- reworked the tripwire nework flags. This will allow much more complex networks in the future. WARNING: planted tripwires in savegames from previous savegames will behave strangely with this version.

- externalised texts for cleaning, food, corpse handling and covert ops
- tripwire can now be defused even if it does not have a blue flag. When having a wirecutter in the main hand, click on the planted tripwire while crouched, the defuse dialogue will show up.
- corpses spawned from items will behave according to the zombie spawn rules
- fixed a few glitches with the covert ops trait
- fixed a bug that gave the 'mounted' bonus on a roof

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@5546 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
Flugente
2012-09-02 20:38:17 +00:00
parent da441439ac
commit 41bc80dc3c
25 changed files with 1028 additions and 170 deletions
+13 -13
View File
@@ -116,9 +116,9 @@ BOOLEAN ApplyFood( SOLDIERTYPE *pSoldier, OBJECTTYPE *pObject, BOOLEAN fForce, B
// notification
if ( type == AP_EAT )
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"%s does not want to eat %s", pSoldier->name, Item[pObject->usItem].szItemName );
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szFoodTextStr[STR_FOOD_DONOTWANT_EAT], pSoldier->name, Item[pObject->usItem].szItemName );
else
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"%s does not want to drink %s", pSoldier->name, Item[pObject->usItem].szItemName );
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szFoodTextStr[STR_FOOD_DONOTWANT_DRINK], pSoldier->name, Item[pObject->usItem].szItemName );
// Say quote!
TacticalCharacterDialogue( pSoldier, 61 );
@@ -192,9 +192,9 @@ BOOLEAN ApplyFood( SOLDIERTYPE *pSoldier, OBJECTTYPE *pObject, BOOLEAN fForce, B
// notification
if ( type == AP_EAT )
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"%s ate %s", pSoldier->name, Item[pObject->usItem].szItemName );
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szFoodTextStr[STR_FOOD_ATE], pSoldier->name, Item[pObject->usItem].szItemName );
else
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"%s drank %s", pSoldier->name, Item[pObject->usItem].szItemName );
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szFoodTextStr[STR_FOOD_DRANK], pSoldier->name, Item[pObject->usItem].szItemName );
// now remove a portion of the food item (or the whole item altogether)
UINT16 ptsconsumed = UseKitPoints( pObject, Food[foodtype].ubPortionSize, pSoldier );
@@ -367,9 +367,9 @@ void HourlyFoodSituationUpdate( SOLDIERTYPE *pSoldier )
pSoldier->usValueGoneUp &= ~( STRENGTH_INCREASE );
if ( foodsituation < FOOD_NORMAL )
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"%s's strength was damaged due to being overfed!", pSoldier->name );
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szFoodTextStr[STR_FOOD_STR_DAMAGE_FOOD_TOO_MUCH], pSoldier->name );
else
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"%s's strength was damaged due to lack of nutrition!", pSoldier->name );
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szFoodTextStr[STR_FOOD_STR_DAMAGE_FOOD_TOO_LESS], pSoldier->name );
}
// damage health
@@ -398,9 +398,9 @@ void HourlyFoodSituationUpdate( SOLDIERTYPE *pSoldier )
gMercProfiles[ pSoldier->ubProfile ].records.usTimesStatDamaged++;
if ( foodsituation < FOOD_NORMAL )
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"%s's health was damaged due to being overfed!", pSoldier->name );
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szFoodTextStr[STR_FOOD_HEALTH_DAMAGE_FOOD_TOO_MUCH], pSoldier->name );
else
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"%s's health was damaged due to lack of nutrition!", pSoldier->name );
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szFoodTextStr[STR_FOOD_HEALTH_DAMAGE_FOOD_TOO_LESS], pSoldier->name );
// if we fall below OKLIFE, we start bleeding...
// Reason for this is that
@@ -451,9 +451,9 @@ void HourlyFoodSituationUpdate( SOLDIERTYPE *pSoldier )
pSoldier->usValueGoneUp &= ~( STRENGTH_INCREASE );
if ( watersituation < FOOD_NORMAL )
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"%s's strength was damaged due to excessive drinking!", pSoldier->name );
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szFoodTextStr[STR_FOOD_STR_DAMAGE_DRINK_TOO_MUCH], pSoldier->name );
else
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"%s's strength was damaged due to lack of water!", pSoldier->name );
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szFoodTextStr[STR_FOOD_STR_DAMAGE_DRINK_TOO_LESS], pSoldier->name );
}
// damage health
@@ -484,9 +484,9 @@ void HourlyFoodSituationUpdate( SOLDIERTYPE *pSoldier )
gMercProfiles[ pSoldier->ubProfile ].records.usTimesStatDamaged++;
if ( watersituation < FOOD_NORMAL )
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"%s's health was damaged due to excessive drinking!", pSoldier->name );
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szFoodTextStr[STR_FOOD_HEALTH_DAMAGE_DRINK_TOO_MUCH], pSoldier->name );
else
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"%s's health was damaged due to lack of water!", pSoldier->name );
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szFoodTextStr[STR_FOOD_HEALTH_DAMAGE_DRINK_TOO_LESS], pSoldier->name );
// if we fall below OKLIFE, we start bleeding...
// Reason for this is that
@@ -733,7 +733,7 @@ void SectorFillCanteens( void )
{
if ( !gGameOptions.fFoodSystem )
{
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"SectorFillCanteen not possible, Food System is off!" );
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szFoodTextStr[STR_FOOD_ERROR_NO_FOOD_SYSTEM] );
return;
}