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- New Externalization: Mute when item spotted in turn based mode
ja2_options.ini: ITEMS_SPOTTED_NO_TALK git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@4843 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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@@ -865,6 +865,9 @@ void LoadGameExternalOptions()
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// silversurfer: don't play quote when mine spotted?
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// silversurfer: don't play quote when mine spotted?
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gGameExternalOptions.fMineSpottedNoTalk = iniReader.ReadBoolean("Tactical Interface Settings","MINES_SPOTTED_NO_TALK", FALSE);
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gGameExternalOptions.fMineSpottedNoTalk = iniReader.ReadBoolean("Tactical Interface Settings","MINES_SPOTTED_NO_TALK", FALSE);
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// WANNE: Don't stop and talk in turn based when spotting an item
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gGameExternalOptions.fItemSpottedNoTalk = iniReader.ReadBoolean("Tactical Interface Settings","ITEMS_SPOTTED_NO_TALK", FALSE);
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//DBrot: Stand up after battle?
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//DBrot: Stand up after battle?
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gGameExternalOptions.fStandUpAfterBattle = iniReader.ReadBoolean("Tactical Interface Settings","STAND_UP_AFTER_BATTLE", TRUE);
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gGameExternalOptions.fStandUpAfterBattle = iniReader.ReadBoolean("Tactical Interface Settings","STAND_UP_AFTER_BATTLE", TRUE);
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// Tactical militia command
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// Tactical militia command
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@@ -960,6 +960,9 @@ typedef struct
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// silversurfer: don't play quote when merc spots a mine? TRUE = shut up! FALSE = tell me that you found a mine!
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// silversurfer: don't play quote when merc spots a mine? TRUE = shut up! FALSE = tell me that you found a mine!
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BOOLEAN fMineSpottedNoTalk;
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BOOLEAN fMineSpottedNoTalk;
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// WANNE: Don't stop and talk when spotting a new item in turn based mode
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BOOLEAN fItemSpottedNoTalk;
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// The_Bob - real time sneaking code 01/06/09
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// The_Bob - real time sneaking code 01/06/09
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// Suport disabling/silencing real time sneaking via external .ini file
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// Suport disabling/silencing real time sneaking via external .ini file
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//BOOLEAN fAllowRealTimeSneak; // SANDRO - moved to preferences
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//BOOLEAN fAllowRealTimeSneak; // SANDRO - moved to preferences
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+50
-33
@@ -29,6 +29,9 @@
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#include "Soldier macros.h"
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#include "Soldier macros.h"
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#endif
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#endif
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#include "connect.h"
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#include "GameSettings.h"
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/* view directions */
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/* view directions */
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#define DLEFT 0
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#define DLEFT 0
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#define DRIGHT 1
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#define DRIGHT 1
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@@ -707,54 +710,68 @@ void RevealRoofsAndItems(SOLDIERTYPE *pSoldier, UINT32 itemsToo, BOOLEAN fShowLo
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{
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{
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SetRenderFlags(RENDER_FLAG_FULL);
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SetRenderFlags(RENDER_FLAG_FULL);
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if ( fShowLocators )
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// WANNE: Should we pause when item was found in tactical?
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bool enableItemSpottingAction = true;
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if ( !is_networked && gGameExternalOptions.fItemSpottedNoTalk && gTacticalStatus.uiFlags & TURNBASED && gTacticalStatus.uiFlags & INCOMBAT)
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enableItemSpottingAction = false;
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if (enableItemSpottingAction)
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{
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{
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// Set makred render flags
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if ( fShowLocators )
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//gpWorldLevelData[marker].uiFlags|=MAPELEMENT_REDRAW;
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//gpWorldLevelData[gusCurMousePos].pTopmostHead->uiFlags |= LEVELNODE_DYNAMIC;
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//SetRenderFlags(RENDER_FLAG_MARKED);
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SetRenderFlags(RENDER_FLAG_FULL);
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// Hault soldier
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// ATE: Only if in combat...
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if ( gTacticalStatus.uiFlags & INCOMBAT )
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{
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{
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pSoldier->HaultSoldierFromSighting( FALSE );
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// Set makred render flags
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}
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//gpWorldLevelData[marker].uiFlags|=MAPELEMENT_REDRAW;
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else
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//gpWorldLevelData[gusCurMousePos].pTopmostHead->uiFlags |= LEVELNODE_DYNAMIC;
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{
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// ATE: Make sure we show locators...
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gTacticalStatus.fLockItemLocators = FALSE;
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}
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if ( !fItemsQuoteSaid && gTacticalStatus.fLockItemLocators == FALSE )
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//SetRenderFlags(RENDER_FLAG_MARKED);
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{
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SetRenderFlags(RENDER_FLAG_FULL);
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gTacticalStatus.fLockItemLocators = TRUE;
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if ( gTacticalStatus.ubAttackBusyCount > 0 && ( gTacticalStatus.uiFlags & INCOMBAT ) )
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// Hault soldier
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// ATE: Only if in combat...
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if ( gTacticalStatus.uiFlags & INCOMBAT )
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{
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{
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gTacticalStatus.fItemsSeenOnAttack = TRUE;
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pSoldier->HaultSoldierFromSighting( FALSE );
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gTacticalStatus.ubItemsSeenOnAttackSoldier = pSoldier->ubID;
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gTacticalStatus.usItemsSeenOnAttackGridNo = marker;
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}
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}
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else
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else
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{
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{
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// Display quote!
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// ATE: Make sure we show locators...
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if ( !AM_AN_EPC( pSoldier ) )
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gTacticalStatus.fLockItemLocators = FALSE;
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}
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if ( !fItemsQuoteSaid && gTacticalStatus.fLockItemLocators == FALSE )
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{
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gTacticalStatus.fLockItemLocators = TRUE;
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if ( gTacticalStatus.ubAttackBusyCount > 0 && ( gTacticalStatus.uiFlags & INCOMBAT ) )
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{
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{
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TacticalCharacterDialogueWithSpecialEvent( pSoldier, (UINT16)( QUOTE_SPOTTED_SOMETHING_ONE + Random( 2 ) ), DIALOGUE_SPECIAL_EVENT_SIGNAL_ITEM_LOCATOR_START, marker, 0 );
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gTacticalStatus.fItemsSeenOnAttack = TRUE;
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gTacticalStatus.ubItemsSeenOnAttackSoldier = pSoldier->ubID;
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gTacticalStatus.usItemsSeenOnAttackGridNo = marker;
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}
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}
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else
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else
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{
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{
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// Turn off item lock for locators...
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gTacticalStatus.fLockItemLocators = FALSE;
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// Display quote!
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// Slide to location!
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if ( !AM_AN_EPC( pSoldier ) )
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SlideToLocation( 0, marker );
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{
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TacticalCharacterDialogueWithSpecialEvent( pSoldier, (UINT16)( QUOTE_SPOTTED_SOMETHING_ONE + Random( 2 ) ), DIALOGUE_SPECIAL_EVENT_SIGNAL_ITEM_LOCATOR_START, marker, 0 );
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}
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else
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{
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// Turn off item lock for locators...
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gTacticalStatus.fLockItemLocators = FALSE;
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// Slide to location!
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SlideToLocation( 0, marker );
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}
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}
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}
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fItemsQuoteSaid = TRUE;
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}
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}
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fItemsQuoteSaid = TRUE;
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}
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}
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}
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}
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}
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}
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}
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}
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