Fix: wrong sound played

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8505 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
Flugente
2017-11-01 16:54:08 +00:00
parent 605b07368f
commit 7b1ba8f7f2
5 changed files with 14 additions and 19 deletions
+2 -2
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@@ -4626,7 +4626,7 @@ void AttackTarget( SOLDIERCELL *pAttacker, SOLDIERCELL *pTarget )
if( pTarget->pSoldier->stats.bLife >= CONSCIOUSNESS || pTarget->uiFlags & CELL_CREATURE )
{
if( gpAR->fSound )
pTarget->pSoldier->DoMercBattleSound( (INT8)( BATTLE_SOUND_HIT1 + PreRandom( 2 ) ) );
pTarget->pSoldier->DoMercBattleSound( BATTLE_SOUND_HIT1 );
}
if( !(pTarget->uiFlags & CELL_CREATURE) && iNewLife < OKLIFE && pTarget->pSoldier->stats.bLife >= OKLIFE )
{
@@ -4844,7 +4844,7 @@ void TargetHitCallback( SOLDIERCELL *pTarget, INT32 index )
if( pTarget->pSoldier->stats.bLife >= CONSCIOUSNESS )
{
if( gpAR->fSound )
pTarget->pSoldier->DoMercBattleSound( (INT8)( BATTLE_SOUND_HIT1 + PreRandom( 2 ) ) );
pTarget->pSoldier->DoMercBattleSound( BATTLE_SOUND_HIT1 );
}
if( iNewLife < OKLIFE && pTarget->pSoldier->stats.bLife >= OKLIFE )
+6 -8
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@@ -1586,7 +1586,7 @@ BOOLEAN TacticalCharacterDialogue( SOLDIERTYPE *pSoldier, UINT16 usQuoteNum )
return FALSE;
if (pSoldier->stats.bLife < OKLIFE && usQuoteNum != QUOTE_SERIOUSLY_WOUNDED )
return( FALSE );
return( FALSE );
if ( pSoldier->flags.uiStatusFlags & SOLDIER_GASSED )
return( FALSE );
@@ -1636,7 +1636,8 @@ BOOLEAN TacticalCharacterDialogue( SOLDIERTYPE *pSoldier, UINT16 usQuoteNum )
//Replace with me too....
usQuoteNum = QUOTE_ME_TOO;
}
gubLogForMeTooBleeds++;
++gubLogForMeTooBleeds;
}
}
@@ -3439,15 +3440,13 @@ void SayQuote58FromNearbyMercInSector( INT32 sGridNo, INT8 bDistance, UINT16 usQ
UINT8 ubNumMercs = 0;
UINT8 ubChosenMerc;
SOLDIERTYPE *pTeamSoldier;
INT32 cnt;
INT32 cnt = gTacticalStatus.Team[gbPlayerNum].bFirstID;
// Loop through all our guys and randomly say one from someone in our sector
// set up soldier ptr as first element in mercptrs list
cnt = gTacticalStatus.Team[ gbPlayerNum ].bFirstID;
// run through list
for ( pTeamSoldier = MercPtrs[ cnt ]; cnt <= gTacticalStatus.Team[ gbPlayerNum ].bLastID; cnt++,pTeamSoldier++ )
for ( pTeamSoldier = MercPtrs[ cnt ]; cnt <= gTacticalStatus.Team[ gbPlayerNum ].bLastID; ++cnt,pTeamSoldier++ )
{
// Add guy if he's a candidate...
if ( OK_INSECTOR_MERC( pTeamSoldier ) && PythSpacesAway( sGridNo, pTeamSoldier->sGridNo ) < bDistance && !AM_AN_EPC( pTeamSoldier ) && !( pTeamSoldier->flags.uiStatusFlags & SOLDIER_GASSED ) && !(AM_A_ROBOT( pTeamSoldier )) && !pTeamSoldier->flags.fMercAsleep &&
@@ -3465,7 +3464,7 @@ void SayQuote58FromNearbyMercInSector( INT32 sGridNo, INT8 bDistance, UINT16 usQ
}
ubMercsInSector[ ubNumMercs ] = (UINT8)cnt;
ubNumMercs++;
++ubNumMercs;
}
}
@@ -3475,7 +3474,6 @@ void SayQuote58FromNearbyMercInSector( INT32 sGridNo, INT8 bDistance, UINT16 usQ
ubChosenMerc = (UINT8)Random( ubNumMercs );
TacticalCharacterDialogue( MercPtrs[ ubMercsInSector[ ubChosenMerc ] ], usQuoteNum );
}
}
+1 -4
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@@ -3439,7 +3439,7 @@ BOOLEAN ShouldMercSayHappyWithGunQuote( SOLDIERTYPE *pSoldier )
if ( Weapon[ pSoldier->usAttackingWeapon ].ubDeadliness > MIN_DEADLINESS_FOR_LIKE_GUN_QUOTE )
{
// 20 % chance?
if ( Random( 100 ) < 20 )
if ( Chance( 20 ) )
{
return( TRUE );
}
@@ -3768,15 +3768,12 @@ void HandleKilledQuote( SOLDIERTYPE *pKilledSoldier, SOLDIERTYPE *pKillerSoldier
// Buddy witnessed?
SayBuddyWitnessedQuoteFromKill( pKillerSoldier, sGridNo, bLevel );
}
}
}
}
}
BOOLEAN HandleSoldierDeath( SOLDIERTYPE *pSoldier , BOOLEAN *pfMadeCorpse )
{
BOOLEAN fBuddyJustDead = FALSE;
+4 -4
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@@ -6161,7 +6161,7 @@ void SOLDIERTYPE::EVENT_SoldierGotHit( UINT16 usWeaponIndex, INT16 sDamage, INT1
}
else
{
this->DoMercBattleSound( (INT8)(BATTLE_SOUND_HIT1 + Random( 2 )) );
this->DoMercBattleSound( BATTLE_SOUND_HIT1 );
}
}
}
@@ -6685,14 +6685,14 @@ void SoldierGotHitExplosion( SOLDIERTYPE *pSoldier, UINT16 usWeaponIndex, INT16
{
if ( sRange >= 2 && sRange <= 4 )
{
pSoldier->DoMercBattleSound( (INT8)(BATTLE_SOUND_HIT1 + Random( 2 )) );
pSoldier->DoMercBattleSound( BATTLE_SOUND_HIT1 );
pSoldier->EVENT_InitNewSoldierAnim( CHARIOTS_OF_FIRE, 0, FALSE );
return;
}
else if ( sRange <= 1 )
{
pSoldier->DoMercBattleSound( (INT8)(BATTLE_SOUND_HIT1 + Random( 2 )) );
pSoldier->DoMercBattleSound( BATTLE_SOUND_HIT1 );
pSoldier->EVENT_InitNewSoldierAnim( BODYEXPLODING, 0, FALSE );
return;
@@ -21598,7 +21598,7 @@ void SOLDIERTYPE::HandleSoldierTakeDamageFeedback( void )
{
this->uiTimeSinceLastBleedGrunt = GetJA2Clock( );
this->DoMercBattleSound( (INT8)(BATTLE_SOUND_HIT1 + Random( 2 )) );
this->DoMercBattleSound( BATTLE_SOUND_HIT1 );
}
}
+1 -1
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@@ -2154,7 +2154,7 @@ BOOLEAN DishOutGasDamage( SOLDIERTYPE * pSoldier, EXPLOSIVETYPE * pExplosive, IN
if ( pSoldier->stats.bLife >= CONSCIOUSNESS )
{
pSoldier->DoMercBattleSound( (INT8)( BATTLE_SOUND_HIT1 + Random( 2 ) ) );
pSoldier->DoMercBattleSound( BATTLE_SOUND_HIT1 );
}
if ( ubOwner != NOBODY && MercPtrs[ ubOwner ]->bTeam == gbPlayerNum && pSoldier->bTeam != gbPlayerNum )