- 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:
Flugente
2013-07-31 18:59:32 +00:00
parent 64f7d6e616
commit 71274fdf55
14 changed files with 152 additions and 61 deletions
+25 -6
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@@ -4845,16 +4845,29 @@ void StartTacticalFunctionSelectionMessageBox( SOLDIERTYPE * pSoldier, INT32 sGr
wcscpy( gzUserDefinedButton[0], TacticalStr[ FILL_CANTEEN_STR ] ); wcscpy( gzUserDefinedButton[0], TacticalStr[ FILL_CANTEEN_STR ] );
wcscpy( gzUserDefinedButton[1], TacticalStr[ CLEAN_ONE_GUN_STR ] ); wcscpy( gzUserDefinedButton[1], TacticalStr[ CLEAN_ONE_GUN_STR ] );
wcscpy( gzUserDefinedButton[2], TacticalStr[ CLEAN_ALL_GUNS_STR ] ); wcscpy( gzUserDefinedButton[2], TacticalStr[ CLEAN_ALL_GUNS_STR ] );
wcscpy( gzUserDefinedButton[3], TacticalStr[ TAKE_OFF_CLOTHES_STR ] );
wcscpy( gzUserDefinedButton[4], TacticalStr[ MILITIA_DROP_EQ_STR ] ); if ( gpTempSoldier->bSoldierFlagMask & (SOLDIER_COVERT_CIV|SOLDIER_COVERT_SOLDIER) )
wcscpy( gzUserDefinedButton[3], TacticalStr[ TAKE_OFF_DISGUISE_STR ] );
else
wcscpy( gzUserDefinedButton[3], TacticalStr[ TAKE_OFF_CLOTHES_STR ] );
if ( gGameExternalOptions.fMilitiaUseSectorInventory )
{
wcscpy( gzUserDefinedButton[4], TacticalStr[ MILITIA_DROP_EQ_STR ] );
wcscpy( gzUserDefinedButton[5], TacticalStr[ MILITIA_PICK_UP_EQ_STR ] );
}
else
{
wcscpy( gzUserDefinedButton[4], TacticalStr[ UNUSED_STR ] );
wcscpy( gzUserDefinedButton[5], TacticalStr[ UNUSED_STR ] );
}
// if disguised, allow testing our disguise // if disguised, allow testing our disguise
if ( gpTempSoldier->bSoldierFlagMask & (SOLDIER_COVERT_CIV|SOLDIER_COVERT_SOLDIER) ) if ( gpTempSoldier->bSoldierFlagMask & (SOLDIER_COVERT_CIV|SOLDIER_COVERT_SOLDIER) )
wcscpy( gzUserDefinedButton[5], TacticalStr[ SPY_SELFTEST_STR ] ); wcscpy( gzUserDefinedButton[6], TacticalStr[ SPY_SELFTEST_STR ] );
else else
wcscpy( gzUserDefinedButton[5], TacticalStr[ UNUSED_STR ] ); wcscpy( gzUserDefinedButton[6], TacticalStr[ UNUSED_STR ] );
wcscpy( gzUserDefinedButton[6], TacticalStr[ UNUSED_STR ] );
wcscpy( gzUserDefinedButton[7], TacticalStr[ UNUSED_STR ] ); wcscpy( gzUserDefinedButton[7], TacticalStr[ UNUSED_STR ] );
DoMessageBox( MSG_BOX_BASIC_MEDIUM_BUTTONS, TacticalStr[ FUNCTION_SELECTION_STR ], GAME_SCREEN, MSG_BOX_FLAG_GENERIC_EIGHT_BUTTONS, TacticalFunctionSelectionMessageBoxCallBack, NULL ); DoMessageBox( MSG_BOX_BASIC_MEDIUM_BUTTONS, TacticalStr[ FUNCTION_SELECTION_STR ], GAME_SCREEN, MSG_BOX_FLAG_GENERIC_EIGHT_BUTTONS, TacticalFunctionSelectionMessageBoxCallBack, NULL );
} }
@@ -5029,9 +5042,15 @@ void TacticalFunctionSelectionMessageBoxCallBack( UINT8 ubExitValue )
break; break;
case 5: case 5:
// militia drops all gear taken from sector inventory // militia drops all gear taken from sector inventory
TeamDropAll( MILITIA_TEAM ); if ( gGameExternalOptions.fMilitiaUseSectorInventory )
TeamDropAll( MILITIA_TEAM );
break; break;
case 6: case 6:
// militia takes gear from sector inventory
if ( gGameExternalOptions.fMilitiaUseSectorInventory )
TeamRestock( MILITIA_TEAM );
break;
case 7:
// test our disguise // test our disguise
if ( gpTempSoldier->bSoldierFlagMask & (SOLDIER_COVERT_CIV|SOLDIER_COVERT_SOLDIER) ) if ( gpTempSoldier->bSoldierFlagMask & (SOLDIER_COVERT_CIV|SOLDIER_COVERT_SOLDIER) )
gpTempSoldier->SpySelfTest(); gpTempSoldier->SpySelfTest();
+45 -3
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@@ -109,6 +109,7 @@
#include "Militia Control.h" #include "Militia Control.h"
#include "Lua Interpreter.h" #include "Lua Interpreter.h"
#include "bullets.h" #include "bullets.h"
#include "Inventory Choosing.h" // added by Flugente for TakeMilitiaEquipmentfromSector()
#endif #endif
#include "connect.h" #include "connect.h"
@@ -10131,13 +10132,12 @@ void TeamDropAll(UINT8 bTeam, BOOLEAN fForce)
// not if this team is hostile to us // not if this team is hostile to us
if ( gTacticalStatus.Team[ gbPlayerNum ].bSide != gTacticalStatus.Team[ bTeam ].bSide ) if ( gTacticalStatus.Team[ gbPlayerNum ].bSide != gTacticalStatus.Team[ bTeam ].bSide )
return; return;
SOLDIERTYPE *pSoldier;
#ifdef JA2BETAVERSION #ifdef JA2BETAVERSION
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_TESTVERSION, L"Team %d drops all items for inspection!", bTeam ); ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_TESTVERSION, L"Team %d drops all items for inspection!", bTeam );
#endif #endif
SOLDIERTYPE *pSoldier;
UINT32 uiCnt = 0; UINT32 uiCnt = 0;
UINT32 firstid = gTacticalStatus.Team[ bTeam ].bFirstID; UINT32 firstid = gTacticalStatus.Team[ bTeam ].bFirstID;
UINT32 lastid = gTacticalStatus.Team[ bTeam ].bLastID; UINT32 lastid = gTacticalStatus.Team[ bTeam ].bLastID;
@@ -10151,6 +10151,48 @@ void TeamDropAll(UINT8 bTeam, BOOLEAN fForce)
} }
} }
void TeamRestock(UINT8 bTeam)
{
if ( bTeam > PLAYER_PLAN )
return;
// not if there is a battle going on
if ( (gTacticalStatus.uiFlags & INCOMBAT ) )
return;
// not if this team is hostile to us
if ( gTacticalStatus.Team[ gbPlayerNum ].bSide != gTacticalStatus.Team[ bTeam ].bSide )
return;
#ifdef JA2BETAVERSION
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_TESTVERSION, L"Team %d restocks gear from sector inventory!", bTeam );
#endif
SOLDIERTYPE *pSoldier;
UINT32 uiCnt = 0;
UINT32 firstid = gTacticalStatus.Team[ bTeam ].bFirstID;
UINT32 lastid = gTacticalStatus.Team[ bTeam ].bLastID;
for ( uiCnt = firstid, pSoldier = MercPtrs[ uiCnt ]; uiCnt <= lastid; ++uiCnt, ++pSoldier)
{
if( pSoldier->bActive && ( pSoldier->sSectorX == gWorldSectorX ) && ( pSoldier->sSectorY == gWorldSectorY ) && ( pSoldier->bSectorZ == gbWorldSectorZ) )
{
// the function fills a createstruct, so create one
SOLDIERCREATE_STRUCT createstruct;
// we first have to copy over all our currently equipped items, otherwise we might overwrite them later
createstruct.Inv = pSoldier->inv;
TakeMilitiaEquipmentfromSector(pSoldier->sSectorX, pSoldier->sSectorY, pSoldier->bSectorZ, &createstruct, pSoldier->ubSoldierClass);
// replace our inventory with the new one
pSoldier->inv = createstruct.Inv;
// we took new gear, so we can drop it again
pSoldier->bSoldierFlagMask &= ~SOLDIER_EQUIPMENT_DROPPED;
}
}
}
// are we allowed to steal access this guy's inventory? // are we allowed to steal access this guy's inventory?
BOOLEAN AllowedToStealFromTeamMate( UINT8 ubID, UINT8 ubTargetID ) BOOLEAN AllowedToStealFromTeamMate( UINT8 ubID, UINT8 ubTargetID )
{ {
+5 -1
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@@ -355,9 +355,13 @@ extern UINT8 NumEnemyInSector();
extern UINT8 NumZombiesInSector(); extern UINT8 NumZombiesInSector();
#endif #endif
void HandleSurrenderOffer( SOLDIERTYPE* pSoldier ); // Flugente: offer the enemy the chance to surrender // Flugente: offer the enemy the chance to surrender
void HandleSurrenderOffer( SOLDIERTYPE* pSoldier );
// Flugente: order a team to drop gear, or pick it up
// setting fForce to TRUE allows dropping of gear in combat (used in auto-resolve instances) // setting fForce to TRUE allows dropping of gear in combat (used in auto-resolve instances)
void TeamDropAll(UINT8 bTeam, BOOLEAN fForce = FALSE); void TeamDropAll(UINT8 bTeam, BOOLEAN fForce = FALSE);
void TeamRestock(UINT8 bTeam);
// are we allowed to steal access this guy's inventory? // are we allowed to steal access this guy's inventory?
BOOLEAN AllowedToStealFromTeamMate( UINT8 aAccessorID, UINT8 aTargetID ); BOOLEAN AllowedToStealFromTeamMate( UINT8 aAccessorID, UINT8 aTargetID );
+7 -4
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@@ -15903,6 +15903,13 @@ void SOLDIERTYPE::DropSectorEquipment()
OBJECTTYPE* pObj = NULL; OBJECTTYPE* pObj = NULL;
UINT8 size = this->inv.size(); UINT8 size = this->inv.size();
INT32 sPutGridNo = this->sGridNo;
if ( sPutGridNo == NOWHERE )
sPutGridNo = RandomGridNo();
if ( Water( sPutGridNo) )
sPutGridNo = gMapInformation.sCenterGridNo;
if ( ( this->sSectorX == gWorldSectorX ) && ( this->sSectorY == gWorldSectorY ) && ( this->bSectorZ == gbWorldSectorZ) ) if ( ( this->sSectorX == gWorldSectorX ) && ( this->sSectorY == gWorldSectorY ) && ( this->bSectorZ == gbWorldSectorZ) )
{ {
for ( UINT8 cnt = 0; cnt < size; ++cnt ) for ( UINT8 cnt = 0; cnt < size; ++cnt )
@@ -15920,10 +15927,6 @@ void SOLDIERTYPE::DropSectorEquipment()
if ( !gGameExternalOptions.fMilitiaUseSectorInventory_Ammo && Item[ pObj->usItem ].usItemClass & IC_GUN ) if ( !gGameExternalOptions.fMilitiaUseSectorInventory_Ammo && Item[ pObj->usItem ].usItemClass & IC_GUN )
(*pObj)[0]->data.gun.ubGunShotsLeft = 0; (*pObj)[0]->data.gun.ubGunShotsLeft = 0;
INT32 sPutGridNo = this->sGridNo;
if ( sPutGridNo == NOWHERE )
sPutGridNo = RandomGridNo();
AddItemToPool( sPutGridNo, pObj, 1 , this->pathing.bLevel, (WOLRD_ITEM_FIND_SWEETSPOT_FROM_GRIDNO|WORLD_ITEM_REACHABLE), -1 ); AddItemToPool( sPutGridNo, pObj, 1 , this->pathing.bLevel, (WOLRD_ITEM_FIND_SWEETSPOT_FROM_GRIDNO|WORLD_ITEM_REACHABLE), -1 );
DeleteObj( &(this->inv[cnt]) ); DeleteObj( &(this->inv[cnt]) );
} }
+8 -3
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@@ -957,12 +957,20 @@ enum
CLEAN_ONE_GUN_STR, CLEAN_ONE_GUN_STR,
CLEAN_ALL_GUNS_STR, CLEAN_ALL_GUNS_STR,
TAKE_OFF_CLOTHES_STR, TAKE_OFF_CLOTHES_STR,
TAKE_OFF_DISGUISE_STR,
MILITIA_DROP_EQ_STR,
MILITIA_PICK_UP_EQ_STR,
SPY_SELFTEST_STR,
UNUSED_STR,
CORPSE_SELECTION_STR, CORPSE_SELECTION_STR,
DECAPITATE_STR, DECAPITATE_STR,
GUT_STR, GUT_STR,
TAKE_CLOTHES_STR, TAKE_CLOTHES_STR,
TAKE_BODY_STR, TAKE_BODY_STR,
WEAPON_CLEANING_STR, WEAPON_CLEANING_STR,
PRISONER_NO_PRISONS_STR, PRISONER_NO_PRISONS_STR,
PRISONER_DECIDE_STR, PRISONER_DECIDE_STR,
PRISONER_LETGO_STR, PRISONER_LETGO_STR,
@@ -970,9 +978,6 @@ enum
PRISONER_DEMAND_SURRENDER_STR, PRISONER_DEMAND_SURRENDER_STR,
PRISONER_OFFER_SURRENDER_STR, PRISONER_OFFER_SURRENDER_STR,
PRISONER_TALK_STR, PRISONER_TALK_STR,
MILITIA_DROP_EQ_STR,
SPY_SELFTEST_STR,
UNUSED_STR,
TEXT_NUM_TACTICAL_STR TEXT_NUM_TACTICAL_STR
}; };
+5 -3
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@@ -2937,6 +2937,11 @@ CHAR16 TacticalStr[][ MED_STRING_LENGTH ] =
L"清理枪支污垢(佣兵)", L"清理枪支污垢(佣兵)",
L"清理所有枪支污垢(小队)", L"清理所有枪支污垢(小队)",
L"脱掉衣服", L"脱掉衣服",
L"Lose disguise",
L"民兵检查", //L"Militia inspection",
L"Militia restock",
L"测试伪装", //L"Test disguise",
L"unused",
// added by Flugente: decide what to do with the corpses // added by Flugente: decide what to do with the corpses
L"你想要对尸体做什么?", L"你想要对尸体做什么?",
@@ -2956,9 +2961,6 @@ CHAR16 TacticalStr[][ MED_STRING_LENGTH ] =
L"劝说敌人投降", L"劝说敌人投降",
L"劝降", //L"Offer surrender", L"劝降", //L"Offer surrender",
L"交谈", L"交谈",
L"民兵检查", //L"Militia inspection",
L"测试伪装", //L"Test disguise",
L"unused",
}; };
//Varying helptext explains (for the "Go to Sector/Map" checkbox) what will happen given different circumstances in the "exiting sector" interface. //Varying helptext explains (for the "Go to Sector/Map" checkbox) what will happen given different circumstances in the "exiting sector" interface.
+8 -6
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@@ -2929,12 +2929,17 @@ CHAR16 TacticalStr[][ MED_STRING_LENGTH ] =
L"Health: %d/%d\nEnergy: %d/%d\nMorale: %s\nWater: %d%s\nFood: %d%s", L"Health: %d/%d\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", 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"What do you want to do?",
L"Fill canteens", L"Fill canteens",
L"Clean guns (Merc)",//TODO.Translate L"Clean guns (Merc)",
L"Clean guns (Team)", L"Clean guns (Team)",
L"Take off clothes", 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 // added by Flugente: decide what to do with the corpses
L"What do you want to do with the body?", L"What do you want to do with the body?",
@@ -2948,15 +2953,12 @@ CHAR16 TacticalStr[][ MED_STRING_LENGTH ] =
// added by Flugente: decide what to do with prisoners // added by Flugente: decide what to do with prisoners
L"You have no prison for these prisoners, you have to let them go", 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"Let them go",
L"What do you want to do?", L"What do you want to do?",
L"Demand surrender", L"Demand surrender",
L"Offer surrender", L"Offer surrender",
L"Talk", 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. //Varying helptext explains (for the "Go to Sector/Map" checkbox) what will happen given different circumstances in the "exiting sector" interface.
+5 -3
View File
@@ -2937,6 +2937,11 @@ CHAR16 TacticalStr[][ MED_STRING_LENGTH ] =
L"Clean guns (Merc)", L"Clean guns (Merc)",
L"Clean guns (Team)", L"Clean guns (Team)",
L"Take off clothes", 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 // added by Flugente: decide what to do with the corpses
L"What do you want to do with the body?", L"What do you want to do with the body?",
@@ -2956,9 +2961,6 @@ CHAR16 TacticalStr[][ MED_STRING_LENGTH ] =
L"Demand surrender", L"Demand surrender",
L"Offer surrender", L"Offer surrender",
L"Talk", L"Talk",
L"Militia inspection",
L"Test disguise",
L"unused",
}; };
//Varying helptext explains (for the "Go to Sector/Map" checkbox) what will happen given different circumstances in the "exiting sector" interface. //Varying helptext explains (for the "Go to Sector/Map" checkbox) what will happen given different circumstances in the "exiting sector" interface.
+8 -6
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@@ -2936,12 +2936,17 @@ CHAR16 TacticalStr[][ MED_STRING_LENGTH ] =
L"Health: %d/%d\nEnergy: %d/%d\nMorale: %s\nWater: %d%s\nFood: %d%s", L"Health: %d/%d\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", 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"What do you want to do?",
L"Fill canteens", L"Fill canteens",
L"Clean guns (Merc)",//TODO.Translate L"Clean guns (Merc)",
L"Clean guns (Team)", L"Clean guns (Team)",
L"Take off clothes", 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 // added by Flugente: decide what to do with the corpses
L"What do you want to do with the body?", L"What do you want to do with the body?",
@@ -2955,15 +2960,12 @@ CHAR16 TacticalStr[][ MED_STRING_LENGTH ] =
// added by Flugente: decide what to do with prisoners // added by Flugente: decide what to do with prisoners
L"You have no prison for these prisoners, you have to let them go", 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"Let them go",
L"What do you want to do?", L"What do you want to do?",
L"Demand surrender", L"Demand surrender",
L"Offer surrender", L"Offer surrender",
L"Talk", 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. //Varying helptext explains (for the "Go to Sector/Map" checkbox) what will happen given different circumstances in the "exiting sector" interface.
+7 -5
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@@ -2936,9 +2936,14 @@ CHAR16 TacticalStr[][ MED_STRING_LENGTH ] =
// added by Flugente: selection of a function to call in tactical // added by Flugente: selection of a function to call in tactical
L"Was möchten Sie tun?", L"Was möchten Sie tun?",
L"Feldflasche auffüllen", L"Feldflasche auffüllen",
L"Clean guns (Merc)",//TODO.Translate L"Waffen reinigen (Merc)",
L"Clean guns (Team)", L"Waffen reinigen (Team)",
L"Kleidung ausziehen", L"Kleidung ausziehen",
L"Verkleidung loswerden",
L"Miliz inspizieren",
L"Miliz ausrüsten",
L"Verkleidung testen",
L"unused",
// added by Flugente: decide what to do with the corpses // added by Flugente: decide what to do with the corpses
L"Was möchten Sie mit der Leiche tun?", L"Was möchten Sie mit der Leiche tun?",
@@ -2958,9 +2963,6 @@ CHAR16 TacticalStr[][ MED_STRING_LENGTH ] =
L"Kapitulation fordern", L"Kapitulation fordern",
L"Kapitulation anbieten", L"Kapitulation anbieten",
L"Sprechen", L"Sprechen",
L"Miliz inspizieren",
L"Verkleidung testen",
L"unused",
}; };
//Varying helptext explains (for the "Go to Sector/Map" checkbox) what will happen given different circumstances in the "exiting sector" interface. //Varying helptext explains (for the "Go to Sector/Map" checkbox) what will happen given different circumstances in the "exiting sector" interface.
+8 -6
View File
@@ -2923,12 +2923,17 @@ CHAR16 TacticalStr[][ MED_STRING_LENGTH ] =
L"Health: %d/%d\nEnergy: %d/%d\nMorale: %s\nWater: %d%s\nFood: %d%s", L"Health: %d/%d\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", 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"What do you want to do?",
L"Fill canteens", L"Fill canteens",
L"Clean guns (Merc)",//TODO.Translate L"Clean guns (Merc)",
L"Clean guns (Team)", L"Clean guns (Team)",
L"Take off clothes", 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 // added by Flugente: decide what to do with the corpses
L"What do you want to do with the body?", L"What do you want to do with the body?",
@@ -2942,15 +2947,12 @@ CHAR16 TacticalStr[][ MED_STRING_LENGTH ] =
// added by Flugente: decide what to do with prisoners // added by Flugente: decide what to do with prisoners
L"You have no prison for these prisoners, you have to let them go", 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"Let them go",
L"What do you want to do?", L"What do you want to do?",
L"Demand surrender", L"Demand surrender",
L"Offer surrender", L"Offer surrender",
L"Talk", 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. //Varying helptext explains (for the "Go to Sector/Map" checkbox) what will happen given different circumstances in the "exiting sector" interface.
+8 -6
View File
@@ -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\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", 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"What do you want to do?",
L"Fill canteens", L"Fill canteens",
L"Clean guns (Merc)",//TODO.Translate L"Clean guns (Merc)",
L"Clean guns (Team)", L"Clean guns (Team)",
L"Take off clothes", 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 // added by Flugente: decide what to do with the corpses
L"What do you want to do with the body?", 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 // added by Flugente: decide what to do with prisoners
L"You have no prison for these prisoners, you have to let them go", 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"Let them go",
L"What do you want to do?", L"What do you want to do?",
L"Demand surrender", L"Demand surrender",
L"Offer surrender", L"Offer surrender",
L"Talk", 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. //Varying helptext explains (for the "Go to Sector/Map" checkbox) what will happen given different circumstances in the "exiting sector" interface.
+5 -3
View File
@@ -2936,6 +2936,11 @@ CHAR16 TacticalStr[][ MED_STRING_LENGTH ] =
L"Clean guns (Merc)",//TODO.Translate L"Clean guns (Merc)",//TODO.Translate
L"Clean guns (Team)", L"Clean guns (Team)",
L"Снять одежду", 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 // added by Flugente: decide what to do with the corpses
L"Что будем делать с телом?", L"Что будем делать с телом?",
@@ -2955,9 +2960,6 @@ CHAR16 TacticalStr[][ MED_STRING_LENGTH ] =
L"Требовать сдаться", L"Требовать сдаться",
L"Предлоить сдаться", L"Предлоить сдаться",
L"Переговоры", 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. //Varying helptext explains (for the "Go to Sector/Map" checkbox) what will happen given different circumstances in the "exiting sector" interface.
+8 -6
View File
@@ -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\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", 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"What do you want to do?",
L"Fill canteens", L"Fill canteens",
L"Clean guns (Merc)",//TODO.Translate L"Clean guns (Merc)",
L"Clean guns (Team)", L"Clean guns (Team)",
L"Take off clothes", 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 // added by Flugente: decide what to do with the corpses
L"What do you want to do with the body?", 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 // added by Flugente: decide what to do with prisoners
L"You have no prison for these prisoners, you have to let them go", 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"Let them go",
L"What do you want to do?", L"What do you want to do?",
L"Demand surrender", L"Demand surrender",
L"Offer surrender", L"Offer surrender",
L"Talk", 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. //Varying helptext explains (for the "Go to Sector/Map" checkbox) what will happen given different circumstances in the "exiting sector" interface.