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- Improved compatibility with different russian JA2 distribs' resources
- International/russian *.npc file format unified, performed conversion on-the-fly - New 1.13 messages' text moved to Text.h/_*Text.cpp - Russian translation fixed/refined git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@1610 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
@@ -1728,19 +1728,20 @@ CHAR8 *GetDialogueDataFilename( UINT8 ubCharacterNum, UINT16 usQuoteNum, BOOLEAN
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{
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// Lesh: patch to allow playback ogg speech files
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// build name of wav file (characternum + quotenum)
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#ifdef RUSSIAN
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sprintf( zFileName,"NPC_SPEECH\\g_%03d_%03d.ogg",ubCharacterNum,usQuoteNum );
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if ( !FileExists( zFileName ) )
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{
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sprintf( zFileName,"NPC_SPEECH\\g_%03d_%03d.wav",ubCharacterNum,usQuoteNum );
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}
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#else
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//SB: curiously, there are no g_%03d_%03d audio files in all russian versions
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// #ifdef RUSSIAN
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// sprintf( zFileName,"NPC_SPEECH\\g_%03d_%03d.ogg",ubCharacterNum,usQuoteNum );
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// if ( !FileExists( zFileName ) )
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// {
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// sprintf( zFileName,"NPC_SPEECH\\g_%03d_%03d.wav",ubCharacterNum,usQuoteNum );
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// }
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// #else
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sprintf( zFileName,"NPC_SPEECH\\d_%03d_%03d.ogg",ubCharacterNum,usQuoteNum );
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if ( !FileExists( zFileName ) )
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{
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sprintf( zFileName,"NPC_SPEECH\\d_%03d_%03d.wav",ubCharacterNum,usQuoteNum );
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}
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#endif
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// #endif
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}
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else
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{
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@@ -1795,6 +1796,16 @@ CHAR8 *GetDialogueDataFilename( UINT8 ubCharacterNum, UINT16 usQuoteNum, BOOLEAN
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if ( !FileExists( zFileName ) )
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{
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sprintf( zFileName,"SPEECH\\r_%03d_%03d.wav",ubCharacterNum,usQuoteNum );
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//<SB> Also check for Russian Gold sound files (identical to international ones)
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if(! FileExists( zFileName ) )
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{
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sprintf( zFileName,"SPEECH\\%03d_%03d.ogg",ubCharacterNum,usQuoteNum );
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if ( !FileExists( zFileName ) )
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{
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sprintf( zFileName,"SPEECH\\%03d_%03d.wav",ubCharacterNum,usQuoteNum );
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}
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}
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//</SB>
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}
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}
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else
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@@ -2199,27 +2199,27 @@ void INVRenderItem( UINT32 uiBuffer, SOLDIERTYPE * pSoldier, OBJECTTYPE *pObjec
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sNewY = sY + 13; // rather arbitrary
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if ( pSoldier->bWeaponMode == WM_BURST )
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{
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swprintf( pStr, L"BRST" );
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swprintf( pStr, New113Message[MSG113_BRST] );
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SetFontForeground( FONT_RED );
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}
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else if(pSoldier->bWeaponMode == WM_AUTOFIRE)
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{
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swprintf( pStr, L"AUTO" );
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swprintf( pStr, New113Message[MSG113_AUTO] );
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SetFontForeground( FONT_RED );
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}
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else if(pSoldier->bWeaponMode == WM_ATTACHED_GL)
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{
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swprintf( pStr, L"GL" );
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swprintf( pStr, New113Message[MSG113_GL] );
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SetFontForeground( FONT_YELLOW );
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}
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else if(pSoldier->bWeaponMode == WM_ATTACHED_GL_BURST)
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{
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swprintf( pStr, L"GL BRST" );
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swprintf( pStr, New113Message[MSG113_GL_BRST] );
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SetFontForeground( FONT_YELLOW );
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}
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else if(pSoldier->bWeaponMode == WM_ATTACHED_GL_AUTO)
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{
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swprintf( pStr, L"GL AUTO" );
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swprintf( pStr, New113Message[MSG113_GL_AUTO] );
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SetFontForeground( FONT_YELLOW );
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}
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