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cleaned up trait name displays
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@5980 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
+2
-11
@@ -5616,17 +5616,8 @@ void DisplayAimMemberClickOnFaceHelpText()
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else
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{
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for ( UINT8 ubCnt = 0; ubCnt < bNumSkillTraits; ubCnt++ )
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{
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// Flugente: as the whole trait display is fubar, we have to to a special treatment here for new traits
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UINT8 display1 = ubTempSkillArray[ubCnt];
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if ( display1 > SCOUTING_NT + NEWTRAIT_MERCSKILL_EXPERTOFFSET )
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display1 -= NUM_MINOR_TRAITS;
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else if ( display1 >= AMBIDEXTROUS_NT && display1 <= SCOUTING_NT )
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display1++;
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else if ( display1 == NEWTRAIT_MERCSKILL_EXPERTOFFSET )
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display1 -= NUM_MINOR_TRAITS;
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swprintf( sTemp, L"%s\n", gzMercSkillTextNew[ display1 ] );
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{
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swprintf( sTemp, L"%s\n", gzMercSkillTextNew[ ubTempSkillArray[ubCnt] ] );
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wcscat( sString, sTemp );
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}
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}
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Binary file not shown.
+6
-27
@@ -1805,8 +1805,7 @@ void DisplayCharStats(INT32 iId, INT32 iSlot)
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MSYS_AddRegion( &gSkillTraitHelpTextRegion[0] );
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fAddedTraitRegion[0] = TRUE;
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// Assign the text
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AssignPersonnelSkillTraitHelpText( 0, FALSE, iId, 0 );
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AssignPersonnelSkillTraitHelpText( 0, FALSE, iId, 0 );
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}
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else
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{
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@@ -1816,24 +1815,15 @@ void DisplayCharStats(INT32 iId, INT32 iSlot)
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for ( UINT8 ubCnt = 0; ubCnt < bNumSkillTraits; ubCnt++ )
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{
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// Flugente: as the whole trait display is fubar, we have to to a special treatment here for new traits
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UINT8 display1 = ubTempSkillArray[ubCnt];
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if ( display1 > SCOUTING_NT + NEWTRAIT_MERCSKILL_EXPERTOFFSET )
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display1 -= NUM_MINOR_TRAITS;
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else if ( display1 >= AMBIDEXTROUS_NT && display1 <= SCOUTING_NT )
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display1++;
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else if ( display1 == NEWTRAIT_MERCSKILL_EXPERTOFFSET )
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display1 -= NUM_MINOR_TRAITS;
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if ( ubCnt >= 4 && bNumSkillTraits > 5 )
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{
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fDisplayMoreTraits = TRUE;
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swprintf( sString, L"%s\n", gzMercSkillTextNew[ display1 ] );
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swprintf( sString, L"%s\n", gzMercSkillTextNew[ ubTempSkillArray[ubCnt] ] );
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wcscat( sString2, sString );
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}
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else
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{
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swprintf( sString, L"%s", gzMercSkillTextNew[ display1 ] );
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swprintf( sString, L"%s", gzMercSkillTextNew[ ubTempSkillArray[ubCnt] ] );
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if ( ubTempSkillArray[ubCnt] > NEWTRAIT_MERCSKILL_EXPERTOFFSET )
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{
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@@ -1875,26 +1865,15 @@ void DisplayCharStats(INT32 iId, INT32 iSlot)
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MSYS_AddRegion( &gSkillTraitHelpTextRegion[ubCnt] );
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fAddedTraitRegion[ubCnt] = TRUE;
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// Assign the text
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UINT8 traitnr = ubTempSkillArray[ubCnt];
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if ( traitnr > NEWTRAIT_MERCSKILL_EXPERTOFFSET )
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{
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traitnr = traitnr - (NEWTRAIT_MERCSKILL_EXPERTOFFSET);
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}
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// Flugente: as the whole trait display is fubar, we have to to a special treatment here for new traits
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UINT8 display2 = ubTempSkillArray[ubCnt];
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if ( display2 == NUM_MAJOR_TRAITS )
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display2 += NUM_MINOR_TRAITS;
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AssignPersonnelSkillTraitHelpText( traitnr, ((ubTempSkillArray[ubCnt] > NEWTRAIT_MERCSKILL_EXPERTOFFSET) ? TRUE : FALSE), Menptr[iId].ubProfile, ubCnt );
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// Assign the text
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AssignPersonnelSkillTraitHelpText( ubTempSkillArray[ubCnt], ((ubTempSkillArray[ubCnt] > NEWTRAIT_MERCSKILL_EXPERTOFFSET) ? TRUE : FALSE), Menptr[iId].ubProfile, ubCnt );
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}
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}
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// if we have more skills than we can display, show "more" and create a tooltip box with the rest of them
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if ( fDisplayMoreTraits )
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{
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swprintf( sString, L"%s", gzMercSkillTextNew[ NEWTRAIT_MERCSKILL_OFFSET_ALL + 1 ]); // dispaly "More..."
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swprintf( sString, L"%s", gzMercSkillTextNew[ 2 * NEWTRAIT_MERCSKILL_OFFSET_ALL + 1 ]); // display "More..."
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FindFontRightCoordinates((INT16)(pPersonnelScreenPoints[19].x+(iSlot*TEXT_BOX_WIDTH)),0,TEXT_BOX_WIDTH-20,0,sString, PERS_FONT, &sX, &sY);
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if( sX <= iMinimumX )
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{
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@@ -2070,17 +2070,8 @@ void UpdateCharRegionHelpText( void )
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else
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{
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for ( UINT8 ubCnt = 0; ubCnt < bNumSkillTraits; ubCnt++ )
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{
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// Flugente: as the whole trait display is fubar, we have to to a special treatment here for new traits
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UINT8 display1 = ubTempSkillArray[ubCnt];
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if ( display1 > SCOUTING_NT + NEWTRAIT_MERCSKILL_EXPERTOFFSET )
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display1 -= NUM_MINOR_TRAITS;
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else if ( display1 >= AMBIDEXTROUS_NT && display1 <= SCOUTING_NT )
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display1++;
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else if ( display1 == NEWTRAIT_MERCSKILL_EXPERTOFFSET )
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display1 -= NUM_MINOR_TRAITS;
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swprintf( sTemp, L"%s\n", gzMercSkillTextNew[ display1 ] );
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{
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swprintf( sTemp, L"%s\n", gzMercSkillTextNew[ ubTempSkillArray[ubCnt] ] );
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wcscat( sString, sTemp );
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}
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}
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@@ -3001,17 +3001,8 @@ void RenderSMPanel( BOOLEAN *pfDirty )
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else
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{
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for ( UINT8 ubCnt = 0; ubCnt < bNumSkillTraits; ubCnt++ )
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{
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// Flugente: as the whole trait display is fubar, we have to to a special treatment here for new traits
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UINT8 display1 = ubTempSkillArray[ubCnt];
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if ( display1 > SCOUTING_NT + NEWTRAIT_MERCSKILL_EXPERTOFFSET )
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display1 -= NUM_MINOR_TRAITS;
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else if ( display1 >= AMBIDEXTROUS_NT && display1 <= SCOUTING_NT )
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display1++;
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else if ( display1 == NEWTRAIT_MERCSKILL_EXPERTOFFSET )
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display1 -= NUM_MINOR_TRAITS;
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swprintf( sTemp, L"%s\n", gzMercSkillTextNew[ display1 ] );
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{
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swprintf( sTemp, L"%s\n", gzMercSkillTextNew[ ubTempSkillArray[ubCnt] ] );
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wcscat( pStr, sTemp );
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}
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}
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@@ -5677,17 +5668,8 @@ void RenderTEAMPanel( BOOLEAN fDirty )
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else
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{
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for ( UINT8 ubCnt = 0; ubCnt < bNumSkillTraits; ubCnt++ )
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{
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// Flugente: as the whole trait display is fubar, we have to to a special treatment here for new traits
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UINT8 display1 = ubTempSkillArray[ubCnt];
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if ( display1 > SCOUTING_NT + NEWTRAIT_MERCSKILL_EXPERTOFFSET )
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display1 -= NUM_MINOR_TRAITS;
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else if ( display1 >= AMBIDEXTROUS_NT && display1 <= SCOUTING_NT )
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display1++;
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else if ( display1 == NEWTRAIT_MERCSKILL_EXPERTOFFSET )
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display1 -= NUM_MINOR_TRAITS;
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swprintf( sTemp, L"%s\n", gzMercSkillTextNew[ display1 ] );
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{
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swprintf( sTemp, L"%s\n", gzMercSkillTextNew[ ubTempSkillArray[ubCnt] ] );
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wcscat( pStr, sTemp );
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}
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}
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@@ -10100,21 +10100,6 @@ void HandleDisplayingOfPlayerLostDialogue( void )
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}
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#endif
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// Flugente: the entire new trait to string thingy is a fucked up mess. I've had it. Heres a function that simply handles that crap.
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STR16 GetNewTraitStr(UINT8 aTrait)
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{
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if ( aTrait <= DOCTOR_NT )
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;
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else if ( aTrait <= SCOUTING_NT )
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++aTrait;
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else if ( aTrait == COVERT_NT )
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aTrait = 10;
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else if ( aTrait >= SCOUTING_NT + NUM_MINOR_TRAITS )
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aTrait -= NUM_MINOR_TRAITS;
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return gzMercSkillTextNew[ aTrait ];
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}
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static UINT8 prisonerdialoguetargetID = 0;
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void PrisonerSurrenderMessageBoxCallBack( UINT8 ubExitValue )
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@@ -404,8 +404,6 @@ extern UINT8 NumEnemyInSector();
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extern UINT8 NumZombiesInSector();
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#endif
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STR16 GetNewTraitStr(UINT8 aTrait); // Flugente: deal with the insane new trait to string stuff
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void HandleSurrenderOffer( SOLDIERTYPE* pSoldier ); // Flugente: offer the enemy the chance to surrender
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// setting fForce to TRUE allows dropping of gear in combat (used in auto-resolve instances)
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@@ -236,33 +236,33 @@ void SoldierTooltip( SOLDIERTYPE* pSoldier )
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if (( pSoldier->stats.ubSkillTraits[0] == pSoldier->stats.ubSkillTraits[1] ) && pSoldier->stats.ubSkillTraits[0] != 0 )
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{
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CHAR16 pStrAux[50];
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swprintf( pStrAux, L"(%s)", GetNewTraitStr(pSoldier->stats.ubSkillTraits[0]));
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swprintf( pStrAux, L"(%s)", gzMercSkillTextNew[ pSoldier->stats.ubSkillTraits[0] ]);
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swprintf( pStrInfo, gzTooltipStrings[STR_TT_SKILL_TRAIT_1], pStrInfo, pStrAux );
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swprintf( pStrInfo, gzTooltipStrings[STR_TT_SKILL_TRAIT_2], pStrInfo, GetNewTraitStr(pSoldier->stats.ubSkillTraits[1] + NEWTRAIT_MERCSKILL_EXPERTOFFSET) );
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swprintf( pStrInfo, gzTooltipStrings[STR_TT_SKILL_TRAIT_3], pStrInfo, GetNewTraitStr(pSoldier->stats.ubSkillTraits[2]) );
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swprintf( pStrInfo, gzTooltipStrings[STR_TT_SKILL_TRAIT_2], pStrInfo, gzMercSkillTextNew[ pSoldier->stats.ubSkillTraits[1] + NEWTRAIT_MERCSKILL_EXPERTOFFSET ] );
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swprintf( pStrInfo, gzTooltipStrings[STR_TT_SKILL_TRAIT_3], pStrInfo, gzMercSkillTextNew[ pSoldier->stats.ubSkillTraits[2] ] );
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//swprintf( pStrInfo, L"%s\n", pStrInfo );
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}
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else if (( pSoldier->stats.ubSkillTraits[1] == pSoldier->stats.ubSkillTraits[2] ) && pSoldier->stats.ubSkillTraits[1] != 0 )
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{
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CHAR16 pStrAux[50];
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swprintf( pStrAux, L"(%s)", GetNewTraitStr(pSoldier->stats.ubSkillTraits[1]));
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swprintf( pStrAux, L"(%s)", gzMercSkillTextNew[ pSoldier->stats.ubSkillTraits[1] ]);
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swprintf( pStrInfo, gzTooltipStrings[STR_TT_SKILL_TRAIT_1], pStrInfo, pStrAux );
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swprintf( pStrInfo, gzTooltipStrings[STR_TT_SKILL_TRAIT_2], pStrInfo, GetNewTraitStr(pSoldier->stats.ubSkillTraits[2] + NEWTRAIT_MERCSKILL_EXPERTOFFSET) );
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swprintf( pStrInfo, gzTooltipStrings[STR_TT_SKILL_TRAIT_3], pStrInfo, GetNewTraitStr(pSoldier->stats.ubSkillTraits[0]) );
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swprintf( pStrInfo, gzTooltipStrings[STR_TT_SKILL_TRAIT_2], pStrInfo, gzMercSkillTextNew[ pSoldier->stats.ubSkillTraits[2] + NEWTRAIT_MERCSKILL_EXPERTOFFSET ] );
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swprintf( pStrInfo, gzTooltipStrings[STR_TT_SKILL_TRAIT_3], pStrInfo, gzMercSkillTextNew[ pSoldier->stats.ubSkillTraits[0] ] );
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}
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else if (( pSoldier->stats.ubSkillTraits[0] == pSoldier->stats.ubSkillTraits[2] ) && pSoldier->stats.ubSkillTraits[0] != 0 )
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{
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CHAR16 pStrAux[50];
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swprintf( pStrAux, L"(%s)", GetNewTraitStr(pSoldier->stats.ubSkillTraits[0]));
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swprintf( pStrAux, L"(%s)", gzMercSkillTextNew[ pSoldier->stats.ubSkillTraits[0] ]);
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swprintf( pStrInfo, gzTooltipStrings[STR_TT_SKILL_TRAIT_1], pStrInfo, pStrAux );
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swprintf( pStrInfo, gzTooltipStrings[STR_TT_SKILL_TRAIT_2], pStrInfo, GetNewTraitStr(pSoldier->stats.ubSkillTraits[2] + NEWTRAIT_MERCSKILL_EXPERTOFFSET) );
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swprintf( pStrInfo, gzTooltipStrings[STR_TT_SKILL_TRAIT_3], pStrInfo, GetNewTraitStr(pSoldier->stats.ubSkillTraits[1]) );
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swprintf( pStrInfo, gzTooltipStrings[STR_TT_SKILL_TRAIT_2], pStrInfo, gzMercSkillTextNew[ pSoldier->stats.ubSkillTraits[2] + NEWTRAIT_MERCSKILL_EXPERTOFFSET ] );
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swprintf( pStrInfo, gzTooltipStrings[STR_TT_SKILL_TRAIT_3], pStrInfo, gzMercSkillTextNew[ pSoldier->stats.ubSkillTraits[1] ] );
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}
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else
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{
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swprintf( pStrInfo, gzTooltipStrings[STR_TT_SKILL_TRAIT_1], pStrInfo, GetNewTraitStr(pSoldier->stats.ubSkillTraits[0]) );
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swprintf( pStrInfo, gzTooltipStrings[STR_TT_SKILL_TRAIT_2], pStrInfo, GetNewTraitStr(pSoldier->stats.ubSkillTraits[1]) );
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swprintf( pStrInfo, gzTooltipStrings[STR_TT_SKILL_TRAIT_3], pStrInfo, GetNewTraitStr(pSoldier->stats.ubSkillTraits[2]) );
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swprintf( pStrInfo, gzTooltipStrings[STR_TT_SKILL_TRAIT_1], pStrInfo, gzMercSkillTextNew[ pSoldier->stats.ubSkillTraits[0] ] );
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swprintf( pStrInfo, gzTooltipStrings[STR_TT_SKILL_TRAIT_2], pStrInfo, gzMercSkillTextNew[ pSoldier->stats.ubSkillTraits[1] ] );
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swprintf( pStrInfo, gzTooltipStrings[STR_TT_SKILL_TRAIT_3], pStrInfo, gzMercSkillTextNew[ pSoldier->stats.ubSkillTraits[2] ] );
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}
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}
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else
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+13
-2
@@ -2131,8 +2131,7 @@ STR16 gzMercSkillTextNew[] =
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L"格斗家",
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L"班副",
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L"技师",
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L"救护兵",
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L"特工", // L"Covert Ops",
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L"救护兵",
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// Minor traits
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L"双持",
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L"近战",
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@@ -2144,6 +2143,8 @@ STR16 gzMercSkillTextNew[] =
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L"爆破",
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L"教学",
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L"侦察", // 20
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// covert ops is a major trait that was added later
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L"特工", // L"Covert Ops",
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// second names for major skills
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L"机枪手",
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L"掷弹兵",
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@@ -2154,6 +2155,16 @@ STR16 gzMercSkillTextNew[] =
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L"班长",
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L"工兵",
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L"军医",
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L"Placeholder", // 30
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L"Placeholder",
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L"Placeholder",
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L"Placeholder",
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L"Placeholder",
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L"Placeholder", // 35
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L"Placeholder",
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L"Placeholder",
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L"Placeholder",
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L"Placeholder", // 39
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L"间谍", // 30
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L"更多...",
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};
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+24
-12
@@ -2118,39 +2118,51 @@ STR16 gzMercSkillText[] =
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STR16 gzMercSkillTextNew[] =
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{
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// Major traits
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L"No Skill",
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L"Auto Weapons",
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L"No Skill", // 0
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L"Auto Weapons", // 1
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L"Heavy Weapons",
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L"Marksman",
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L"Hunter",
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L"Gunslinger",
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L"Gunslinger", // 5
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L"Hand to Hand",
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L"Deputy",
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L"Technician",
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L"Paramedic",
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L"Covert Ops", // 10 // TODO.Translate
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L"Paramedic", // 9
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// Minor traits
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L"Ambidextrous",
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L"Ambidextrous", // 10
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L"Melee",
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L"Throwing",
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L"Night Ops",
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L"Stealthy",
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L"Athletics",
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L"Athletics", // 15
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L"Bodybuilding",
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L"Demolitions",
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L"Teaching",
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L"Scouting",
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L"Scouting", // 19
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// covert ops is a major trait that was added later
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L"Covert Ops", // 20
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// second names for major skills
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L"Machinegunner",
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L"Machinegunner", // 21
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L"Bombardier",
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L"Sniper",
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L"Ranger",
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L"Gunfighter",
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L"Gunfighter", // 25
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L"Martial Arts",
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L"Squadleader",
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L"Engineer",
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L"Doctor",
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L"Spy", // 30 // TODO.Translate
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L"Doctor", // 20
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// placeholders for minor traits
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L"Placeholder", // 30
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L"Placeholder",
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L"Placeholder",
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L"Placeholder",
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L"Placeholder",
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L"Placeholder", // 35
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L"Placeholder",
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L"Placeholder",
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L"Placeholder",
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L"Placeholder", // 39
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L"Spy", // 40
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L"More...",
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};
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//////////////////////////////////////////////////////////
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+22
-10
@@ -2123,7 +2123,7 @@ STR16 gzMercSkillTextNew[] =
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{
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// Major traits
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L"No Skill", // 0
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L"Auto Weapons",
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L"Auto Weapons", // 1
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L"Heavy Weapons",
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L"Marksman",
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L"Hunter",
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@@ -2131,21 +2131,22 @@ STR16 gzMercSkillTextNew[] =
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L"Hand to Hand",
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L"Deputy",
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L"Technician",
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L"Paramedic",
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L"Covert Ops", // 10
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L"Paramedic", // 9
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// Minor traits
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L"Ambidextrous",
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L"Ambidextrous", // 10
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L"Melee",
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L"Throwing",
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L"Night Ops",
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L"Stealthy", // 15
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L"Athletics",
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L"Stealthy",
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L"Athletics", // 15
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L"Bodybuilding",
|
||||
L"Demolitions",
|
||||
L"Teaching",
|
||||
L"Scouting", // 20
|
||||
L"Scouting", // 19
|
||||
// covert ops is a major trait that was added later
|
||||
L"Covert Ops", // 20
|
||||
// second names for major skills
|
||||
L"Machinegunner",
|
||||
L"Machinegunner", // 21
|
||||
L"Bombardier",
|
||||
L"Sniper",
|
||||
L"Ranger",
|
||||
@@ -2153,8 +2154,19 @@ STR16 gzMercSkillTextNew[] =
|
||||
L"Martial Arts",
|
||||
L"Squadleader",
|
||||
L"Engineer",
|
||||
L"Doctor",
|
||||
L"Spy", // 30
|
||||
L"Doctor", // 20
|
||||
// placeholders for minor traits
|
||||
L"Placeholder", // 30
|
||||
L"Placeholder",
|
||||
L"Placeholder",
|
||||
L"Placeholder",
|
||||
L"Placeholder",
|
||||
L"Placeholder", // 35
|
||||
L"Placeholder",
|
||||
L"Placeholder",
|
||||
L"Placeholder",
|
||||
L"Placeholder", // 39
|
||||
L"Spy", // 40
|
||||
L"More...",
|
||||
};
|
||||
//////////////////////////////////////////////////////////
|
||||
|
||||
+14
-2
@@ -2136,8 +2136,7 @@ STR16 gzMercSkillTextNew[] =
|
||||
L"Arts martiaux",
|
||||
L"Meneur",
|
||||
L"Technicien",
|
||||
L"Médecin",
|
||||
L"Espionnage", // 10 // TODO.Translate !!! "Infiltrateur" ? Char limit ?
|
||||
L"Médecin",
|
||||
// Minor traits
|
||||
L"Ambidextre",
|
||||
L"Mêlée",
|
||||
@@ -2149,6 +2148,8 @@ STR16 gzMercSkillTextNew[] =
|
||||
L"Sabotage",
|
||||
L"Instructeur",
|
||||
L"Reconnaissance",
|
||||
// covert ops is a major trait that was added later
|
||||
L"Espionnage", // 10 // TODO.Translate !!! "Infiltrateur" ? Char limit ?
|
||||
// second names for major skills
|
||||
L"Mitrailleur",
|
||||
L"Bombardier",
|
||||
@@ -2159,6 +2160,17 @@ STR16 gzMercSkillTextNew[] =
|
||||
L"Commandant",
|
||||
L"Ingénieur",
|
||||
L"Chirurgien",
|
||||
// placeholders for minor traits
|
||||
L"Placeholder", // 30
|
||||
L"Placeholder",
|
||||
L"Placeholder",
|
||||
L"Placeholder",
|
||||
L"Placeholder",
|
||||
L"Placeholder", // 35
|
||||
L"Placeholder",
|
||||
L"Placeholder",
|
||||
L"Placeholder",
|
||||
L"Placeholder", // 39
|
||||
L"Espion", // 30
|
||||
L"Plus...",
|
||||
};
|
||||
|
||||
+14
-3
@@ -2142,8 +2142,7 @@ STR16 gzMercSkillTextNew[] =
|
||||
L"Faustkämpfer",
|
||||
L"Gruppenführer",
|
||||
L"Mechaniker",
|
||||
L"Sanitäter",
|
||||
L"Geheimagent",
|
||||
L"Sanitäter",
|
||||
// Minor traits
|
||||
L"Beidhänder",
|
||||
L"Messerkämpfer",
|
||||
@@ -2155,7 +2154,8 @@ STR16 gzMercSkillTextNew[] =
|
||||
L"Sprengmeister",
|
||||
L"Ausbilder",
|
||||
L"Aufklärer",
|
||||
|
||||
// covert ops is a major trait that was added later
|
||||
L"Geheimagent",
|
||||
// second names for major skills
|
||||
L"MG-Veteran",
|
||||
L"Artillerist",
|
||||
@@ -2166,6 +2166,17 @@ STR16 gzMercSkillTextNew[] =
|
||||
L"Zugführer",
|
||||
L"Ingenieur",
|
||||
L"Arzt",
|
||||
// placeholders for minor traits
|
||||
L"Placeholder", // 30
|
||||
L"Placeholder",
|
||||
L"Placeholder",
|
||||
L"Placeholder",
|
||||
L"Placeholder",
|
||||
L"Placeholder", // 35
|
||||
L"Placeholder",
|
||||
L"Placeholder",
|
||||
L"Placeholder",
|
||||
L"Placeholder", // 39
|
||||
L"Spion", // 30
|
||||
L"Mehr...",
|
||||
};
|
||||
|
||||
+24
-12
@@ -2114,39 +2114,51 @@ STR16 gzMercSkillText[] =
|
||||
STR16 gzMercSkillTextNew[] =
|
||||
{
|
||||
// Major traits
|
||||
L"No Skill",
|
||||
L"Auto Weapons",
|
||||
L"No Skill", // 0
|
||||
L"Auto Weapons", // 1
|
||||
L"Heavy Weapons",
|
||||
L"Marksman",
|
||||
L"Hunter",
|
||||
L"Gunslinger",
|
||||
L"Gunslinger", // 5
|
||||
L"Hand to Hand",
|
||||
L"Deputy",
|
||||
L"Technician",
|
||||
L"Paramedic",
|
||||
L"Covert Ops", // 10 // TODO.Translate
|
||||
L"Paramedic", // 9
|
||||
// Minor traits
|
||||
L"Ambidextrous",
|
||||
L"Ambidextrous", // 10
|
||||
L"Melee",
|
||||
L"Throwing",
|
||||
L"Night Ops",
|
||||
L"Stealthy",
|
||||
L"Athletics",
|
||||
L"Athletics", // 15
|
||||
L"Bodybuilding",
|
||||
L"Demolitions",
|
||||
L"Teaching",
|
||||
L"Scouting",
|
||||
L"Scouting", // 19
|
||||
// covert ops is a major trait that was added later
|
||||
L"Covert Ops", // 20
|
||||
// second names for major skills
|
||||
L"Machinegunner",
|
||||
L"Machinegunner", // 21
|
||||
L"Bombardier",
|
||||
L"Sniper",
|
||||
L"Ranger",
|
||||
L"Gunfighter",
|
||||
L"Gunfighter", // 25
|
||||
L"Martial Arts",
|
||||
L"Squadleader",
|
||||
L"Engineer",
|
||||
L"Doctor",
|
||||
L"Spy", // 30 // TODO.Translate
|
||||
L"Doctor", // 20
|
||||
// placeholders for minor traits
|
||||
L"Placeholder", // 30
|
||||
L"Placeholder",
|
||||
L"Placeholder",
|
||||
L"Placeholder",
|
||||
L"Placeholder",
|
||||
L"Placeholder", // 35
|
||||
L"Placeholder",
|
||||
L"Placeholder",
|
||||
L"Placeholder",
|
||||
L"Placeholder", // 39
|
||||
L"Spy", // 40
|
||||
L"More...",
|
||||
};
|
||||
//////////////////////////////////////////////////////////
|
||||
|
||||
+14
-3
@@ -2139,8 +2139,7 @@ STR16 gzMercSkillTextNew[] =
|
||||
L"Walka Wręcz",
|
||||
L"Zastępca Szeryfa",
|
||||
L"Technik",
|
||||
L"Paramedyk",
|
||||
L"Covert Ops", // 10 // TODO.Translate
|
||||
L"Paramedyk",
|
||||
// Minor traits
|
||||
L"Oburęczność",
|
||||
L"Walka Wręcz",
|
||||
@@ -2152,6 +2151,8 @@ STR16 gzMercSkillTextNew[] =
|
||||
L"Ładunki Wybuchowe",
|
||||
L"Uczenie",
|
||||
L"Zwiad",
|
||||
// covert ops is a major trait that was added later
|
||||
L"Covert Ops", // 10 // TODO.Translate
|
||||
// second names for major skills
|
||||
L"Strzelec RKMu",
|
||||
L"Bombardier",
|
||||
@@ -2162,7 +2163,17 @@ STR16 gzMercSkillTextNew[] =
|
||||
L"Dowódca Drużyny",
|
||||
L"Inżynier",
|
||||
L"Doktor",
|
||||
L"Spy", // 30 // TODO.Translate
|
||||
L"Placeholder", // 30
|
||||
L"Placeholder",
|
||||
L"Placeholder",
|
||||
L"Placeholder",
|
||||
L"Placeholder",
|
||||
L"Placeholder", // 35
|
||||
L"Placeholder",
|
||||
L"Placeholder",
|
||||
L"Placeholder",
|
||||
L"Placeholder", // 39
|
||||
L"Spy", // 40 // TODO.Translate
|
||||
L"Więcej...",
|
||||
};
|
||||
//////////////////////////////////////////////////////////
|
||||
|
||||
+12
-1
@@ -2132,7 +2132,6 @@ STR16 gzMercSkillTextNew[] =
|
||||
L"Старшина", //Deputy
|
||||
L"Механик-электронщик", //Technician
|
||||
L"Санитар", //Paramedic
|
||||
L"Covert Ops", // 10 // TODO.Translate
|
||||
// Minor traits
|
||||
L"Ловкач", //Ambidextrous
|
||||
L"Мастер клинка", //Melee
|
||||
@@ -2144,6 +2143,8 @@ STR16 gzMercSkillTextNew[] =
|
||||
L"Подрывник", //Demolitions
|
||||
L"Инструктор", //Teaching
|
||||
L"Разведчик", //Scouting
|
||||
// covert ops is a major trait that was added later
|
||||
L"Covert Ops", // 20 // TODO.Translate
|
||||
// second names for major skills
|
||||
L"Пулемётчик", //Machinegunner
|
||||
L"Артиллерист", //Bombardier
|
||||
@@ -2154,6 +2155,16 @@ STR16 gzMercSkillTextNew[] =
|
||||
L"Командир", //Squadleader
|
||||
L"Инженер", //Engineer
|
||||
L"Доктор", //Doctor
|
||||
L"Placeholder", // 30
|
||||
L"Placeholder",
|
||||
L"Placeholder",
|
||||
L"Placeholder",
|
||||
L"Placeholder",
|
||||
L"Placeholder", // 35
|
||||
L"Placeholder",
|
||||
L"Placeholder",
|
||||
L"Placeholder",
|
||||
L"Placeholder", // 39
|
||||
L"Шпион", // 30
|
||||
L"Ещё...",
|
||||
};
|
||||
|
||||
+24
-12
@@ -2122,39 +2122,51 @@ STR16 gzMercSkillText[] =
|
||||
STR16 gzMercSkillTextNew[] =
|
||||
{
|
||||
// Major traits
|
||||
L"No Skill",
|
||||
L"Auto Weapons",
|
||||
L"No Skill", // 0
|
||||
L"Auto Weapons", // 1
|
||||
L"Heavy Weapons",
|
||||
L"Marksman",
|
||||
L"Hunter",
|
||||
L"Gunslinger",
|
||||
L"Gunslinger", // 5
|
||||
L"Hand to Hand",
|
||||
L"Deputy",
|
||||
L"Technician",
|
||||
L"Paramedic",
|
||||
L"Covert Ops", // 10 // TODO.Translate
|
||||
L"Paramedic", // 9
|
||||
// Minor traits
|
||||
L"Ambidextrous",
|
||||
L"Ambidextrous", // 10
|
||||
L"Melee",
|
||||
L"Throwing",
|
||||
L"Night Ops",
|
||||
L"Stealthy",
|
||||
L"Athletics",
|
||||
L"Athletics", // 15
|
||||
L"Bodybuilding",
|
||||
L"Demolitions",
|
||||
L"Teaching",
|
||||
L"Scouting",
|
||||
L"Scouting", // 19
|
||||
// covert ops is a major trait that was added later
|
||||
L"Covert Ops", // 20
|
||||
// second names for major skills
|
||||
L"Machinegunner",
|
||||
L"Machinegunner", // 21
|
||||
L"Bombardier",
|
||||
L"Sniper",
|
||||
L"Ranger",
|
||||
L"Gunfighter",
|
||||
L"Gunfighter", // 25
|
||||
L"Martial Arts",
|
||||
L"Squadleader",
|
||||
L"Engineer",
|
||||
L"Doctor",
|
||||
L"Spy", // 30 // TODO.Translate
|
||||
L"Doctor", // 20
|
||||
// placeholders for minor traits
|
||||
L"Placeholder", // 30
|
||||
L"Placeholder",
|
||||
L"Placeholder",
|
||||
L"Placeholder",
|
||||
L"Placeholder",
|
||||
L"Placeholder", // 35
|
||||
L"Placeholder",
|
||||
L"Placeholder",
|
||||
L"Placeholder",
|
||||
L"Placeholder", // 39
|
||||
L"Spy", // 40
|
||||
L"More...",
|
||||
};
|
||||
//////////////////////////////////////////////////////////
|
||||
|
||||
Reference in New Issue
Block a user