- New: Additional battlesounds can be used - simply increase the numbering after a sound (xxx_LAUGH, xxx_LAUGH2, xxx_LAUGH3...)

- Fix: CHANCE_SAY_ANNOYING_PHRASE causes non-low morale battle sounds not to be played when they should


git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8504 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
Flugente
2017-10-31 22:41:12 +00:00
parent 9c74bb75dc
commit 605b07368f
5 changed files with 94 additions and 80 deletions
+1 -1
View File
@@ -15623,7 +15623,7 @@ void RandomAwakeSelectedMercConfirmsStrategicMove( void )
// select that merc so that when he speaks we're showing his portrait and not someone else
ChangeSelectedInfoChar( ubSelectedMercIndex[ ubChosenMerc ], FALSE );
MercPtrs[ ubSelectedMercID[ ubChosenMerc ] ]->DoMercBattleSound( ( UINT8 ) ( Random(2) ? BATTLE_SOUND_OK1 : BATTLE_SOUND_OK2 ) );
MercPtrs[ ubSelectedMercID[ ubChosenMerc ] ]->DoMercBattleSound( BATTLE_SOUND_OK1 );
//TacticalCharacterDialogue( MercPtrs[ ubSelectedMercID[ ubChosenMerc ] ], ubQuoteNum );
}
}