_SHOP_ROOM_HANS", 49);
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gModSettings.iHansGridNo = iniReader.ReadInteger("San Mona", "HANS_POSTION", 13523);
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gModSettings.usPornShopRoomBrenda = iniReader.ReadInteger("San Mona", "PORN_SHOP_ROOM_BRENDA", 47);
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@@ -2389,16 +2417,39 @@ void LoadModSettings(){
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gModSettings.ubKingpinMoneySectorY = iniReader.ReadInteger("San Mona", "KINGPIN_MONEY_SECTOR_Y", 4);
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gModSettings.ubKingpinMoneySectorZ = iniReader.ReadInteger("San Mona", "KINGPIN_MONEY_SECTOR_Z", 1);
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gModSettings.ubOmertaDropOffX = iniReader.ReadInteger("Gear Dropoff", "OMERTA_DROPOFF_X", 9);
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gModSettings.ubOmertaDropOffY = iniReader.ReadInteger("Gear Dropoff", "OMERTA_DROPOFF_Y", 1);
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gModSettings.ubOmertaDropOffZ = iniReader.ReadInteger("Gear Dropoff", "OMERTA_DROPOFF_Z", 0);
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gModSettings.iOmertaDropOff = iniReader.ReadInteger("Gear Dropoff", "OMERTA_DROPOFF_GRIDNO", 4868);
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gModSettings.ubJoeyPrimarySectorX = iniReader.ReadInteger("San Mona", "JOEY_PRIMARY_SECTOR_X", 4);
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gModSettings.ubJoeyPrimarySectorY = iniReader.ReadInteger("San Mona", "JOEY_PRIMARY_SECTOR_Y", 4);
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gModSettings.ubJoeyPrimarySectorZ = iniReader.ReadInteger("San Mona", "JOEY_PRIMARY_SECTOR_Z", 1);
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gModSettings.sRocketRifleGridNo = iniReader.ReadInteger("Alma", "ROCKETRIFLE_POSITION", 10472);
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gModSettings.ubJoeyAlternateSectorX = iniReader.ReadInteger("San Mona", "JOEY_ALTERNATE_SECTOR_X", 5);
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gModSettings.ubJoeyAlternateSectorY = iniReader.ReadInteger("San Mona", "JOEY_ALTERNATE_SECTOR_Y", 3);
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gModSettings.ubJoeyAlternateSectorZ = iniReader.ReadInteger("San Mona", "JOEY_ALTERNATE_SECTOR_Z", 0);
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gModSettings.ubHospitalSectorX = iniReader.ReadInteger("Cambria", "HOSPITAL_SECTOR_X", 8);
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gModSettings.ubHospitalSectorY = iniReader.ReadInteger("Cambria", "HOSPITAL_SECTOR_Y", 6);
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gModSettings.ubHospitalSectorZ = iniReader.ReadInteger("Cambria", "HOSPITAL_SECTOR_Z", 0);
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gModSettings.ubSpikeNewSectorX = iniReader.ReadInteger("San Mona", "SPIKE_NEW_SECTOR_X", 5);
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gModSettings.ubSpikeNewSectorY = iniReader.ReadInteger("San Mona", "SPIKE_NEW_SECTOR_Y", 3);
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//[Estoni]
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//[Orta]
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//[Balime]
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//[Meduna]
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//[Chitzena]
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gModSettings.ubWeaponCache1X = iniReader.ReadInteger("Weapon Cache", "WEAPON_CACHE_1_X", 11);
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gModSettings.ubWeaponCache1Y = iniReader.ReadInteger("Weapon Cache", "WEAPON_CACHE_1_Y", 5);
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gModSettings.ubWeaponCache2X = iniReader.ReadInteger("Weapon Cache", "WEAPON_CACHE_2_X", 5);
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gModSettings.ubWeaponCache2Y = iniReader.ReadInteger("Weapon Cache", "WEAPON_CACHE_2_Y", 8);
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gModSettings.ubWeaponCache3X = iniReader.ReadInteger("Weapon Cache", "WEAPON_CACHE_3_X", 10);
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gModSettings.ubWeaponCache3Y = iniReader.ReadInteger("Weapon Cache", "WEAPON_CACHE_3_Y", 8);
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gModSettings.ubWeaponCache4X = iniReader.ReadInteger("Weapon Cache", "WEAPON_CACHE_4_X", 12);
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gModSettings.ubWeaponCache4Y = iniReader.ReadInteger("Weapon Cache", "WEAPON_CACHE_4_Y", 10);
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gModSettings.ubWeaponCache5X = iniReader.ReadInteger("Weapon Cache", "WEAPON_CACHE_5_X", 9);
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gModSettings.ubWeaponCache5Y = iniReader.ReadInteger("Weapon Cache", "WEAPON_CACHE_5_Y", 13);
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}
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// silversurfer: load item property modifiers
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+67
-12
@@ -1693,8 +1693,39 @@ typedef struct
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INT32 iFinalCrateGrid;
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UINT16 usCrateTileDef;
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UINT16 usTrapdoorTileDef;
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//Leave Stuff
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UINT8 ubOmertaDropOffX;
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UINT8 ubOmertaDropOffY;
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UINT8 ubOmertaDropOffZ;
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INT32 iOmertaDropOff;
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//San Mona C5
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//[Omerta]
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//[Drassen]
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//John & Mary disappear if unescort in sector
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UINT8 ubJohnUnescortSectorX;
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UINT8 ubJohnUnescortSectorY;
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UINT8 ubJohnUnescortSectorZ;
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//[Alma]
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INT32 sRocketRifleGridNo;
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//[Grumm]
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//[Tixa]
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//Dynamo Prison Sector
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UINT8 ubDyanmoPrisonSectorX;
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UINT8 ubDyanmoPrisonSectorY;
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UINT8 ubDyanmoPrisonSectorZ;
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//[Cambria]
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//Hospital Sector
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UINT8 ubHospitalSectorX;
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UINT8 ubHospitalSectorY;
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UINT8 ubHospitalSectorZ;
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//[San Mona]
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//Porn Quest
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UINT16 usPornShopRoomHans;
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INT32 iHansGridNo;
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@@ -1719,23 +1750,47 @@ typedef struct
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INT32 iBrothelDoor2;
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INT32 iBrothelDoor3;
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// Kingpin Private Stash
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//Kingpin Private Stash
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UINT8 ubKingpinMoneySectorX;
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UINT8 ubKingpinMoneySectorY;
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UINT8 ubKingpinMoneySectorZ;
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//Leave Stuff
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UINT8 ubOmertaDropOffX;
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UINT8 ubOmertaDropOffY;
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UINT8 ubOmertaDropOffZ;
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INT32 iOmertaDropOff;
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//Joey Primary Location to be found
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UINT8 ubJoeyPrimarySectorX;
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UINT8 ubJoeyPrimarySectorY;
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UINT8 ubJoeyPrimarySectorZ;
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INT32 sRocketRifleGridNo;
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//Joey Alternate Location
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UINT8 ubJoeyAlternateSectorX;
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UINT8 ubJoeyAlternateSectorY;
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UINT8 ubJoeyAlternateSectorZ;
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//Hospital Sector
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UINT8 ubHospitalSectorX;
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UINT8 ubHospitalSectorY;
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UINT8 ubHospitalSectorZ;
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//Spike new location when assassins are sent
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UINT8 ubSpikeNewSectorX;
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UINT8 ubSpikeNewSectorY;
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//[Estoni]
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//[Orta]
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//[Balime]
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//[Meduna]
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//[Chitzena]
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//Weapon Cache Locations
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UINT8 ubWeaponCache1X;
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UINT8 ubWeaponCache1Y;
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UINT8 ubWeaponCache2X;
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UINT8 ubWeaponCache2Y;
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UINT8 ubWeaponCache3X;
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UINT8 ubWeaponCache3Y;
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UINT8 ubWeaponCache4X;
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UINT8 ubWeaponCache4Y;
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UINT8 ubWeaponCache5X;
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UINT8 ubWeaponCache5Y;
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}MOD_SETTINGS;
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@@ -925,7 +925,8 @@ BOOLEAN CheckFact( UINT16 usFact, UINT8 ubProfileID )
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gubFact[usFact] = IsHisMineAtMaxProduction( ubProfileID );
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break;
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case FACT_DYNAMO_IN_J9:
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gubFact[usFact] = CheckNPCSector( DYNAMO, 9, MAP_ROW_J, 0 ) && NumEnemiesInAnySector( 9, 10, 0 );
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gubFact[usFact] = CheckNPCSector( DYNAMO, gModSettings.ubDyanmoPrisonSectorX, gModSettings.ubDyanmoPrisonSectorY, gModSettings.ubDyanmoPrisonSectorZ ) &&
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NumEnemiesInAnySector( gModSettings.ubDyanmoPrisonSectorX, gModSettings.ubDyanmoPrisonSectorY, gModSettings.ubDyanmoPrisonSectorZ ); //( 9, 10, 0 )
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break;
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case FACT_DYNAMO_ALIVE:
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gubFact[usFact] = ( gMercProfiles[ DYNAMO ].bMercStatus != MERC_IS_DEAD );
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+10
-10
@@ -1526,7 +1526,7 @@ void InitStrategicAI()
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case 1:
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if( ubPicked[0] != ubSector && ubPicked[1] != ubSector )
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{
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pSector = &SectorInfo[ SEC_E11 ];
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pSector = &SectorInfo[ SECTOR( gModSettings.ubWeaponCache1X, gModSettings.ubWeaponCache1Y ) ]; //SEC_E11
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pSector->uiFlags |= SF_USE_ALTERNATE_MAP;
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pSector->ubNumTroops = (UINT8)(6 + gGameOptions.ubDifficultyLevel * 2);
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if (ubPicked[0] == 0)
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@@ -1544,7 +1544,7 @@ void InitStrategicAI()
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case 2:
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if( ubPicked[0] != ubSector && ubPicked[1] != ubSector )
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{
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pSector = &SectorInfo[ SEC_H5 ];
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pSector = &SectorInfo[ SECTOR( gModSettings.ubWeaponCache2X, gModSettings.ubWeaponCache2Y ) ]; //SEC_H5
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pSector->uiFlags |= SF_USE_ALTERNATE_MAP;
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pSector->ubNumTroops = (UINT8)(6 + gGameOptions.ubDifficultyLevel * 2);
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if (ubPicked[0] == 0)
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@@ -1562,7 +1562,7 @@ void InitStrategicAI()
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case 3:
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if( ubPicked[0] != ubSector && ubPicked[1] != ubSector )
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{
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pSector = &SectorInfo[ SEC_H10 ];
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pSector = &SectorInfo[ SECTOR( gModSettings.ubWeaponCache3X, gModSettings.ubWeaponCache3Y ) ]; //SEC_H10
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pSector->uiFlags |= SF_USE_ALTERNATE_MAP;
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pSector->ubNumTroops = (UINT8)(6 + gGameOptions.ubDifficultyLevel * 2);
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if (ubPicked[0] == 0)
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@@ -1580,7 +1580,7 @@ void InitStrategicAI()
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case 4:
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if( ubPicked[0] != ubSector && ubPicked[1] != ubSector )
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{
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pSector = &SectorInfo[ SEC_J12 ];
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pSector = &SectorInfo[ SECTOR( gModSettings.ubWeaponCache4X, gModSettings.ubWeaponCache4Y ) ]; //SEC_J12
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pSector->uiFlags |= SF_USE_ALTERNATE_MAP;
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pSector->ubNumTroops = (UINT8)(6 + gGameOptions.ubDifficultyLevel * 2);
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if (ubPicked[0] == 0)
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@@ -1598,7 +1598,7 @@ void InitStrategicAI()
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case 5:
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if( ubPicked[0] != ubSector && ubPicked[1] != ubSector )
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{
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pSector = &SectorInfo[ SEC_M9 ];
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pSector = &SectorInfo[ SECTOR( gModSettings.ubWeaponCache5X, gModSettings.ubWeaponCache5Y ) ]; //SEC_M9
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pSector->uiFlags |= SF_USE_ALTERNATE_MAP;
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pSector->ubNumTroops = (UINT8)(6 + gGameOptions.ubDifficultyLevel * 2);
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if (ubPicked[0] == 0)
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@@ -1622,23 +1622,23 @@ void InitStrategicAI()
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}
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else
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{
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pSector = &SectorInfo[ SEC_E11 ];
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pSector = &SectorInfo[ SECTOR( gModSettings.ubWeaponCache1X, gModSettings.ubWeaponCache1Y ) ]; //SEC_E11
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pSector->uiFlags |= SF_USE_ALTERNATE_MAP;
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pSector->ubNumTroops = (UINT8)(6 + gGameOptions.ubDifficultyLevel * 2);
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pSector = &SectorInfo[ SEC_H5 ];
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pSector = &SectorInfo[ SECTOR( gModSettings.ubWeaponCache2X, gModSettings.ubWeaponCache2Y ) ]; //SEC_H5
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pSector->uiFlags |= SF_USE_ALTERNATE_MAP;
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pSector->ubNumTroops = (UINT8)(6 + gGameOptions.ubDifficultyLevel * 2);
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pSector = &SectorInfo[ SEC_H10 ];
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pSector = &SectorInfo[ SECTOR( gModSettings.ubWeaponCache3X, gModSettings.ubWeaponCache3Y ) ]; //SEC_H10
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pSector->uiFlags |= SF_USE_ALTERNATE_MAP;
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pSector->ubNumTroops = (UINT8)(6 + gGameOptions.ubDifficultyLevel * 2);
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pSector = &SectorInfo[ SEC_J12 ];
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pSector = &SectorInfo[ SECTOR( gModSettings.ubWeaponCache4X, gModSettings.ubWeaponCache4Y ) ]; //SEC_J12
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pSector->uiFlags |= SF_USE_ALTERNATE_MAP;
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pSector->ubNumTroops = (UINT8)(6 + gGameOptions.ubDifficultyLevel * 2);
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pSector = &SectorInfo[ SEC_M9 ];
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pSector = &SectorInfo[ SECTOR( gModSettings.ubWeaponCache5X, gModSettings.ubWeaponCache5Y ) ]; //SEC_M9
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pSector->uiFlags |= SF_USE_ALTERNATE_MAP;
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pSector->ubNumTroops = (UINT8)(6 + gGameOptions.ubDifficultyLevel * 2);
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}
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@@ -714,7 +714,7 @@ void HandleNPCSystemEvent( UINT32 uiEvent )
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#else
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AddEmail( KING_PIN_LETTER, KING_PIN_LETTER_LENGTH, KING_PIN, GetWorldTotalMin(), -1, -1 , TYPE_EMAIL_EMAIL_EDT );
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#endif
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StartQuest( QUEST_KINGPIN_MONEY, 5, MAP_ROW_D );
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StartQuest( QUEST_KINGPIN_MONEY, gMercProfiles[ KINGPIN ].sSectorX, gMercProfiles[ KINGPIN ].sSectorY );
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// add event to send terrorists two days from now
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AddFutureDayStrategicEvent( EVENT_SET_BY_NPC_SYSTEM, Random( 120 ), FACT_KINGPIN_KNOWS_MONEY_GONE, 2 );
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}
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@@ -723,8 +723,8 @@ void HandleNPCSystemEvent( UINT32 uiEvent )
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// knows money gone, quest is still in progress
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// event indicates Kingpin can start to send terrorists
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SetFactTrue( FACT_KINGPIN_CAN_SEND_ASSASSINS );
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gMercProfiles[ SPIKE ].sSectorX = 5;
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gMercProfiles[ SPIKE ].sSectorY = MAP_ROW_C;
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gMercProfiles[ SPIKE ].sSectorX = gModSettings.ubSpikeNewSectorX; //5
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gMercProfiles[ SPIKE ].sSectorY = gModSettings.ubSpikeNewSectorY; //MAP_ROW_C
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gTacticalStatus.fCivGroupHostile[ KINGPIN_CIV_GROUP ] = CIV_GROUP_WILL_BECOME_HOSTILE;
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}
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}
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@@ -789,9 +789,9 @@ void HandleNPCSystemEvent( UINT32 uiEvent )
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case NPC_ACTION_ADD_JOEY_TO_WORLD:
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// If Joey is not dead, escorted, or already delivered
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if ( gMercProfiles[ JOEY ].bMercStatus != MERC_IS_DEAD && !CheckFact( FACT_JOEY_ESCORTED, 0 ) &&
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gMercProfiles[ JOEY ].sSectorX == 4 &&
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gMercProfiles[ JOEY ].sSectorY == MAP_ROW_D &&
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gMercProfiles[ JOEY ].bSectorZ == 1 )
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gMercProfiles[ JOEY ].sSectorX == gModSettings.ubJoeyPrimarySectorX && //4
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gMercProfiles[ JOEY ].sSectorY == gModSettings.ubJoeyPrimarySectorY && //MAP_ROW_D
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gMercProfiles[ JOEY ].bSectorZ == gModSettings.ubJoeyPrimarySectorZ ) //1
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{
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SOLDIERTYPE * pJoey;
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@@ -804,9 +804,9 @@ void HandleNPCSystemEvent( UINT32 uiEvent )
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else
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{
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// move Joey from caves to San Mona
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gMercProfiles[ JOEY ].sSectorX = 5;
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gMercProfiles[ JOEY ].sSectorY = MAP_ROW_C;
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gMercProfiles[ JOEY ].bSectorZ = 0;
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gMercProfiles[ JOEY ].sSectorX = gModSettings.ubJoeyAlternateSectorX; //5
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gMercProfiles[ JOEY ].sSectorY = gModSettings.ubJoeyAlternateSectorY; //MAP_ROW_C
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gMercProfiles[ JOEY ].bSectorZ = gModSettings.ubJoeyAlternateSectorZ; //0
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}
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}
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break;
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@@ -2489,9 +2489,9 @@ void HandleNPCDoAction( UINT8 ubTargetNPC, UINT16 usActionCode, UINT8 ubQuoteNum
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break;
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case NPC_ACTION_ADD_JOEY_TO_WORLD:
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gMercProfiles[ JOEY ].sSectorX = 4;
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gMercProfiles[ JOEY ].sSectorY = MAP_ROW_D;
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gMercProfiles[ JOEY ].bSectorZ = 1;
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gMercProfiles[ JOEY ].sSectorX = gModSettings.ubJoeyPrimarySectorX; //4
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gMercProfiles[ JOEY ].sSectorY = gModSettings.ubJoeyPrimarySectorY; //MAP_ROW_D
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gMercProfiles[ JOEY ].bSectorZ = gModSettings.ubJoeyPrimarySectorZ; //1
|
||||
AddFutureDayStrategicEvent( EVENT_SET_BY_NPC_SYSTEM, GetWorldMinutesInDay(), NPC_SYSTEM_EVENT_ACTION_PARAM_BONUS + NPC_ACTION_ADD_JOEY_TO_WORLD, 3 );
|
||||
break;
|
||||
|
||||
|
||||
@@ -1992,7 +1992,8 @@ BOOLEAN UnRecruitEPC( UINT8 ubCharNum )
|
||||
// update sector values to current
|
||||
|
||||
// check to see if this person should disappear from the map after this
|
||||
if ( (ubCharNum == JOHN || ubCharNum == MARY) && pSoldier->sSectorX == 13 && pSoldier->sSectorY == MAP_ROW_B && pSoldier->bSectorZ == 0 )
|
||||
if ( (ubCharNum == JOHN || ubCharNum == MARY) && pSoldier->sSectorX == gModSettings.ubJohnUnescortSectorX &&
|
||||
pSoldier->sSectorY == gModSettings.ubJohnUnescortSectorY && pSoldier->bSectorZ == gModSettings.ubJohnUnescortSectorZ ) // ( 13, MAP_ROW_B, 0 )
|
||||
{
|
||||
gMercProfiles[ ubCharNum ].sSectorX = 0;
|
||||
gMercProfiles[ ubCharNum ].sSectorY = 0;
|
||||
|
||||
@@ -5728,8 +5728,8 @@ STR16 pMessageStrings[] =
|
||||
// Lock / release mouse in windowed mode (window boundary)
|
||||
L"鼠标已锁定,鼠标移动范围强制限制在游戏窗口内部区域。", // 104
|
||||
L"鼠标已释放,鼠标移动范围不再受限于游戏窗口内部区域。", // 105
|
||||
L"Mercs will move in formation", // TODO.Translate
|
||||
L"Mercs will gather at destination",
|
||||
L"Move in Formation ON", // TODO.Translate
|
||||
L"Move in Formation OFF",
|
||||
};
|
||||
|
||||
|
||||
|
||||
@@ -5736,10 +5736,10 @@ STR16 pMessageStrings[] =
|
||||
L"Auto%02d.sav", // 102
|
||||
L"SaveGame%02d.sav", //103
|
||||
// Lock / release mouse in windowed mode (window boundary) // TODO.Translate
|
||||
L"Locking mouse cursor to stay within window boundary.", // 104
|
||||
L"Releasing mouse cursor to move outside window boundary.", // 105
|
||||
L"Mercs will move in formation", // TODO.Translate
|
||||
L"Mercs will gather at destination",
|
||||
L"Lock mouse cursor within game window boundary.", // 104
|
||||
L"Release mouse cursor from game window boundary.", // 105
|
||||
L"Move in Formation ON", // TODO.Translate
|
||||
L"Move in Formation OFF",
|
||||
};
|
||||
|
||||
|
||||
|
||||
@@ -5726,10 +5726,10 @@ STR16 pMessageStrings[] =
|
||||
L"Auto%02d.sav", // 102
|
||||
L"SaveGame%02d.sav", //103
|
||||
// Lock / release mouse in windowed mode (window boundary)
|
||||
L"Locking mouse cursor to stay within window boundary.", // 104
|
||||
L"Releasing mouse cursor to move outside window boundary.", // 105
|
||||
L"Mercs will move in formation",
|
||||
L"Mercs will gather at destination",
|
||||
L"Lock mouse cursor within game window boundary.", // 104
|
||||
L"Release mouse cursor from game window boundary.", // 105
|
||||
L"Move in Formation ON",
|
||||
L"Move in Formation OFF",
|
||||
};
|
||||
|
||||
|
||||
|
||||
@@ -5733,8 +5733,8 @@ STR16 pMessageStrings[] =
|
||||
// Lock / release mouse in windowed mode (window boundary) // TODO.Translate
|
||||
L"Verrouiller le curseur pour qu'il reste dans la fenêtre.", // 104
|
||||
L"Libérer le curseur pour qu'il se déplace hors de la fenêtre.", // 105
|
||||
L"Mercs will move in formation", // TODO.Translate
|
||||
L"Mercs will gather at destination",
|
||||
L"Move in Formation ON", // TODO.Translate
|
||||
L"Move in Formation OFF",
|
||||
};
|
||||
|
||||
|
||||
|
||||
@@ -5571,8 +5571,8 @@ STR16 pMessageStrings[] =
|
||||
// Lock / release mouse in windowed mode (window boundary)
|
||||
L"Mausberech begrenzen, damit Mauscursor innerhalb des Spielfensters bleibt.", // 104
|
||||
L"Mausbereich wieder freigeben, um uneingeschränkte Mausbewebung zu erhalten.", // 105
|
||||
L"Mercs will move in formation", // TODO.Translate
|
||||
L"Mercs will gather at destination",
|
||||
L"Move in Formation ON", // TODO.Translate
|
||||
L"Move in Formation OFF",
|
||||
};
|
||||
|
||||
CHAR16 ItemPickupHelpPopup[][40] =
|
||||
|
||||
@@ -5720,10 +5720,10 @@ STR16 pMessageStrings[] =
|
||||
L"Auto%02d.sav", // 102
|
||||
L"SaveGame%02d.sav", //103
|
||||
// Lock / release mouse in windowed mode (window boundary) // TODO.Translate
|
||||
L"Locking mouse cursor to stay within window boundary.", // 104
|
||||
L"Releasing mouse cursor to move outside window boundary.", // 105
|
||||
L"Mercs will move in formation", // TODO.Translate
|
||||
L"Mercs will gather at destination",
|
||||
L"Lock mouse cursor within game window boundary.", // 104
|
||||
L"Release mouse cursor from game window boundary.", // 105
|
||||
L"Move in Formation ON", // TODO.Translate
|
||||
L"Move in Formation OFF",
|
||||
};
|
||||
|
||||
|
||||
|
||||
@@ -5736,10 +5736,10 @@ STR16 pMessageStrings[] =
|
||||
L"Auto%02d.sav", // 102
|
||||
L"SaveGame%02d.sav", //103
|
||||
// Lock / release mouse in windowed mode (window boundary) // TODO.Translate
|
||||
L"Locking mouse cursor to stay within window boundary.", // 104
|
||||
L"Releasing mouse cursor to move outside window boundary.", // 105
|
||||
L"Mercs will move in formation", // TODO.Translate
|
||||
L"Mercs will gather at destination",
|
||||
L"Lock mouse cursor within game window boundary.", // 104
|
||||
L"Release mouse cursor from game window boundary.", // 105
|
||||
L"Move in Formation ON", // TODO.Translate
|
||||
L"Move in Formation OFF",
|
||||
};
|
||||
|
||||
|
||||
|
||||
@@ -5725,10 +5725,10 @@ STR16 pMessageStrings[] =
|
||||
L"Auto%02d.sav", // 102
|
||||
L"SaveGame%02d.sav", //103
|
||||
// Lock / release mouse in windowed mode (window boundary) // TODO.Translate
|
||||
L"Locking mouse cursor to stay within window boundary.", // 104
|
||||
L"Releasing mouse cursor to move outside window boundary.", // 105
|
||||
L"Mercs will move in formation", // TODO.Translate
|
||||
L"Mercs will gather at destination",
|
||||
L"Lock mouse cursor within game window boundary.", // 104
|
||||
L"Release mouse cursor from game window boundary.", // 105
|
||||
L"Move in Formation ON", // TODO.Translate
|
||||
L"Move in Formation OFF",
|
||||
};
|
||||
|
||||
|
||||
|
||||
@@ -5737,10 +5737,10 @@ STR16 pMessageStrings[] =
|
||||
L"Auto%02d.sav", // 102
|
||||
L"SaveGame%02d.sav", //103
|
||||
// Lock / release mouse in windowed mode (window boundary) // TODO.Translate
|
||||
L"Locking mouse cursor to stay within window boundary.", // 104
|
||||
L"Releasing mouse cursor to move outside window boundary.", // 105
|
||||
L"Mercs will move in formation",
|
||||
L"Mercs will gather at destination",
|
||||
L"Lock mouse cursor within game window boundary.", // 104
|
||||
L"Release mouse cursor from game window boundary.", // 105
|
||||
L"Move in Formation ON",
|
||||
L"Move in Formation OFF",
|
||||
};
|
||||
|
||||
|
||||
|
||||
Reference in New Issue
Block a user