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- Fix: CHANCE_SAY_ANNOYING_PHRASE wasn't used in english when spotting enemies
- removed obsolete drug code - if health is changed by drugs, display that via damage floater git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@7899 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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+9
-18
@@ -3439,7 +3439,7 @@ void BetweenTurnsVisibilityAdjustments(void)
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void SaySeenQuote( SOLDIERTYPE *pSoldier, BOOLEAN fSeenCreature, BOOLEAN fVirginSector, BOOLEAN fSeenJoey )
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{
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SOLDIERTYPE *pTeamSoldier;
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SOLDIERTYPE *pTeamSoldier;
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UINT8 ubNumEnemies = 0;
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UINT8 ubNumAllies = 0;
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UINT32 cnt;
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@@ -3456,7 +3456,7 @@ void SaySeenQuote( SOLDIERTYPE *pSoldier, BOOLEAN fSeenCreature, BOOLEAN fVirgin
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{
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// Get total enemies.
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// Loop through all mercs in sector and count # of enemies
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for ( cnt = 0; cnt < guiNumMercSlots; cnt++ )
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for ( cnt = 0; cnt < guiNumMercSlots; ++cnt )
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{
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pTeamSoldier = MercSlots[ cnt ];
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@@ -3464,13 +3464,13 @@ void SaySeenQuote( SOLDIERTYPE *pSoldier, BOOLEAN fSeenCreature, BOOLEAN fVirgin
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{
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if ( OK_ENEMY_MERC( pTeamSoldier ) )
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{
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ubNumEnemies++;
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++ubNumEnemies;
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}
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}
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}
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// OK, after this, check our guys
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for ( cnt = 0; cnt < guiNumMercSlots; cnt++ )
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for ( cnt = 0; cnt < guiNumMercSlots; ++cnt )
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{
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pTeamSoldier = MercSlots[ cnt ];
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@@ -3480,7 +3480,7 @@ void SaySeenQuote( SOLDIERTYPE *pSoldier, BOOLEAN fSeenCreature, BOOLEAN fVirgin
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{
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if ( pTeamSoldier->aiData.bOppCnt >= ( ubNumEnemies / 2 ) )
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{
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ubNumAllies++;
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++ubNumAllies;
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}
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}
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}
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@@ -3496,13 +3496,10 @@ void SaySeenQuote( SOLDIERTYPE *pSoldier, BOOLEAN fSeenCreature, BOOLEAN fVirgin
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return;
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}
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}
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if ( fSeenCreature == 1 )
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{
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// Is this our first time seeing them?
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if ( gMercProfiles[ pSoldier->ubProfile ].ubMiscFlags & PROFILE_MISC_FLAG_HAVESEENCREATURE )
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{
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@@ -3573,21 +3570,15 @@ void SaySeenQuote( SOLDIERTYPE *pSoldier, BOOLEAN fSeenCreature, BOOLEAN fVirgin
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// Flugente: no quotes on seeing enemy when covert
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if ( (pSoldier->usSoldierFlagMask & (SOLDIER_COVERT_CIV|SOLDIER_COVERT_SOLDIER) ) == 0 )
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{
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#ifdef ENGLISH
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if ( Random( 100 ) < 30 )
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// Flugente: apparently the goal was to have mercs only announce enemies shorter occasionally
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if ( Chance( gGameExternalOptions.iChanceSayAnnoyingPhrase ) )
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{
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pSoldier->DoMercBattleSound( BATTLE_SOUND_ENEMY );
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TacticalCharacterDialogue( pSoldier, QUOTE_SEE_ENEMY );
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}
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else
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{
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TacticalCharacterDialogue( pSoldier, QUOTE_SEE_ENEMY );
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//pSoldier->ubLastEnemyDetectedProvokingQuote = pSoldier->aiData.ubCaller;
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pSoldier->DoMercBattleSound( BATTLE_SOUND_ENEMY );
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}
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#else
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//ddd TacticalCharacterDialogue( pSoldier, QUOTE_SEE_ENEMY );
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if(Chance(gGameExternalOptions.iChanceSayAnnoyingPhrase) )
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TacticalCharacterDialogue( pSoldier, QUOTE_SEE_ENEMY );
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#endif
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}
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}
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}
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