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
This commit is contained in:
Wanne
2013-11-20 13:26:40 +00:00
parent 2dd7104354
commit 5168970f40
6 changed files with 20 additions and 86 deletions
+10 -21
View File
@@ -2691,9 +2691,13 @@ void HandleDialogueEnd( FACETYPE *pFace )
UINT8 ubSeenEnemiesCnt = 0;
switch( gTacticalStatus.ubLastQuoteSaid )
{
case QUOTE_SEE_ENEMY:
case QUOTE_SEE_ENEMY_VARIATION:
case QUOTE_IN_TROUBLE_SLASH_IN_BATTLE:
case QUOTE_CLOSE_CALL:
case QUOTE_UNDER_HEAVY_FIRE:
case QUOTE_TAKEN_A_BREATING:
if( pSoldier->ubPreviousAttackerID != NOBODY && !( MercPtrs[pSoldier->ubPreviousAttackerID]->bDeafenedCounter > 0 ) )
PossiblyStartEnemyTaunt( MercPtrs[pSoldier->ubPreviousAttackerID], TAUNT_RIPOSTE, FindSoldierByProfileID( gTacticalStatus.ubLastQuoteProfileNUm, FALSE ) );
break;
default:
// select random enemy, who we see, who sees us and isn't deaf
for(UINT8 cnt = gTacticalStatus.Team[ ENEMY_TEAM ].bFirstID; cnt < gTacticalStatus.Team[ ENEMY_TEAM ].bLastID ; cnt++ )
{
@@ -2705,26 +2709,11 @@ void HandleDialogueEnd( FACETYPE *pFace )
}
}
if( ubSeenEnemiesCnt > 0 )
{
if( gTacticalStatus.ubLastQuoteSaid == QUOTE_SEE_ENEMY )
PossiblyStartEnemyTaunt( MercPtrs[ubSeenEnemies[ Random(ubSeenEnemiesCnt) ]], TAUNT_R_ENEMY_DETECTED, FindSoldierByProfileID( gTacticalStatus.ubLastQuoteProfileNUm, FALSE ) );
else if( gTacticalStatus.ubLastQuoteSaid == QUOTE_SEE_ENEMY_VARIATION )
PossiblyStartEnemyTaunt( MercPtrs[ubSeenEnemies[ Random(ubSeenEnemiesCnt) ]], TAUNT_R_1ST_ENEMY_DETECTED, FindSoldierByProfileID( gTacticalStatus.ubLastQuoteProfileNUm, FALSE ) );
else if( gTacticalStatus.ubLastQuoteSaid == QUOTE_IN_TROUBLE_SLASH_IN_BATTLE )
PossiblyStartEnemyTaunt( MercPtrs[ubSeenEnemies[ Random(ubSeenEnemiesCnt) ]], TAUNT_R_MULTIPLE_ENEMIES, FindSoldierByProfileID( gTacticalStatus.ubLastQuoteProfileNUm, FALSE ) );
PossiblyStartEnemyTaunt( MercPtrs[ubSeenEnemies[ Random(ubSeenEnemiesCnt) ]], TAUNT_RIPOSTE, FindSoldierByProfileID( gTacticalStatus.ubLastQuoteProfileNUm, FALSE ) );
}
break;
case QUOTE_CLOSE_CALL:
PossiblyStartEnemyTaunt( MercPtrs[pSoldier->ubPreviousAttackerID], TAUNT_R_BULLET_FLEW_BY, FindSoldierByProfileID( gTacticalStatus.ubLastQuoteProfileNUm, FALSE ) );
break;
case QUOTE_UNDER_HEAVY_FIRE:
PossiblyStartEnemyTaunt( MercPtrs[pSoldier->ubPreviousAttackerID], TAUNT_R_UNDER_HEAVY_FIRE, FindSoldierByProfileID( gTacticalStatus.ubLastQuoteProfileNUm, FALSE ) );
break;
default:
break;
}
}
}
break;
case DIALOGUE_NPC_UI: