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- The 'Improve gear' function in the [Ctrl] + [.] menu improves the gear of all present mercs by replacing their items with sector items with higher status
- Fix: AP costs for item consumption were not substracted git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@7966 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
+9
-9
@@ -15,9 +15,9 @@
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#ifdef JA2EDITOR
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#ifdef JA2UB
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CHAR16 zVersionLabel[256] = { L"Unfinished Business - Map Editor v1.13.7933 (Development Build)" };
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CHAR16 zVersionLabel[256] = { L"Unfinished Business - Map Editor v1.13.7966 (Development Build)" };
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#else
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CHAR16 zVersionLabel[256] = { L"Map Editor v1.13.7933 (Development Build)" };
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CHAR16 zVersionLabel[256] = { L"Map Editor v1.13.7966 (Development Build)" };
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#endif
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// ------------------------------
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@@ -27,11 +27,11 @@
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//DEBUG BUILD VERSION
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#ifdef JA2UB
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CHAR16 zVersionLabel[256] = { L"Debug: Unfinished Business - v1.13.7933 (Development Build)" };
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CHAR16 zVersionLabel[256] = { L"Debug: Unfinished Business - v1.13.7966 (Development Build)" };
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#elif defined (JA113DEMO)
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CHAR16 zVersionLabel[256] = { L"Debug: JA2 Demo - v1.13.7933 (Development Build)" };
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CHAR16 zVersionLabel[256] = { L"Debug: JA2 Demo - v1.13.7966 (Development Build)" };
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#else
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CHAR16 zVersionLabel[256] = { L"Debug: v1.13.7933 (Development Build)" };
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CHAR16 zVersionLabel[256] = { L"Debug: v1.13.7966 (Development Build)" };
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#endif
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#elif defined CRIPPLED_VERSION
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@@ -46,16 +46,16 @@
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//RELEASE BUILD VERSION
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#ifdef JA2UB
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CHAR16 zVersionLabel[256] = { L"Release Unfinished Business - v1.13.7933 (Development Build)" };
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CHAR16 zVersionLabel[256] = { L"Release Unfinished Business - v1.13.7966 (Development Build)" };
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#elif defined (JA113DEMO)
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CHAR16 zVersionLabel[256] = { L"Release JA2 Demo - v1.13.7933 (Development Build)" };
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CHAR16 zVersionLabel[256] = { L"Release JA2 Demo - v1.13.7966 (Development Build)" };
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#else
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CHAR16 zVersionLabel[256] = { L"Release v1.13.7933 (Development Build)" };
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CHAR16 zVersionLabel[256] = { L"Release v1.13.7966 (Development Build)" };
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#endif
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#endif
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CHAR8 czVersionNumber[16] = { "Build 15.07.25" }; //YY.MM.DD
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CHAR8 czVersionNumber[16] = { "Build 15.08.12" }; //YY.MM.DD
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CHAR16 zTrackingNumber[16] = { L"Z" };
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// SAVE_GAME_VERSION is defined in header, change it there
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+192
-20
@@ -146,6 +146,7 @@ void StartBombMessageBox( SOLDIERTYPE * pSoldier, INT32 sGridNo );
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// added by Flugente
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void StartTacticalFunctionSelectionMessageBox( SOLDIERTYPE * pSoldier, INT32 sGridNo, INT8 bLevel );
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void CleanWeapons( BOOLEAN fEntireTeam );
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void UpdateGear();
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void Strip( SOLDIERTYPE * pSoldier );
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void StartCorpseMessageBox( SOLDIERTYPE * pSoldier, INT32 sGridNo, INT8 bLevel );
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@@ -4950,33 +4951,40 @@ void StartTacticalFunctionSelectionMessageBox( SOLDIERTYPE * pSoldier, INT32 sGr
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gsTempGridNo = sGridNo;
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// sevenfm: reorganized buttons order for new dialog
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wcscpy( gzUserDefinedButton[0], TacticalStr[ FILL_CANTEEN_STR ] );
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wcscpy( gzUserDefinedButton[2], TacticalStr[ CLEAN_ONE_GUN_STR ] );
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wcscpy( gzUserDefinedButton[3], TacticalStr[ CLEAN_ALL_GUNS_STR ] );
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if ( gpTempSoldier->usSoldierFlagMask & (SOLDIER_COVERT_CIV|SOLDIER_COVERT_SOLDIER) )
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wcscpy( gzUserDefinedButton[1], TacticalStr[ TAKE_OFF_DISGUISE_STR ] );
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else
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wcscpy( gzUserDefinedButton[1], TacticalStr[ TAKE_OFF_CLOTHES_STR ] );
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// fill canteens
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wcscpy( gzUserDefinedButton[0], TacticalStr[FILL_CANTEEN_STR] );
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// remove covert property/clothes
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if ( gpTempSoldier->usSoldierFlagMask & (SOLDIER_COVERT_CIV | SOLDIER_COVERT_SOLDIER) )
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wcscpy( gzUserDefinedButton[1], TacticalStr[TAKE_OFF_DISGUISE_STR] );
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else
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wcscpy( gzUserDefinedButton[1], TacticalStr[TAKE_OFF_CLOTHES_STR] );
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// clean weapons - in realtime of the entire team, in turnbased only for the selected merc
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wcscpy( gzUserDefinedButton[2], (gTacticalStatus.uiFlags & INCOMBAT) ? TacticalStr[CLEAN_ONE_GUN_STR] : TacticalStr[CLEAN_ALL_GUNS_STR] );
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wcscpy( gzUserDefinedButton[3], TacticalStr[IMPROVEGEARBUTTON_STR] );
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// order militia to drop/pick up gear
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if ( gGameExternalOptions.fMilitiaUseSectorInventory )
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{
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wcscpy( gzUserDefinedButton[4], TacticalStr[ MILITIA_DROP_EQ_STR ] );
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wcscpy( gzUserDefinedButton[5], TacticalStr[ MILITIA_PICK_UP_EQ_STR ] );
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wcscpy( gzUserDefinedButton[4], TacticalStr[MILITIA_DROP_EQ_STR] );
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wcscpy( gzUserDefinedButton[5], TacticalStr[MILITIA_PICK_UP_EQ_STR] );
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}
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else
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{
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wcscpy( gzUserDefinedButton[4], TacticalStr[ UNUSED_STR ] );
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wcscpy( gzUserDefinedButton[5], TacticalStr[ UNUSED_STR ] );
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wcscpy( gzUserDefinedButton[4], TacticalStr[UNUSED_STR] );
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wcscpy( gzUserDefinedButton[5], TacticalStr[UNUSED_STR] );
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}
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// if disguised, allow testing our disguise
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if ( gpTempSoldier->usSoldierFlagMask & (SOLDIER_COVERT_CIV|SOLDIER_COVERT_SOLDIER) )
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wcscpy( gzUserDefinedButton[6], TacticalStr[ SPY_SELFTEST_STR ] );
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if ( gpTempSoldier->usSoldierFlagMask & (SOLDIER_COVERT_CIV | SOLDIER_COVERT_SOLDIER) )
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wcscpy( gzUserDefinedButton[6], TacticalStr[SPY_SELFTEST_STR] );
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else
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wcscpy( gzUserDefinedButton[6], TacticalStr[ UNUSED_STR ] );
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wcscpy( gzUserDefinedButton[6], TacticalStr[UNUSED_STR] );
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wcscpy( gzUserDefinedButton[7], TacticalStr[ UNUSED_STR ] );
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DoMessageBox( MSG_BOX_BASIC_MEDIUM_BUTTONS, TacticalStr[ FUNCTION_SELECTION_STR ], GAME_SCREEN, MSG_BOX_FLAG_GENERIC_EIGHT_BUTTONS, TacticalFunctionSelectionMessageBoxCallBack, NULL, MSG_BOX_DEFAULT_BUTTON_1 );
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}
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@@ -5020,6 +5028,169 @@ void CleanWeapons( BOOLEAN fEntireTeam )
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}
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}
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// Flugente: on a key press, we loop over each team members' inventory and exchange it with world items that have a higher status
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// however, we ignore items that have inseparable attachments
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// the goal is to simulate the player manually changing items, as that is rather tedious
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OBJECTTYPE* GetBetterSectorObject( UINT16 usItem, INT16 status, UINT8& arIndex )
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{
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OBJECTTYPE* pBestObj = NULL;
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INT16 beststatus = status;
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UINT32 slot = 0;
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BOOLEAN found = FALSE;
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for ( UINT32 uiCount = 0; uiCount < guiNumWorldItems; ++uiCount ) // ... for all items in the world ...
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{
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if ( gWorldItems[uiCount].fExists && gWorldItems[uiCount].usFlags & WORLD_ITEM_REACHABLE &&
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!(gWorldItems[uiCount].usFlags & WORLD_ITEM_ARMED_BOMB) && gWorldItems[uiCount].bVisible == VISIBLE &&
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gWorldItems[uiCount].object.usItem == usItem )
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{
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OBJECTTYPE* pObj = &(gWorldItems[uiCount].object);
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if ( pObj != NULL && pObj->exists() )
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{
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for ( UINT8 i = 0; i < pObj->ubNumberOfObjects; ++i )
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{
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if ( (*pObj)[i]->data.objectStatus > beststatus )
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{
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// ignore if there are inseparable attachments - we wouldn't be able to change those by hand
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attachmentList::iterator iterend = (*pObj)[i]->attachments.end( );
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for ( attachmentList::iterator iter = (*pObj)[i]->attachments.begin( ); iter != iterend; ++iter )
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{
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if ( iter->exists() && Item[iter->usItem].inseparable )
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{
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continue;
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}
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}
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beststatus = (*pObj)[i]->data.objectStatus;
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slot = uiCount;
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arIndex = i;
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found = 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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if ( found )
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{
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OBJECTTYPE* pObj = &(gWorldItems[slot].object);
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return pObj;
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}
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return NULL;
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}
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void UpdateGear()
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{
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if ( gTacticalStatus.uiFlags & INCOMBAT )
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return;
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// no functionality if not in tactical or in combat, or nobody is here
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if ( (guiCurrentScreen != GAME_SCREEN && guiCurrentScreen != MSG_BOX_SCREEN) )
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return;
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UINT16 bMercID, bLastTeamID;
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SOLDIERTYPE* pSoldier = NULL;
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bMercID = gTacticalStatus.Team[gbPlayerNum].bFirstID;
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bLastTeamID = gTacticalStatus.Team[gbPlayerNum].bLastID;
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// loop through all mercs
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for ( pSoldier = MercPtrs[bMercID]; bMercID <= bLastTeamID; ++bMercID, ++pSoldier )
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{
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//if the merc is in this sector
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if ( pSoldier->bActive && pSoldier->bInSector && (pSoldier->sSectorX == gWorldSectorX) && (pSoldier->sSectorY == gWorldSectorY) && (pSoldier->bSectorZ == gbWorldSectorZ) )
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{
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// loop over inventory
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INT8 invsize = (INT8)pSoldier->inv.size( ); // remember inventorysize, so we don't call size() repeatedly
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for ( INT8 bLoop = 0; bLoop < invsize; ++bLoop ) // ... for all items in our inventory ...
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{
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if ( pSoldier->inv[bLoop].exists( ) )
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{
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OBJECTTYPE* pObj = &(pSoldier->inv[bLoop]); // ... get pointer for this item ...
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if ( pObj != NULL ) // ... if pointer is not obviously useless ...
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{
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for ( INT16 i = 0; i < pObj->ubNumberOfObjects; ++i ) // ... there might be multiple items here (item stack), so for each one ...
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{
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// we could improve our gear by changing this object with another one
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if ( (*pObj)[i]->data.objectStatus < 100 )
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{
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// ignore if there are inseparable attachments - we wouldn't be able to change those by hand
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attachmentList::iterator iterend = (*pObj)[i]->attachments.end( );
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for ( attachmentList::iterator iter = (*pObj)[i]->attachments.begin( ); iter != iterend; ++iter )
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{
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if ( iter->exists( ) && Item[iter->usItem].inseparable )
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{
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continue;
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}
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}
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// see if we can find a better object in this sector
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UINT8 index = 0;
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OBJECTTYPE* pObj_Better = GetBetterSectorObject( pObj->usItem, (*pObj)[i]->data.objectStatus, index );
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if ( pObj_Better )
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{
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// WARNING! The correct way of doing this would be to exchange both objects
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// we are not doing this here on purpose, as we want to save time
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// instead, we switch status and a few other properties
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// Only do this if you know what you are doing - in the wrong location, we could do odd things to global pointers. Consider yourself warned!
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// tmp data
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INT16 objectStatus = (*pObj)[i]->data.objectStatus;
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INT8 bTrap = (*pObj)[i]->data.bTrap;
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UINT8 fUsed = (*pObj)[i]->data.fUsed;
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UINT8 ubImprintID = (*pObj)[i]->data.ubImprintID;
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FLOAT bTemperature = (*pObj)[i]->data.bTemperature;
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UINT8 ubDirection = (*pObj)[i]->data.ubDirection;
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UINT32 ubWireNetworkFlag = (*pObj)[i]->data.ubWireNetworkFlag;
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INT8 bDefuseFrequency = (*pObj)[i]->data.bDefuseFrequency;
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INT16 sRepairThreshold = (*pObj)[i]->data.sRepairThreshold;
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FLOAT bDirtLevel = (*pObj)[i]->data.bDirtLevel;
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UINT64 sObjectFlag = (*pObj)[i]->data.sObjectFlag;
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// set data on our object
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(*pObj)[i]->data.objectStatus = (*pObj_Better)[index]->data.objectStatus;
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(*pObj)[i]->data.bTrap = (*pObj_Better)[index]->data.bTrap;
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(*pObj)[i]->data.fUsed = (*pObj_Better)[index]->data.fUsed;
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(*pObj)[i]->data.ubImprintID = (*pObj_Better)[index]->data.ubImprintID;
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(*pObj)[i]->data.bTemperature = (*pObj_Better)[index]->data.bTemperature;
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(*pObj)[i]->data.ubDirection = (*pObj_Better)[index]->data.ubDirection;
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(*pObj)[i]->data.ubWireNetworkFlag = (*pObj_Better)[index]->data.ubWireNetworkFlag;
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(*pObj)[i]->data.bDefuseFrequency = (*pObj_Better)[index]->data.bDefuseFrequency;
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(*pObj)[i]->data.sRepairThreshold = (*pObj_Better)[index]->data.sRepairThreshold;
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(*pObj)[i]->data.bDirtLevel = (*pObj_Better)[index]->data.bDirtLevel;
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(*pObj)[i]->data.sObjectFlag = (*pObj_Better)[index]->data.sObjectFlag;
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// set data on world object
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(*pObj_Better)[index]->data.objectStatus = objectStatus;
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(*pObj_Better)[index]->data.bTrap = bTrap;
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(*pObj_Better)[index]->data.fUsed = fUsed;
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(*pObj_Better)[index]->data.ubImprintID = ubImprintID;
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(*pObj_Better)[index]->data.bTemperature = bTemperature;
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(*pObj_Better)[index]->data.ubDirection = ubDirection;
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(*pObj_Better)[index]->data.ubWireNetworkFlag = ubWireNetworkFlag;
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(*pObj_Better)[index]->data.bDefuseFrequency = bDefuseFrequency;
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(*pObj_Better)[index]->data.sRepairThreshold = sRepairThreshold;
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(*pObj_Better)[index]->data.bDirtLevel = bDirtLevel;
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(*pObj_Better)[index]->data.sObjectFlag = sObjectFlag;
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ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, TacticalStr[IMPROVEGEARDESCRIBE_STR], pSoldier->GetName( ), Item[pObj->usItem].szItemName );
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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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}
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// undisguise or take off custom clothes
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void Strip( SOLDIERTYPE * pSoldier )
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{
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@@ -5175,14 +5346,13 @@ void TacticalFunctionSelectionMessageBoxCallBack( UINT8 ubExitValue )
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case 2:
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// undisguise or take off custom clothes
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Strip(gpTempSoldier);
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break;
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break;
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case 3:
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// clean weapons of selected merc
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CleanWeapons(FALSE);
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// clean weapons - in realtime of the entire team, in turnbased only for the selected merc
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CleanWeapons( gTacticalStatus.uiFlags & INCOMBAT );
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break;
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case 4:
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// clean weapons of entire team
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CleanWeapons(TRUE);
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UpdateGear();
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break;
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case 5:
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// militia drops all gear taken from sector inventory
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@@ -5199,6 +5369,8 @@ void TacticalFunctionSelectionMessageBoxCallBack( UINT8 ubExitValue )
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if ( gpTempSoldier->usSoldierFlagMask & (SOLDIER_COVERT_CIV|SOLDIER_COVERT_SOLDIER) )
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gpTempSoldier->SpySelfTest();
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break;
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case 8:
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default:
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break;
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}
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@@ -22880,6 +22880,8 @@ BOOLEAN ApplyConsumable( SOLDIERTYPE* pSoldier, OBJECTTYPE *pObj, BOOLEAN fForce
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UINT16 statusused = min( portionsize, (*pObj)[0]->data.objectStatus );
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if ( !statusused )
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return FALSE;
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INT16 apcost = 0;
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// if we check for APs, do so - if we don't have enough, stop
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if ( fUseAPs )
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@@ -22887,7 +22889,6 @@ BOOLEAN ApplyConsumable( SOLDIERTYPE* pSoldier, OBJECTTYPE *pObj, BOOLEAN fForce
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// an object can be consumed in several ways (like food that is also a drug), but each consumption might have a different AP cost.
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// as it would be very odd if an effect does not happen because the corresponding AP cost could not be met, we analyze the item first and determine the AP cost.
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// We then either apply everything or nothing
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UINT16 apcost = 0;
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if ( HasItemFlag( pObj->usItem, CAMO_REMOVAL ) && gGameExternalOptions.fCamoRemoving )
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{
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@@ -23015,6 +23016,8 @@ BOOLEAN ApplyConsumable( SOLDIERTYPE* pSoldier, OBJECTTYPE *pObj, BOOLEAN fForce
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if ( fUseAPs )
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{
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DeductPoints( pSoldier, (INT16)apcost, 0, false );
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// Dirty
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fInterfacePanelDirty = DIRTYLEVEL2;
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}
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@@ -1122,6 +1122,9 @@ enum
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|
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ATTEMPT_BANDAGE_DURING_TRAVEL,
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IMPROVEGEARBUTTON_STR,
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IMPROVEGEARDESCRIBE_STR,
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TEXT_NUM_TACTICAL_STR
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||||
};
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||||
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||||
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@@ -3390,6 +3390,9 @@ CHAR16 TacticalStr[][ MED_STRING_LENGTH ] =
|
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L"无法把物品转移到主手上",
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L"Attempting to bandage travelling mercs...", //TODO.Translate
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L"Improve gear",
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L"%s changed %s for superior version",
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};
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//Varying helptext explains (for the "Go to Sector/Map" checkbox) what will happen given different circumstances in the "exiting sector" interface.
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@@ -9227,7 +9230,7 @@ STR16 szDynamicDialogueText[40][17] = // TODO.Translate
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L"$VICTIM$ is angry with $CAUSE$ because $CAUSE_GENDER$ spoke to you. What do you do?",
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L"Nono, $CAUSE$, speak up... What did $VICTIM$ do?",
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L"Yeah, mind your own business, $CAUSE$!",
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L"This isn't girls college, keep your snickerin to yourself, &CAUSE$.",
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L"This isn't girls college, keep your snickering to yourself, $CAUSE$.",
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L"Yeah. Man up!",
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L"I'm not sure wether it was the correct way, but $CAUSE_GENDER$ does have a point...",
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L"This again? Keep your bickering to yourself, we have no time for this!",
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@@ -9569,7 +9572,7 @@ STR16 szDynamicDialogueText[40][17] = // TODO.Translate
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||||
L"$VICTIM$ is wasted and wants to be $VICTIM$'s buddy. What do you do?",
|
||||
L"Relax, it's just a bit of booze.",
|
||||
L"Hey keep it down over there, okay?",
|
||||
L"You're just as drunk. Beat it, &CAUSE$!",
|
||||
L"You're just as drunk. Beat it, $CAUSE$!",
|
||||
L"Leave alcohol to the big ones, okay?",
|
||||
L"Later, ok?",
|
||||
L"We might've won this battle, but not this godamn war. So move it, soldier!",
|
||||
|
||||
@@ -3388,6 +3388,9 @@ CHAR16 TacticalStr[][ MED_STRING_LENGTH ] =
|
||||
L"Cannot take item to main hand",
|
||||
|
||||
L"Attempting to bandage travelling mercs...", //TODO.Translate
|
||||
|
||||
L"Improve gear",
|
||||
L"%s changed %s for superior version",
|
||||
};
|
||||
|
||||
//Varying helptext explains (for the "Go to Sector/Map" checkbox) what will happen given different circumstances in the "exiting sector" interface.
|
||||
@@ -9238,7 +9241,7 @@ STR16 szDynamicDialogueText[40][17] = // TODO.Translate
|
||||
L"$VICTIM$ is angry with $CAUSE$ because $CAUSE_GENDER$ spoke to you. What do you do?",
|
||||
L"Nono, $CAUSE$, speak up... What did $VICTIM$ do?",
|
||||
L"Yeah, mind your own business, $CAUSE$!",
|
||||
L"This isn't girls college, keep your snickerin to yourself, &CAUSE$.",
|
||||
L"This isn't girls college, keep your snickering to yourself, $CAUSE$.",
|
||||
L"Yeah. Man up!",
|
||||
L"I'm not sure wether it was the correct way, but $CAUSE_GENDER$ does have a point...",
|
||||
L"This again? Keep your bickering to yourself, we have no time for this!",
|
||||
@@ -9580,7 +9583,7 @@ STR16 szDynamicDialogueText[40][17] = // TODO.Translate
|
||||
L"$VICTIM$ is wasted and wants to be $VICTIM$'s buddy. What do you do?",
|
||||
L"Relax, it's just a bit of booze.",
|
||||
L"Hey keep it down over there, okay?",
|
||||
L"You're just as drunk. Beat it, &CAUSE$!",
|
||||
L"You're just as drunk. Beat it, $CAUSE$!",
|
||||
L"Leave alcohol to the big ones, okay?",
|
||||
L"Later, ok?",
|
||||
L"We might've won this battle, but not this godamn war. So move it, soldier!",
|
||||
|
||||
@@ -3389,6 +3389,9 @@ CHAR16 TacticalStr[][ MED_STRING_LENGTH ] =
|
||||
L"Cannot take item to main hand",
|
||||
|
||||
L"Attempting to bandage travelling mercs...",
|
||||
|
||||
L"Improve gear",
|
||||
L"%s changed %s for superior version",
|
||||
};
|
||||
|
||||
//Varying helptext explains (for the "Go to Sector/Map" checkbox) what will happen given different circumstances in the "exiting sector" interface.
|
||||
@@ -9277,7 +9280,7 @@ STR16 szDynamicDialogueText[40][17] =
|
||||
L"$VICTIM$ is angry with $CAUSE$ because $CAUSE_GENDER$ spoke to you. What do you do?",
|
||||
L"Nono, $CAUSE$, speak up... What did $VICTIM$ do?",
|
||||
L"Yeah, mind your own business, $CAUSE$!",
|
||||
L"This isn't girls college, keep your snickerin to yourself, &CAUSE$.",
|
||||
L"This isn't girls college, keep your snickering to yourself, $CAUSE$.",
|
||||
L"Yeah. Man up!",
|
||||
L"I'm not sure wether it was the correct way, but $CAUSE_GENDER$ does have a point...",
|
||||
L"This again? Keep your bickering to yourself, we have no time for this!",
|
||||
@@ -9619,7 +9622,7 @@ STR16 szDynamicDialogueText[40][17] =
|
||||
L"$VICTIM$ is wasted and wants to be $VICTIM$'s buddy. What do you do?",
|
||||
L"Relax, it's just a bit of booze.",
|
||||
L"Hey keep it down over there, okay?",
|
||||
L"You're just as drunk. Beat it, &CAUSE$!",
|
||||
L"You're just as drunk. Beat it, $CAUSE$!",
|
||||
L"Leave alcohol to the big ones, okay?",
|
||||
L"Later, ok?",
|
||||
L"We might've won this battle, but not this godamn war. So move it, soldier!",
|
||||
|
||||
@@ -3393,6 +3393,9 @@ CHAR16 TacticalStr[][ MED_STRING_LENGTH ] =
|
||||
L"Vous ne pouvez pas prendre d'objet avec la main principale",
|
||||
|
||||
L"Attempting to bandage travelling mercs...", //TODO.Translate
|
||||
|
||||
L"Improve gear",
|
||||
L"%s changed %s for superior version",
|
||||
};
|
||||
|
||||
//Varying helptext explains (for the "Go to Sector/Map" checkbox) what will happen given different circumstances in the "exiting sector" interface.
|
||||
@@ -9224,7 +9227,7 @@ STR16 szDynamicDialogueText[40][17] = // TODO.Translate
|
||||
L"$VICTIM$ is angry with $CAUSE$ because $CAUSE_GENDER$ spoke to you. What do you do?",
|
||||
L"Nono, $CAUSE$, speak up... What did $VICTIM$ do?",
|
||||
L"Yeah, mind your own business, $CAUSE$!",
|
||||
L"This isn't girls college, keep your snickerin to yourself, &CAUSE$.",
|
||||
L"This isn't girls college, keep your snickering to yourself, $CAUSE$.",
|
||||
L"Yeah. Man up!",
|
||||
L"I'm not sure wether it was the correct way, but $CAUSE_GENDER$ does have a point...",
|
||||
L"This again? Keep your bickering to yourself, we have no time for this!",
|
||||
@@ -9566,7 +9569,7 @@ STR16 szDynamicDialogueText[40][17] = // TODO.Translate
|
||||
L"$VICTIM$ is wasted and wants to be $VICTIM$'s buddy. What do you do?",
|
||||
L"Relax, it's just a bit of booze.",
|
||||
L"Hey keep it down over there, okay?",
|
||||
L"You're just as drunk. Beat it, &CAUSE$!",
|
||||
L"You're just as drunk. Beat it, $CAUSE$!",
|
||||
L"Leave alcohol to the big ones, okay?",
|
||||
L"Later, ok?",
|
||||
L"We might've won this battle, but not this godamn war. So move it, soldier!",
|
||||
|
||||
@@ -3360,7 +3360,7 @@ CHAR16 TacticalStr[][ MED_STRING_LENGTH ] =
|
||||
// added by Flugente: decide what to do with prisoners
|
||||
L"Sie haben kein Gefängnis für die Gefangenen und müssen diese nun laufen lassen",
|
||||
L"Wohin mit den Gefangenen?",
|
||||
L"Entlassen",
|
||||
L"Freilassen",
|
||||
L"Was möchten Sie tun?",
|
||||
L"Kapitulation fordern",
|
||||
L"Kapitulation anbieten",
|
||||
@@ -3375,12 +3375,12 @@ CHAR16 TacticalStr[][ MED_STRING_LENGTH ] =
|
||||
L"Stolperdraht deaktivieren",
|
||||
L"Stolperdraht freilegen",
|
||||
L"Kein Zünder/Fernzünder gefunden!",
|
||||
L"Diese Bombe ist bereis scharf!",
|
||||
L"Diese Bombe ist bereits scharf!",
|
||||
L"Sicher",
|
||||
L"Fast sicher",
|
||||
L"Riskant",
|
||||
L"Gefährlich",
|
||||
L"Hohe Gefahr!",
|
||||
L"Höchst gefährlich!",
|
||||
|
||||
L"Mask", // TODO.Translate
|
||||
L"NVG",
|
||||
@@ -3395,6 +3395,9 @@ CHAR16 TacticalStr[][ MED_STRING_LENGTH ] =
|
||||
L"Cannot take item to main hand",
|
||||
|
||||
L"Attempting to bandage travelling mercs...", //TODO.Translate
|
||||
|
||||
L"Improve gear",
|
||||
L"%s changed %s for superior version",
|
||||
};
|
||||
|
||||
//Varying helptext explains (for the "Go to Sector/Map" checkbox) what will happen given different circumstances in the "exiting sector" interface.
|
||||
@@ -9055,7 +9058,7 @@ STR16 szDynamicDialogueText[40][17] = // TODO.Translate
|
||||
L"$VICTIM$ is angry with $CAUSE$ because $CAUSE_GENDER$ spoke to you. What do you do?",
|
||||
L"Nono, $CAUSE$, speak up... What did $VICTIM$ do?",
|
||||
L"Yeah, mind your own business, $CAUSE$!",
|
||||
L"This isn't girls college, keep your snickerin to yourself, &CAUSE$.",
|
||||
L"This isn't girls college, keep your snickering to yourself, $CAUSE$.",
|
||||
L"Yeah. Man up!",
|
||||
L"I'm not sure wether it was the correct way, but $CAUSE_GENDER$ does have a point...",
|
||||
L"This again? Keep your bickering to yourself, we have no time for this!",
|
||||
@@ -9397,7 +9400,7 @@ STR16 szDynamicDialogueText[40][17] = // TODO.Translate
|
||||
L"$VICTIM$ is wasted and wants to be $VICTIM$'s buddy. What do you do?",
|
||||
L"Relax, it's just a bit of booze.",
|
||||
L"Hey keep it down over there, okay?",
|
||||
L"You're just as drunk. Beat it, &CAUSE$!",
|
||||
L"You're just as drunk. Beat it, $CAUSE$!",
|
||||
L"Leave alcohol to the big ones, okay?",
|
||||
L"Later, ok?",
|
||||
L"We might've won this battle, but not this godamn war. So move it, soldier!",
|
||||
|
||||
@@ -3383,6 +3383,9 @@ CHAR16 TacticalStr[][ MED_STRING_LENGTH ] =
|
||||
L"Cannot take item to main hand",
|
||||
|
||||
L"Attempting to bandage travelling mercs...", //TODO.Translate
|
||||
|
||||
L"Improve gear",
|
||||
L"%s changed %s for superior version",
|
||||
};
|
||||
|
||||
//Varying helptext explains (for the "Go to Sector/Map" checkbox) what will happen given different circumstances in the "exiting sector" interface.
|
||||
@@ -9233,7 +9236,7 @@ STR16 szDynamicDialogueText[40][17] = // TODO.Translate
|
||||
L"$VICTIM$ is angry with $CAUSE$ because $CAUSE_GENDER$ spoke to you. What do you do?",
|
||||
L"Nono, $CAUSE$, speak up... What did $VICTIM$ do?",
|
||||
L"Yeah, mind your own business, $CAUSE$!",
|
||||
L"This isn't girls college, keep your snickerin to yourself, &CAUSE$.",
|
||||
L"This isn't girls college, keep your snickering to yourself, $CAUSE$.",
|
||||
L"Yeah. Man up!",
|
||||
L"I'm not sure wether it was the correct way, but $CAUSE_GENDER$ does have a point...",
|
||||
L"This again? Keep your bickering to yourself, we have no time for this!",
|
||||
@@ -9575,7 +9578,7 @@ STR16 szDynamicDialogueText[40][17] = // TODO.Translate
|
||||
L"$VICTIM$ is wasted and wants to be $VICTIM$'s buddy. What do you do?",
|
||||
L"Relax, it's just a bit of booze.",
|
||||
L"Hey keep it down over there, okay?",
|
||||
L"You're just as drunk. Beat it, &CAUSE$!",
|
||||
L"You're just as drunk. Beat it, $CAUSE$!",
|
||||
L"Leave alcohol to the big ones, okay?",
|
||||
L"Later, ok?",
|
||||
L"We might've won this battle, but not this godamn war. So move it, soldier!",
|
||||
|
||||
@@ -3398,6 +3398,9 @@ CHAR16 TacticalStr[][ MED_STRING_LENGTH ] =
|
||||
L"Cannot take item to main hand",
|
||||
|
||||
L"Attempting to bandage travelling mercs...", //TODO.Translate
|
||||
|
||||
L"Improve gear",
|
||||
L"%s changed %s for superior version",
|
||||
};
|
||||
|
||||
//Varying helptext explains (for the "Go to Sector/Map" checkbox) what will happen given different circumstances in the "exiting sector" interface.
|
||||
@@ -9250,7 +9253,7 @@ STR16 szDynamicDialogueText[40][17] = // TODO.Translate
|
||||
L"$VICTIM$ is angry with $CAUSE$ because $CAUSE_GENDER$ spoke to you. What do you do?",
|
||||
L"Nono, $CAUSE$, speak up... What did $VICTIM$ do?",
|
||||
L"Yeah, mind your own business, $CAUSE$!",
|
||||
L"This isn't girls college, keep your snickerin to yourself, &CAUSE$.",
|
||||
L"This isn't girls college, keep your snickering to yourself, $CAUSE$.",
|
||||
L"Yeah. Man up!",
|
||||
L"I'm not sure wether it was the correct way, but $CAUSE_GENDER$ does have a point...",
|
||||
L"This again? Keep your bickering to yourself, we have no time for this!",
|
||||
@@ -9592,7 +9595,7 @@ STR16 szDynamicDialogueText[40][17] = // TODO.Translate
|
||||
L"$VICTIM$ is wasted and wants to be $VICTIM$'s buddy. What do you do?",
|
||||
L"Relax, it's just a bit of booze.",
|
||||
L"Hey keep it down over there, okay?",
|
||||
L"You're just as drunk. Beat it, &CAUSE$!",
|
||||
L"You're just as drunk. Beat it, $CAUSE$!",
|
||||
L"Leave alcohol to the big ones, okay?",
|
||||
L"Later, ok?",
|
||||
L"We might've won this battle, but not this godamn war. So move it, soldier!",
|
||||
|
||||
@@ -3389,6 +3389,9 @@ CHAR16 TacticalStr[][ MED_STRING_LENGTH ] =
|
||||
L"Невозможно взять предмет в руку",
|
||||
|
||||
L"Attempting to bandage travelling mercs...", //TODO.Translate
|
||||
|
||||
L"Improve gear",
|
||||
L"%s changed %s for superior version",
|
||||
};
|
||||
|
||||
//Varying helptext explains (for the "Go to Sector/Map" checkbox) what will happen given different circumstances in the "exiting sector" interface.
|
||||
@@ -9277,7 +9280,7 @@ STR16 szDynamicDialogueText[40][17] = // TODO.Translate
|
||||
L"$VICTIM$ is angry with $CAUSE$ because $CAUSE_GENDER$ spoke to you. What do you do?",
|
||||
L"Nono, $CAUSE$, speak up... What did $VICTIM$ do?",
|
||||
L"Yeah, mind your own business, $CAUSE$!",
|
||||
L"This isn't girls college, keep your snickerin to yourself, &CAUSE$.",
|
||||
L"This isn't girls college, keep your snickering to yourself, $CAUSE$.",
|
||||
L"Yeah. Man up!",
|
||||
L"I'm not sure wether it was the correct way, but $CAUSE_GENDER$ does have a point...",
|
||||
L"This again? Keep your bickering to yourself, we have no time for this!",
|
||||
@@ -9619,7 +9622,7 @@ STR16 szDynamicDialogueText[40][17] = // TODO.Translate
|
||||
L"$VICTIM$ is wasted and wants to be $VICTIM$'s buddy. What do you do?",
|
||||
L"Relax, it's just a bit of booze.",
|
||||
L"Hey keep it down over there, okay?",
|
||||
L"You're just as drunk. Beat it, &CAUSE$!",
|
||||
L"You're just as drunk. Beat it, $CAUSE$!",
|
||||
L"Leave alcohol to the big ones, okay?",
|
||||
L"Later, ok?",
|
||||
L"We might've won this battle, but not this godamn war. So move it, soldier!",
|
||||
|
||||
Reference in New Issue
Block a user