diff --git a/Tactical/Dialogue Control.h b/Tactical/Dialogue Control.h index d3be4891..4e98e1e9 100644 --- a/Tactical/Dialogue Control.h +++ b/Tactical/Dialogue Control.h @@ -360,6 +360,7 @@ enum AdditionalDialogEvents ADE_BANDAGE_RECEIVE_BEGIN, // someone bandages us, aData1 is the profile of person ADE_BANDAGE_RECEIVE_END, // someone finished bandaging us, aData1 is the profile of person ADE_ZOMBIESRISE, // a new wave of zombies is spawned from corpses + ADE_SEXUALHARASSMENT, // the player wants to take the 'strip' command further than we are comfortable with }; // We call this function from several places. It uses the dialogue functions, but calls a Lua script to know whether something, and what, should be said diff --git a/Tactical/Soldier Control.cpp b/Tactical/Soldier Control.cpp index 0208e1be..eaa94e42 100644 --- a/Tactical/Soldier Control.cpp +++ b/Tactical/Soldier Control.cpp @@ -16168,12 +16168,9 @@ void SOLDIERTYPE::Strip() else { // if the player is an annoying little perv, tell them so, girls! - if ( this->ubBodyType == REGFEMALE ) - { - // sigh. We were hired by an idiot. - TacticalCharacterDialogue( this, QUOTE_IMPATIENT_QUOTE ); - this->aiData.bMorale = max( 0, this->aiData.bMorale - 1 ); - } + // Flugente: additional dialogue + AdditionalTacticalCharacterDialogue_CallsLua(this, ADE_SEXUALHARASSMENT ); + this->aiData.bMorale = max( 0, this->aiData.bMorale - 1 ); } }