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Merged from revision: 7153
- Externalized hardcoded radio operator texts to language specific text files git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@7154 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
@@ -17221,7 +17221,7 @@ BOOLEAN SOLDIERTYPE::UseSkill( UINT8 iSkill, INT32 usMapPos, UINT8 ID )
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{
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if ( !CanUseSkill(iSkill, TRUE) )
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{
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ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"Cannot use skill" );
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ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, New113Message[ MSG113_CANNOT_USE_SKILL ] );
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return FALSE;
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}
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@@ -17315,7 +17315,7 @@ STR16 SOLDIERTYPE::PrintSkillDesc( INT8 iSkill )
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swprintf(atStr, pTraitSkillsDenialStrings[TEXT_SKILL_DENIAL_X_TXT], gzMercSkillTextNew[RADIO_OPERATOR_NT] );
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wcscat( skilldescarray, atStr );
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swprintf(atStr, pTraitSkillsDenialStrings[TEXT_SKILL_DENIAL_X_TXT], L"a working radio set" );
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swprintf(atStr, pTraitSkillsDenialStrings[TEXT_SKILL_DENIAL_X_TXT], New113Message[ MSG113_WORKING_RADIO_SET ] );
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wcscat( skilldescarray, atStr );
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break;
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@@ -17324,10 +17324,10 @@ STR16 SOLDIERTYPE::PrintSkillDesc( INT8 iSkill )
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swprintf(atStr, pTraitSkillsDenialStrings[TEXT_SKILL_DENIAL_X_AP], APBPConstants[AP_SPOTTER] );
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wcscat( skilldescarray, atStr );
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swprintf(atStr, pTraitSkillsDenialStrings[TEXT_SKILL_DENIAL_X_TXT], L"a binocular" );
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swprintf(atStr, pTraitSkillsDenialStrings[TEXT_SKILL_DENIAL_X_TXT], New113Message[ MSG113_BINOCULAR ] );
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wcscat( skilldescarray, atStr );
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swprintf(atStr, pTraitSkillsDenialStrings[TEXT_SKILL_DENIAL_X_TXT], L"patience" );
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swprintf(atStr, pTraitSkillsDenialStrings[TEXT_SKILL_DENIAL_X_TXT], New113Message[ MSG113_PATIENCE ] );
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wcscat( skilldescarray, atStr );
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break;
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@@ -17586,7 +17586,7 @@ BOOLEAN SOLDIERTYPE::OrderArtilleryStrike( UINT32 usSectorNr, INT32 sTargetGridN
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{
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if ( !CanUseSkill(SKILLS_RADIO_ARTILLERY, TRUE) )
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{
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ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"Cannot use skill" );
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ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, New113Message[ MSG113_CANNOT_USE_SKILL ] );
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return FALSE;
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}
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@@ -17596,7 +17596,7 @@ BOOLEAN SOLDIERTYPE::OrderArtilleryStrike( UINT32 usSectorNr, INT32 sTargetGridN
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// only display message and play sound on our team - no need to signify to player that AI is trying to call in artillery
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if ( bTeam == OUR_TEAM || bTeam == MILITIA_TEAM )
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{
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ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"Radio frequencies are jammed. No communication possible." );
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ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, New113Message[ MSG113_RADIO_JAMMED_NO_COMMUNICATION ] );
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PlayJA2SampleFromFile( "Sounds\\radioerror.wav", RATE_11025, SoundVolume( MIDVOLUME, this->sGridNo ), 1, SoundDir( this->sGridNo ) );
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}
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@@ -17630,7 +17630,7 @@ BOOLEAN SOLDIERTYPE::OrderArtilleryStrike( UINT32 usSectorNr, INT32 sTargetGridN
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if ( TileIsOutOfBounds(sStartingGridNo) )
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{
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ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_BETAVERSION, L"Incorrect GridNo for firing Artillery!");
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ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, New113Message[ MSG113_INCORRECT_GRIDNO_ARTILLERY ]);
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return FALSE;
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}
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@@ -17671,7 +17671,7 @@ BOOLEAN SOLDIERTYPE::OrderArtilleryStrike( UINT32 usSectorNr, INT32 sTargetGridN
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if ( gSkillTraitValues.usVOMortarShellDivisor * nummortars < 1 )
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{
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ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_BETAVERSION, L"Not enough mortar shells in sector to start a barrage!");
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ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, New113Message[ MSG113_NOT_ENOUGH_MORTAR_SHELLS ]);
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return FALSE;
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}
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@@ -17679,7 +17679,7 @@ BOOLEAN SOLDIERTYPE::OrderArtilleryStrike( UINT32 usSectorNr, INT32 sTargetGridN
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if ( !numwaves )
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{
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ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_BETAVERSION, L"Not enough mortar shells in sector to start a barrage!");
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ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, New113Message[ MSG113_NOT_ENOUGH_MORTAR_SHELLS ]);
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return FALSE;
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}
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@@ -17689,7 +17689,7 @@ BOOLEAN SOLDIERTYPE::OrderArtilleryStrike( UINT32 usSectorNr, INT32 sTargetGridN
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ArtilleryStrike(usSignalShellIndex, sStartingGridNo, sTargetGridNo);
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else
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{
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ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_BETAVERSION, L"No signal shell item found in Items.xml!");
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ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, New113Message[ MSG113_NO_SIGNAL_SHELL ]);
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return FALSE;
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}
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@@ -17815,7 +17815,7 @@ BOOLEAN SOLDIERTYPE::OrderArtilleryStrike( UINT32 usSectorNr, INT32 sTargetGridN
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else
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{
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// somethings wrong... we were promised either a signal shell or a mortar with one loaded, but there is none... betrayal!
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ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_BETAVERSION, L"No signal shell found even though there should be one, cannot commence barrage!");
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ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"No signal shell found even though there should be one, cannot commence barrage!");
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return FALSE;
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}
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}
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@@ -17847,7 +17847,7 @@ BOOLEAN SOLDIERTYPE::OrderArtilleryStrike( UINT32 usSectorNr, INT32 sTargetGridN
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// safety check, this shouldn't be happening
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if ( !mortaritemcnt )
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{
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ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_BETAVERSION, L"No mortars found, cannot commence barrage!");
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ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, New113Message[ MSG113_NO_MORTARS ]);
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return FALSE;
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}
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@@ -17857,7 +17857,7 @@ BOOLEAN SOLDIERTYPE::OrderArtilleryStrike( UINT32 usSectorNr, INT32 sTargetGridN
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if ( radiooperatorID )
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DelayedTacticalCharacterDialogue( MercPtrs[ radiooperatorID ], QUOTE_OUT_OF_AMMO );
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ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_BETAVERSION, L"No signal shell object found, cannot commence barrage!");
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ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"No signal shell object found, cannot commence barrage!");
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return FALSE;
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}*/
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@@ -18016,7 +18016,7 @@ BOOLEAN SOLDIERTYPE::JamCommunications()
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// not possible if already jamming
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if ( bSoldierFlagMask & SOLDIER_RADIO_OPERATOR_JAMMING )
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{
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ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_BETAVERSION, L"Already jamming signal, no need to do so again!");
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ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, New113Message[ MSG113_ALREADY_JAMMING ]);
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return FALSE;
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}
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@@ -18055,7 +18055,7 @@ BOOLEAN SOLDIERTYPE::ScanForJam()
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// not possible if already scanning
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if ( bSoldierFlagMask & SOLDIER_RADIO_OPERATOR_SCANNING )
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{
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ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_BETAVERSION, L"Already scanning for jam signals, no need to do so again!");
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ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, New113Message[ MSG113_ALREADY_SCANNING ]);
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return FALSE;
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}
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@@ -18085,7 +18085,7 @@ BOOLEAN SOLDIERTYPE::RadioListen()
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// not possible if already scanning
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if ( bSoldierFlagMask & SOLDIER_RADIO_OPERATOR_LISTENING )
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{
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ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_BETAVERSION, L"Already listening for nearby sounds, no need to do so again!");
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ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, New113Message[ MSG113_ALREADY_LISTENING ]);
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return FALSE;
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}
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@@ -18130,7 +18130,7 @@ BOOLEAN SOLDIERTYPE::RadioCallReinforcements( UINT32 usSector, UINT16 sNumber )
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CHAR16 pStr2[128];
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GetSectorIDString( SECTORX( usSector ), SECTORY( usSector ), 0, pStr2, FALSE );
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ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_BETAVERSION, L"%s orders reinforcements from %s", this->name, pStr2 );
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ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, New113Message[ MSG113_ORDERS_REINFORCEMENTS ], this->name, pStr2 );
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// play sound
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PlayJA2SampleFromFile( "Sounds\\scan1.wav", RATE_11025, SoundVolume( MIDVOLUME, this->sGridNo ), 1, SoundDir( this->sGridNo ) );
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@@ -18156,7 +18156,7 @@ SOLDIERTYPE::RadioFail()
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// only display message and play sound if on player team
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if ( this->bTeam == gbPlayerNum && this->bInSector )
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{
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ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"Radio action failed!" );
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ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, New113Message[ MSG113_RADIO_ACTION_FAILED ] );
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PlayJA2SampleFromFile( "Sounds\\radioerror.wav", RATE_11025, SoundVolume( MIDVOLUME, this->sGridNo ), 1, SoundDir( this->sGridNo ) );
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}
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@@ -18200,7 +18200,7 @@ void SOLDIERTYPE::DepleteActiveRadioSetEnergy(BOOLEAN fActivation, BOOLEAN fAssi
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if (iter->exists() == false)
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pObj->RemoveAttachment( &(*iter) );
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ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_BETAVERSION, L"%s radio set is out of energy.", this->GetName() );
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ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, New113Message[ MSG113_RADIO_NO_ENERGY ], this->GetName() );
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}
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// there can only be one battery on a radio set
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@@ -18262,13 +18262,13 @@ BOOLEAN SOLDIERTYPE::BecomeSpotter( INT32 sTargetGridNo )
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// not possible if already scanning
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if ( this->usSkillCounter[SOLDIER_COUNTER_SPOTTER] )
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{
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ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_BETAVERSION, L"Already trying to spot, no need to do so again!");
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ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, New113Message[ MSG113_ALREADY_SPOTTING ]);
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return FALSE;
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}
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if ( !CanSpot( sTargetGridNo ) )
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{
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ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_BETAVERSION, L"Cannot spot that location!");
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ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, New113Message[ MSG113_CANNOT_SPOT_LOCATION ]);
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return FALSE;
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}
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@@ -19213,7 +19213,7 @@ void SOLDIERTYPE::EVENT_SoldierBuildStructure( INT32 sGridNo, UINT8 ubDirection
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if( gWorldSectorX != -1 && gWorldSectorY != -1 && gWorldSectorX != 0 && gWorldSectorY != 0 &&
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NumEnemiesInAnySector( gWorldSectorX, gWorldSectorY, gbWorldSectorZ ) > 0 )
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{
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ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"Cannot build while enemies are in this sector" );
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ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, New113Message[ MSG113_CANNOT_BUILD ] );
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return;
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}
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}
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@@ -19546,7 +19546,7 @@ void SOLDIERTYPE::EVENT_SoldierApplyItemToPerson( INT32 sGridNo, UINT8 ubDirecti
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DeductPoints( this, GetAPsToApplyItem( this, sGridNo ), APBPConstants[BP_APPLYITEM], AFTERACTION_INTERRUPT );
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if ( !success )
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ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"%s could not apply %s to %s.", this->GetName(), Item[usItem].szLongItemName, pSoldier->GetName() );
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ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, New113Message[ MSG113_COULD_NOT_APPLY ], this->GetName(), Item[usItem].szLongItemName, pSoldier->GetName() );
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}
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else
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{
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