- 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
+2 -4
View File
@@ -186,8 +186,7 @@ void HandleDeidrannaDeath( SOLDIERTYPE *pKillerSoldier, INT32 sGridNo, INT8 bLev
// Start victory music here...
SetMusicMode( MUSIC_TACTICAL_VICTORY );
if ( pKillerSoldier )
{
TacticalCharacterDialogue( pKillerSoldier, QUOTE_KILLING_DEIDRANNA );
@@ -199,7 +198,7 @@ void HandleDeidrannaDeath( SOLDIERTYPE *pKillerSoldier, INT32 sGridNo, INT8 bLev
cnt = gTacticalStatus.Team[ gbPlayerNum ].bFirstID;
// run through list
for ( pTeamSoldier = MercPtrs[ cnt ]; cnt <= gTacticalStatus.Team[ gbPlayerNum ].bLastID; cnt++,pTeamSoldier++ )
for ( pTeamSoldier = MercPtrs[ cnt ]; cnt <= gTacticalStatus.Team[ gbPlayerNum ].bLastID; ++cnt,pTeamSoldier++ )
{
if ( cnt != ubKillerSoldierID )
{
@@ -223,7 +222,6 @@ void HandleDeidrannaDeath( SOLDIERTYPE *pKillerSoldier, INT32 sGridNo, INT8 bLev
// AFTER LAST ONE IS DONE - PUT SPECIAL EVENT ON QUEUE TO BEGIN FADE< ETC
SpecialCharacterDialogueEvent( DIALOGUE_SPECIAL_EVENT_MULTIPURPOSE, MULTIPURPOSE_SPECIAL_EVENT_DONE_KILLING_DEIDRANNA, 0,0,0,0 );
}
void DoneFadeInKilledQueen( void )