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- new function: militia can be ordered to pick up gear from sector in tactical, just like ordering them to drop it. does not work in combat for obvious reason.
- if militia stand in water and are ordered to drop their equipment, they will drop it on land. git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@6263 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
@@ -4845,16 +4845,29 @@ void StartTacticalFunctionSelectionMessageBox( SOLDIERTYPE * pSoldier, INT32 sGr
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wcscpy( gzUserDefinedButton[0], TacticalStr[ FILL_CANTEEN_STR ] );
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wcscpy( gzUserDefinedButton[1], TacticalStr[ CLEAN_ONE_GUN_STR ] );
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wcscpy( gzUserDefinedButton[2], TacticalStr[ CLEAN_ALL_GUNS_STR ] );
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wcscpy( gzUserDefinedButton[3], TacticalStr[ TAKE_OFF_CLOTHES_STR ] );
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wcscpy( gzUserDefinedButton[4], TacticalStr[ MILITIA_DROP_EQ_STR ] );
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if ( gpTempSoldier->bSoldierFlagMask & (SOLDIER_COVERT_CIV|SOLDIER_COVERT_SOLDIER) )
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wcscpy( gzUserDefinedButton[3], TacticalStr[ TAKE_OFF_DISGUISE_STR ] );
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else
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wcscpy( gzUserDefinedButton[3], TacticalStr[ TAKE_OFF_CLOTHES_STR ] );
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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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}
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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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}
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// if disguised, allow testing our disguise
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if ( gpTempSoldier->bSoldierFlagMask & (SOLDIER_COVERT_CIV|SOLDIER_COVERT_SOLDIER) )
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wcscpy( gzUserDefinedButton[5], TacticalStr[ SPY_SELFTEST_STR ] );
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wcscpy( gzUserDefinedButton[6], TacticalStr[ SPY_SELFTEST_STR ] );
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else
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wcscpy( gzUserDefinedButton[5], TacticalStr[ UNUSED_STR ] );
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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 );
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}
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@@ -5029,9 +5042,15 @@ void TacticalFunctionSelectionMessageBoxCallBack( UINT8 ubExitValue )
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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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TeamDropAll( MILITIA_TEAM );
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if ( gGameExternalOptions.fMilitiaUseSectorInventory )
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TeamDropAll( MILITIA_TEAM );
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break;
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case 6:
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// militia takes gear from sector inventory
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if ( gGameExternalOptions.fMilitiaUseSectorInventory )
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TeamRestock( MILITIA_TEAM );
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break;
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case 7:
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// test our disguise
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if ( gpTempSoldier->bSoldierFlagMask & (SOLDIER_COVERT_CIV|SOLDIER_COVERT_SOLDIER) )
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gpTempSoldier->SpySelfTest();
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+45
-3
@@ -109,6 +109,7 @@
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#include "Militia Control.h"
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#include "Lua Interpreter.h"
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#include "bullets.h"
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#include "Inventory Choosing.h" // added by Flugente for TakeMilitiaEquipmentfromSector()
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#endif
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#include "connect.h"
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@@ -10131,13 +10132,12 @@ void TeamDropAll(UINT8 bTeam, BOOLEAN fForce)
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// not if this team is hostile to us
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if ( gTacticalStatus.Team[ gbPlayerNum ].bSide != gTacticalStatus.Team[ bTeam ].bSide )
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return;
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SOLDIERTYPE *pSoldier;
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#ifdef JA2BETAVERSION
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ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_TESTVERSION, L"Team %d drops all items for inspection!", bTeam );
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#endif
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SOLDIERTYPE *pSoldier;
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UINT32 uiCnt = 0;
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UINT32 firstid = gTacticalStatus.Team[ bTeam ].bFirstID;
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UINT32 lastid = gTacticalStatus.Team[ bTeam ].bLastID;
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@@ -10151,6 +10151,48 @@ void TeamDropAll(UINT8 bTeam, BOOLEAN fForce)
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}
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}
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void TeamRestock(UINT8 bTeam)
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{
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if ( bTeam > PLAYER_PLAN )
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return;
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// not if there is a battle going on
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if ( (gTacticalStatus.uiFlags & INCOMBAT ) )
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return;
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// not if this team is hostile to us
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if ( gTacticalStatus.Team[ gbPlayerNum ].bSide != gTacticalStatus.Team[ bTeam ].bSide )
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return;
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#ifdef JA2BETAVERSION
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ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_TESTVERSION, L"Team %d restocks gear from sector inventory!", bTeam );
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#endif
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SOLDIERTYPE *pSoldier;
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UINT32 uiCnt = 0;
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UINT32 firstid = gTacticalStatus.Team[ bTeam ].bFirstID;
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UINT32 lastid = gTacticalStatus.Team[ bTeam ].bLastID;
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for ( uiCnt = firstid, pSoldier = MercPtrs[ uiCnt ]; uiCnt <= lastid; ++uiCnt, ++pSoldier)
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{
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if( pSoldier->bActive && ( pSoldier->sSectorX == gWorldSectorX ) && ( pSoldier->sSectorY == gWorldSectorY ) && ( pSoldier->bSectorZ == gbWorldSectorZ) )
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{
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// the function fills a createstruct, so create one
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SOLDIERCREATE_STRUCT createstruct;
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// we first have to copy over all our currently equipped items, otherwise we might overwrite them later
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createstruct.Inv = pSoldier->inv;
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TakeMilitiaEquipmentfromSector(pSoldier->sSectorX, pSoldier->sSectorY, pSoldier->bSectorZ, &createstruct, pSoldier->ubSoldierClass);
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// replace our inventory with the new one
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pSoldier->inv = createstruct.Inv;
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// we took new gear, so we can drop it again
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pSoldier->bSoldierFlagMask &= ~SOLDIER_EQUIPMENT_DROPPED;
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}
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}
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}
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// are we allowed to steal access this guy's inventory?
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BOOLEAN AllowedToStealFromTeamMate( UINT8 ubID, UINT8 ubTargetID )
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{
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+5
-1
@@ -355,9 +355,13 @@ extern UINT8 NumEnemyInSector();
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extern UINT8 NumZombiesInSector();
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#endif
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void HandleSurrenderOffer( SOLDIERTYPE* pSoldier ); // Flugente: offer the enemy the chance to surrender
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// Flugente: offer the enemy the chance to surrender
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void HandleSurrenderOffer( SOLDIERTYPE* pSoldier );
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// Flugente: order a team to drop gear, or pick it up
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// setting fForce to TRUE allows dropping of gear in combat (used in auto-resolve instances)
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void TeamDropAll(UINT8 bTeam, BOOLEAN fForce = FALSE);
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void TeamRestock(UINT8 bTeam);
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// are we allowed to steal access this guy's inventory?
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BOOLEAN AllowedToStealFromTeamMate( UINT8 aAccessorID, UINT8 aTargetID );
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@@ -15903,6 +15903,13 @@ void SOLDIERTYPE::DropSectorEquipment()
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OBJECTTYPE* pObj = NULL;
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UINT8 size = this->inv.size();
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INT32 sPutGridNo = this->sGridNo;
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if ( sPutGridNo == NOWHERE )
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sPutGridNo = RandomGridNo();
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if ( Water( sPutGridNo) )
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sPutGridNo = gMapInformation.sCenterGridNo;
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if ( ( this->sSectorX == gWorldSectorX ) && ( this->sSectorY == gWorldSectorY ) && ( this->bSectorZ == gbWorldSectorZ) )
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{
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for ( UINT8 cnt = 0; cnt < size; ++cnt )
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@@ -15920,10 +15927,6 @@ void SOLDIERTYPE::DropSectorEquipment()
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if ( !gGameExternalOptions.fMilitiaUseSectorInventory_Ammo && Item[ pObj->usItem ].usItemClass & IC_GUN )
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(*pObj)[0]->data.gun.ubGunShotsLeft = 0;
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INT32 sPutGridNo = this->sGridNo;
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if ( sPutGridNo == NOWHERE )
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sPutGridNo = RandomGridNo();
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AddItemToPool( sPutGridNo, pObj, 1 , this->pathing.bLevel, (WOLRD_ITEM_FIND_SWEETSPOT_FROM_GRIDNO|WORLD_ITEM_REACHABLE), -1 );
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DeleteObj( &(this->inv[cnt]) );
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}
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+8
-3
@@ -957,12 +957,20 @@ enum
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CLEAN_ONE_GUN_STR,
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CLEAN_ALL_GUNS_STR,
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TAKE_OFF_CLOTHES_STR,
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TAKE_OFF_DISGUISE_STR,
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MILITIA_DROP_EQ_STR,
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MILITIA_PICK_UP_EQ_STR,
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SPY_SELFTEST_STR,
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UNUSED_STR,
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CORPSE_SELECTION_STR,
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DECAPITATE_STR,
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GUT_STR,
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TAKE_CLOTHES_STR,
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TAKE_BODY_STR,
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WEAPON_CLEANING_STR,
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PRISONER_NO_PRISONS_STR,
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PRISONER_DECIDE_STR,
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PRISONER_LETGO_STR,
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@@ -970,9 +978,6 @@ enum
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PRISONER_DEMAND_SURRENDER_STR,
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PRISONER_OFFER_SURRENDER_STR,
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PRISONER_TALK_STR,
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MILITIA_DROP_EQ_STR,
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SPY_SELFTEST_STR,
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UNUSED_STR,
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TEXT_NUM_TACTICAL_STR
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};
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@@ -2937,6 +2937,11 @@ CHAR16 TacticalStr[][ MED_STRING_LENGTH ] =
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L"清理枪支污垢(佣兵)",
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L"清理所有枪支污垢(小队)",
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L"脱掉衣服",
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L"Lose disguise",
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L"民兵检查", //L"Militia inspection",
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L"Militia restock",
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L"测试伪装", //L"Test disguise",
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L"unused",
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// added by Flugente: decide what to do with the corpses
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L"你想要对尸体做什么?",
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@@ -2956,9 +2961,6 @@ CHAR16 TacticalStr[][ MED_STRING_LENGTH ] =
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L"劝说敌人投降",
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L"劝降", //L"Offer surrender",
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L"交谈",
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L"民兵检查", //L"Militia inspection",
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L"测试伪装", //L"Test disguise",
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L"unused",
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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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@@ -2929,12 +2929,17 @@ CHAR16 TacticalStr[][ MED_STRING_LENGTH ] =
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L"Health: %d/%d\nEnergy: %d/%d\nMorale: %s\nWater: %d%s\nFood: %d%s",
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L"Health: %d/%d\nPoison: %d/%d\nEnergy: %d/%d\nMorale: %s\nWater: %d%s\nFood: %d%s",
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// added by Flugente: selection of a function to call in tactical // TODO.Translate
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// added by Flugente: selection of a function to call in tactical
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L"What do you want to do?",
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L"Fill canteens",
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L"Clean guns (Merc)",//TODO.Translate
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L"Clean guns (Merc)",
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L"Clean guns (Team)",
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L"Take off clothes",
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L"Lose disguise",
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L"Militia inspection",
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L"Militia restock",
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L"Test disguise",
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L"unused",
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// added by Flugente: decide what to do with the corpses
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L"What do you want to do with the body?",
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@@ -2948,15 +2953,12 @@ CHAR16 TacticalStr[][ MED_STRING_LENGTH ] =
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// added by Flugente: decide what to do with prisoners
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L"You have no prison for these prisoners, you have to let them go",
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L"Where do you want to send the prisoners?",//TODO.Translate
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L"Where do you want to send the prisoners?",
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L"Let them go",
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L"What do you want to do?",
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L"Demand surrender",
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L"Offer surrender",
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L"Talk",
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L"Militia inspection",//TODO.Translate
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L"Test disguise", // TODO.Translate
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L"unused",
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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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@@ -2937,6 +2937,11 @@ CHAR16 TacticalStr[][ MED_STRING_LENGTH ] =
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L"Clean guns (Merc)",
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L"Clean guns (Team)",
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L"Take off clothes",
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L"Lose disguise",
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L"Militia inspection",
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L"Militia restock",
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L"Test disguise",
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L"unused",
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// added by Flugente: decide what to do with the corpses
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L"What do you want to do with the body?",
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@@ -2956,9 +2961,6 @@ CHAR16 TacticalStr[][ MED_STRING_LENGTH ] =
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L"Demand surrender",
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L"Offer surrender",
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L"Talk",
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L"Militia inspection",
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L"Test disguise",
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L"unused",
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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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@@ -2936,12 +2936,17 @@ CHAR16 TacticalStr[][ MED_STRING_LENGTH ] =
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L"Health: %d/%d\nEnergy: %d/%d\nMorale: %s\nWater: %d%s\nFood: %d%s",
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L"Health: %d/%d\nPoison: %d/%d\nEnergy: %d/%d\nMorale: %s\nWater: %d%s\nFood: %d%s",
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// added by Flugente: selection of a function to call in tactical // TODO.Translate
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// added by Flugente: selection of a function to call in tactical
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L"What do you want to do?",
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L"Fill canteens",
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L"Clean guns (Merc)",//TODO.Translate
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L"Clean guns (Merc)",
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L"Clean guns (Team)",
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L"Take off clothes",
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L"Lose disguise",
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L"Militia inspection",
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L"Militia restock",
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L"Test disguise",
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L"unused",
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// added by Flugente: decide what to do with the corpses
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L"What do you want to do with the body?",
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@@ -2955,15 +2960,12 @@ CHAR16 TacticalStr[][ MED_STRING_LENGTH ] =
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// added by Flugente: decide what to do with prisoners
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L"You have no prison for these prisoners, you have to let them go",
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L"Where do you want to send the prisoners?",//TODO.Translate
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L"Where do you want to send the prisoners?",
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L"Let them go",
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L"What do you want to do?",
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L"Demand surrender",
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L"Offer surrender",
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L"Talk",
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L"Militia inspection",//TODO.Translate
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L"Test disguise", // TODO.Translate
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L"unused",
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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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@@ -2936,9 +2936,14 @@ CHAR16 TacticalStr[][ MED_STRING_LENGTH ] =
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// added by Flugente: selection of a function to call in tactical
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L"Was möchten Sie tun?",
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L"Feldflasche auffüllen",
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L"Clean guns (Merc)",//TODO.Translate
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L"Clean guns (Team)",
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L"Waffen reinigen (Merc)",
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L"Waffen reinigen (Team)",
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L"Kleidung ausziehen",
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L"Verkleidung loswerden",
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L"Miliz inspizieren",
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L"Miliz ausrüsten",
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L"Verkleidung testen",
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L"unused",
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// added by Flugente: decide what to do with the corpses
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L"Was möchten Sie mit der Leiche tun?",
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@@ -2958,9 +2963,6 @@ CHAR16 TacticalStr[][ MED_STRING_LENGTH ] =
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L"Kapitulation fordern",
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L"Kapitulation anbieten",
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L"Sprechen",
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L"Miliz inspizieren",
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L"Verkleidung testen",
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L"unused",
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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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@@ -2923,12 +2923,17 @@ CHAR16 TacticalStr[][ MED_STRING_LENGTH ] =
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L"Health: %d/%d\nEnergy: %d/%d\nMorale: %s\nWater: %d%s\nFood: %d%s",
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L"Health: %d/%d\nPoison: %d/%d\nEnergy: %d/%d\nMorale: %s\nWater: %d%s\nFood: %d%s",
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// added by Flugente: selection of a function to call in tactical // TODO.Translate
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// added by Flugente: selection of a function to call in tactical
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L"What do you want to do?",
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L"Fill canteens",
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L"Clean guns (Merc)",//TODO.Translate
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L"Clean guns (Merc)",
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L"Clean guns (Team)",
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L"Take off clothes",
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L"Lose disguise",
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L"Militia inspection",
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L"Militia restock",
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L"Test disguise",
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L"unused",
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// added by Flugente: decide what to do with the corpses
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L"What do you want to do with the body?",
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@@ -2942,15 +2947,12 @@ CHAR16 TacticalStr[][ MED_STRING_LENGTH ] =
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// added by Flugente: decide what to do with prisoners
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L"You have no prison for these prisoners, you have to let them go",
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L"Where do you want to send the prisoners?",//TODO.Translate
|
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L"Where do you want to send the prisoners?",
|
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L"Let them go",
|
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L"What do you want to do?",
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L"Demand surrender",
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L"Offer surrender",
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L"Talk",
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L"Militia inspection",//TODO.Translate
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L"Test disguise", // TODO.Translate
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L"unused",
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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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|
||||
@@ -2939,12 +2939,17 @@ CHAR16 TacticalStr[][ MED_STRING_LENGTH ] =
|
||||
L"Health: %d/%d\nEnergy: %d/%d\nMorale: %s\nWater: %d%s\nFood: %d%s",
|
||||
L"Health: %d/%d\nPoison: %d/%d\nEnergy: %d/%d\nMorale: %s\nWater: %d%s\nFood: %d%s",
|
||||
|
||||
// added by Flugente: selection of a function to call in tactical // TODO.Translate
|
||||
// added by Flugente: selection of a function to call in tactical
|
||||
L"What do you want to do?",
|
||||
L"Fill canteens",
|
||||
L"Clean guns (Merc)",//TODO.Translate
|
||||
L"Clean guns (Merc)",
|
||||
L"Clean guns (Team)",
|
||||
L"Take off clothes",
|
||||
L"Lose disguise",
|
||||
L"Militia inspection",
|
||||
L"Militia restock",
|
||||
L"Test disguise",
|
||||
L"unused",
|
||||
|
||||
// added by Flugente: decide what to do with the corpses
|
||||
L"What do you want to do with the body?",
|
||||
@@ -2958,15 +2963,12 @@ CHAR16 TacticalStr[][ MED_STRING_LENGTH ] =
|
||||
|
||||
// added by Flugente: decide what to do with prisoners
|
||||
L"You have no prison for these prisoners, you have to let them go",
|
||||
L"Where do you want to send the prisoners?",//TODO.Translate
|
||||
L"Where do you want to send the prisoners?",
|
||||
L"Let them go",
|
||||
L"What do you want to do?",
|
||||
L"Demand surrender",
|
||||
L"Offer surrender",
|
||||
L"Talk",
|
||||
L"Militia inspection",//TODO.Translate
|
||||
L"Test disguise", // TODO.Translate
|
||||
L"unused",
|
||||
};
|
||||
|
||||
//Varying helptext explains (for the "Go to Sector/Map" checkbox) what will happen given different circumstances in the "exiting sector" interface.
|
||||
|
||||
@@ -2936,6 +2936,11 @@ CHAR16 TacticalStr[][ MED_STRING_LENGTH ] =
|
||||
L"Clean guns (Merc)",//TODO.Translate
|
||||
L"Clean guns (Team)",
|
||||
L"Снять одежду",
|
||||
L"Lose disguise",
|
||||
L"Militia inspection",
|
||||
L"Militia restock",
|
||||
L"Test disguise",
|
||||
L"unused",
|
||||
|
||||
// added by Flugente: decide what to do with the corpses
|
||||
L"Что будем делать с телом?",
|
||||
@@ -2955,9 +2960,6 @@ CHAR16 TacticalStr[][ MED_STRING_LENGTH ] =
|
||||
L"Требовать сдаться",
|
||||
L"Предлоить сдаться",
|
||||
L"Переговоры",
|
||||
L"Militia inspection",//TODO.Translate
|
||||
L"Test disguise", // TODO.Translate
|
||||
L"unused",
|
||||
};
|
||||
|
||||
//Varying helptext explains (for the "Go to Sector/Map" checkbox) what will happen given different circumstances in the "exiting sector" interface.
|
||||
|
||||
@@ -2933,12 +2933,17 @@ CHAR16 TacticalStr[][ MED_STRING_LENGTH ] =
|
||||
L"Health: %d/%d\nEnergy: %d/%d\nMorale: %s\nWater: %d%s\nFood: %d%s",
|
||||
L"Health: %d/%d\nPoison: %d/%d\nEnergy: %d/%d\nMorale: %s\nWater: %d%s\nFood: %d%s",
|
||||
|
||||
// added by Flugente: selection of a function to call in tactical // TODO.Translate
|
||||
// added by Flugente: selection of a function to call in tactical
|
||||
L"What do you want to do?",
|
||||
L"Fill canteens",
|
||||
L"Clean guns (Merc)",//TODO.Translate
|
||||
L"Clean guns (Merc)",
|
||||
L"Clean guns (Team)",
|
||||
L"Take off clothes",
|
||||
L"Lose disguise",
|
||||
L"Militia inspection",
|
||||
L"Militia restock",
|
||||
L"Test disguise",
|
||||
L"unused",
|
||||
|
||||
// added by Flugente: decide what to do with the corpses
|
||||
L"What do you want to do with the body?",
|
||||
@@ -2952,15 +2957,12 @@ CHAR16 TacticalStr[][ MED_STRING_LENGTH ] =
|
||||
|
||||
// added by Flugente: decide what to do with prisoners
|
||||
L"You have no prison for these prisoners, you have to let them go",
|
||||
L"Where do you want to send the prisoners?",//TODO.Translate
|
||||
L"Where do you want to send the prisoners?",
|
||||
L"Let them go",
|
||||
L"What do you want to do?",
|
||||
L"Demand surrender",
|
||||
L"Offer surrender",
|
||||
L"Talk",
|
||||
L"Militia inspection",//TODO.Translate
|
||||
L"Test disguise", // TODO.Translate
|
||||
L"unused",
|
||||
};
|
||||
|
||||
//Varying helptext explains (for the "Go to Sector/Map" checkbox) what will happen given different circumstances in the "exiting sector" interface.
|
||||
|
||||
Reference in New Issue
Block a user