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Enemy Taunts Update (by anv)
- replaced 5 different riposte tags with one <riposte_quote>XXX<riposte_quote>, where XXX can be any quote number, that taunt is supposed to be answer to. All but quotes 20-22 use random enemy witnessing quote to taunt, these three - last attacker. - added above ripostes + some more. - see: http://www.bears-pit.com/board/ubbthreads.php/topics/327830/4/Externalised_taunts.html git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@6637 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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@@ -2691,9 +2691,13 @@ void HandleDialogueEnd( FACETYPE *pFace )
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UINT8 ubSeenEnemiesCnt = 0;
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switch( gTacticalStatus.ubLastQuoteSaid )
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{
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case QUOTE_SEE_ENEMY:
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case QUOTE_SEE_ENEMY_VARIATION:
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case QUOTE_IN_TROUBLE_SLASH_IN_BATTLE:
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case QUOTE_CLOSE_CALL:
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case QUOTE_UNDER_HEAVY_FIRE:
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case QUOTE_TAKEN_A_BREATING:
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if( pSoldier->ubPreviousAttackerID != NOBODY && !( MercPtrs[pSoldier->ubPreviousAttackerID]->bDeafenedCounter > 0 ) )
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PossiblyStartEnemyTaunt( MercPtrs[pSoldier->ubPreviousAttackerID], TAUNT_RIPOSTE, FindSoldierByProfileID( gTacticalStatus.ubLastQuoteProfileNUm, FALSE ) );
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break;
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default:
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// select random enemy, who we see, who sees us and isn't deaf
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for(UINT8 cnt = gTacticalStatus.Team[ ENEMY_TEAM ].bFirstID; cnt < gTacticalStatus.Team[ ENEMY_TEAM ].bLastID ; cnt++ )
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{
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@@ -2705,26 +2709,11 @@ void HandleDialogueEnd( FACETYPE *pFace )
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}
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}
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if( ubSeenEnemiesCnt > 0 )
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{
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if( gTacticalStatus.ubLastQuoteSaid == QUOTE_SEE_ENEMY )
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PossiblyStartEnemyTaunt( MercPtrs[ubSeenEnemies[ Random(ubSeenEnemiesCnt) ]], TAUNT_R_ENEMY_DETECTED, FindSoldierByProfileID( gTacticalStatus.ubLastQuoteProfileNUm, FALSE ) );
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else if( gTacticalStatus.ubLastQuoteSaid == QUOTE_SEE_ENEMY_VARIATION )
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PossiblyStartEnemyTaunt( MercPtrs[ubSeenEnemies[ Random(ubSeenEnemiesCnt) ]], TAUNT_R_1ST_ENEMY_DETECTED, FindSoldierByProfileID( gTacticalStatus.ubLastQuoteProfileNUm, FALSE ) );
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else if( gTacticalStatus.ubLastQuoteSaid == QUOTE_IN_TROUBLE_SLASH_IN_BATTLE )
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PossiblyStartEnemyTaunt( MercPtrs[ubSeenEnemies[ Random(ubSeenEnemiesCnt) ]], TAUNT_R_MULTIPLE_ENEMIES, FindSoldierByProfileID( gTacticalStatus.ubLastQuoteProfileNUm, FALSE ) );
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PossiblyStartEnemyTaunt( MercPtrs[ubSeenEnemies[ Random(ubSeenEnemiesCnt) ]], TAUNT_RIPOSTE, FindSoldierByProfileID( gTacticalStatus.ubLastQuoteProfileNUm, FALSE ) );
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}
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break;
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case QUOTE_CLOSE_CALL:
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PossiblyStartEnemyTaunt( MercPtrs[pSoldier->ubPreviousAttackerID], TAUNT_R_BULLET_FLEW_BY, FindSoldierByProfileID( gTacticalStatus.ubLastQuoteProfileNUm, FALSE ) );
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break;
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case QUOTE_UNDER_HEAVY_FIRE:
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PossiblyStartEnemyTaunt( MercPtrs[pSoldier->ubPreviousAttackerID], TAUNT_R_UNDER_HEAVY_FIRE, FindSoldierByProfileID( gTacticalStatus.ubLastQuoteProfileNUm, FALSE ) );
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break;
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default:
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break;
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}
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}
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}
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break;
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case DIALOGUE_NPC_UI:
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