New merc (somewhat): Similar to Larry's two personalities, Buns now has an alternate personality as well.

For more info, see http://thepit.ja-galaxy-forum.com/index.php?t=tree&th=23806&goto=354149&#msg_354149

Requires GameDir >= r2430.

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8588 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
Flugente
2018-07-25 20:14:33 +00:00
parent b70fcbe5e6
commit 887170dda5
24 changed files with 216 additions and 96 deletions
+2 -2
View File
@@ -55,8 +55,8 @@
#endif
CHAR8 czVersionNumber[16] = { "Build 18.07.21" }; //YY.MM.DD
CHAR8 czVersionNumber[16] = { "Build 18.07.25" }; //YY.MM.DD
CHAR16 zTrackingNumber[16] = { L"Z" };
CHAR16 zRevisionNumber[16] = { L"Revision 8580" };
CHAR16 zRevisionNumber[16] = { L"Revision 8588" };
// SAVE_GAME_VERSION is defined in header, change it there
+92 -66
View File
@@ -347,28 +347,30 @@ UINT16 LarryItems[ NUM_LARRY_ITEMS ][ 3 ] =
{ WINE, 3, 50 },
{ REGEN_BOOSTER, 3, 100 },
{ BEER, 2, 100 },
};*/
};
#define LARRY_FALLS_OFF_WAGON 8
#define LARRY_FALLS_OFF_WAGON 8*/
void HourlyLarryUpdate()
{
SOLDIERTYPE * pSoldier = NULL;
SOLDIERTYPE * pOtherSoldier = NULL;
INT8 bSlot = NO_SLOT, bBoozeSlot;
INT8 bLarryItemLoop;
UINT16 usTemptation = 0;
UINT16 usCashAmount;
BOOLEAN fBar = FALSE;
OBJECTTYPE* pObj = NULL;
BOOLEAN fTookDrugs = FALSE;
for( UINT32 cnt = gTacticalStatus.Team[ OUR_TEAM ].bFirstID; cnt <= gTacticalStatus.Team[ OUR_TEAM ].bLastID; ++cnt )
{
pSoldier = MercPtrs[ cnt ];
if ( pSoldier && pSoldier->bAssignment < ON_DUTY && !pSoldier->flags.fBetweenSectors && pSoldier->bActive && pSoldier->bInSector && !(gTacticalStatus.fEnemyInSector || guiCurrentScreen == GAME_SCREEN ) )
if ( pSoldier && pSoldier->bActive && ( pSoldier->ubProfile == LARRY_NORMAL || pSoldier->ubProfile == LARRY_DRUNK || pSoldier->HasBackgroundFlag( BACKGROUND_DRUGUSE ) ) )
{
if ( pSoldier->ubProfile == LARRY_NORMAL || pSoldier->ubProfile == LARRY_DRUNK || pSoldier->HasBackgroundFlag( BACKGROUND_DRUGUSE ) )
fTookDrugs = FALSE;
if ( pSoldier->bAssignment < ON_DUTY && !pSoldier->flags.fBetweenSectors && pSoldier->bInSector && !( gTacticalStatus.fEnemyInSector || guiCurrentScreen == GAME_SCREEN ) )
{
// Flugente: reworked this for the new drug system. We now loop over our entire inventory
INT8 invsize = (INT8)pSoldier->inv.size(); // remember inventorysize, so we don't call size() repeatedly
@@ -447,73 +449,80 @@ void HourlyLarryUpdate()
}
}
if ( fSnitchStoppedBehaviour )
continue;
if ( !fSnitchStoppedBehaviour )
{
fTookDrugs = TRUE;
if ( pSoldier->ubProfile == LARRY_DRUNK )
// Flugente: dynamic opinion
HandleDynamicOpinionChange( pSoldier, OPINIONEVENT_ADDICT, TRUE, FALSE );
if ( fBar )
{
// take $ from player's account
// silversurfer: changed the price to reflect the changed amount of 25% below
//usCashAmount = Item[ ALCOHOL ].usPrice;
usCashAmount = (UINT16)( Item[ALCOHOL].usPrice / 4.0f );
AddTransactionToPlayersBook ( TRANSFER_FUNDS_TO_MERC, pSoldier->ubProfile, GetWorldTotalMin(), -( usCashAmount ) );
// give Larry some booze and set slot etc values appropriately
// CHRISL: Change final parameter to allow dynamic control of inventory slots
bBoozeSlot = FindEmptySlotWithin( pSoldier, HANDPOS, NUM_INV_SLOTS );
if ( bBoozeSlot != NO_SLOT )
{
// give Larry booze here
// silversurfer: only give the merc a 25% bottle. This fixes the problem that the bottle of alcohol can go to any inventory slot even one that isn't available.
// Now the bottle will be fully consumed below and vanishes from inventory before the player even gets to see it. This simulates going to a bar to have a drink there.
//CreateItem( ALCOHOL, 100, &(pSoldier->inv[bBoozeSlot]) );
CreateItem( ALCOHOL, 25, &( pSoldier->inv[bBoozeSlot] ) );
}
bSlot = bBoozeSlot;
if ( bSlot != NO_SLOT )
{
UseKitPoints( &( pSoldier->inv[bSlot] ), 25/*LarryItems[ bLarryItemLoop ][ 2 ]*/, pSoldier );
}
}
else
{
if ( pObj )
UseKitPoints( pObj, 100/*LarryItems[ bLarryItemLoop ][ 2 ]*/, pSoldier );
}
}
}
}
// special treatment for Larry, he switches personality if takes drugs
if ( pSoldier->ubProfile == LARRY_NORMAL || pSoldier->ubProfile == LARRY_DRUNK )
{
if ( fTookDrugs )
{
if ( pSoldier->ubProfile == LARRY_NORMAL )
{
SwapToProfile( pSoldier, LARRY_DRUNK );
gMercProfiles[LARRY_NORMAL].bNPCData = LARRY_FALLS_OFF_WAGON;
}
else
{
// NB store all drunkenness info in LARRY_NORMAL profile (to use same values)
// so long as he keeps consuming, keep number above level at which he cracked
gMercProfiles[ LARRY_NORMAL ].bNPCData = __max( gMercProfiles[ LARRY_NORMAL ].bNPCData, LARRY_FALLS_OFF_WAGON );
gMercProfiles[ LARRY_NORMAL ].bNPCData += (INT8) Random( usTemptation );
gMercProfiles[LARRY_NORMAL].bNPCData += (INT8)Random( usTemptation );
// allow value to keep going up to 24 (about 2 days since we subtract Random( 2 ) when he has no access )
gMercProfiles[ LARRY_NORMAL ].bNPCData = __min( gMercProfiles[ LARRY_NORMAL ].bNPCData, 24 );
}
else
{
gMercProfiles[ pSoldier->ubProfile ].bNPCData += (INT8) Random( usTemptation );
if ( gMercProfiles[ pSoldier->ubProfile ].bNPCData < LARRY_FALLS_OFF_WAGON )
continue;
}
// Flugente: dynamic opinion
HandleDynamicOpinionChange( pSoldier, OPINIONEVENT_ADDICT, TRUE, FALSE );
if ( fBar )
{
// take $ from player's account
// silversurfer: changed the price to reflect the changed amount of 25% below
//usCashAmount = Item[ ALCOHOL ].usPrice;
usCashAmount = (UINT16)(Item[ ALCOHOL ].usPrice / 4.0f );
AddTransactionToPlayersBook ( TRANSFER_FUNDS_TO_MERC, pSoldier->ubProfile, GetWorldTotalMin() , -( usCashAmount ) );
// give Larry some booze and set slot etc values appropriately
// CHRISL: Change final parameter to allow dynamic control of inventory slots
bBoozeSlot = FindEmptySlotWithin( pSoldier, HANDPOS, NUM_INV_SLOTS );
if ( bBoozeSlot != NO_SLOT )
{
// give Larry booze here
// silversurfer: only give the merc a 25% bottle. This fixes the problem that the bottle of alcohol can go to any inventory slot even one that isn't available.
// Now the bottle will be fully consumed below and vanishes from inventory before the player even gets to see it. This simulates going to a bar to have a drink there.
//CreateItem( ALCOHOL, 100, &(pSoldier->inv[bBoozeSlot]) );
CreateItem( ALCOHOL, 25, &(pSoldier->inv[bBoozeSlot]) );
}
bSlot = bBoozeSlot;
bLarryItemLoop = 1;
if ( pSoldier->ubProfile == LARRY_DRUNK )
{
SwapLarrysProfiles( pSoldier );
}
if ( bSlot != NO_SLOT )
{
UseKitPoints( &(pSoldier->inv[ bSlot ]), 25/*LarryItems[ bLarryItemLoop ][ 2 ]*/, pSoldier );
}
}
else
{
if ( pObj )
UseKitPoints( pObj, 100/*LarryItems[ bLarryItemLoop ][ 2 ]*/, pSoldier );
gMercProfiles[LARRY_NORMAL].bNPCData = __min( gMercProfiles[LARRY_NORMAL].bNPCData, 24 );
gMercProfiles[LARRY_NORMAL].bNPCData = __max( gMercProfiles[LARRY_NORMAL].bNPCData, LARRY_FALLS_OFF_WAGON );
}
}
else if ( pSoldier->ubProfile == LARRY_DRUNK )
else
{
gMercProfiles[ LARRY_NORMAL ].bNPCData -= (INT8) Random( 2 );
if ( gMercProfiles[ LARRY_NORMAL ].bNPCData <= 0 )
if ( pSoldier->ubProfile == LARRY_DRUNK )
{
// goes sober!
SwapLarrysProfiles( pSoldier );
gMercProfiles[LARRY_NORMAL].bNPCData -= (INT8)Random( 2 );
if ( gMercProfiles[LARRY_NORMAL].bNPCData <= 0 )
{
// goes sober!
SwapToProfile( pSoldier, LARRY_NORMAL );
}
}
}
}
@@ -563,10 +572,10 @@ void HourlyDisabilityUpdate( )
{
pSoldier = MercPtrs[cnt];
if ( pSoldier && pSoldier->bActive && !pSoldier->flags.fMercAsleep )
if ( pSoldier && pSoldier->bActive )
{
// possibl self-harm
if ( Chance(20) && DoesMercHaveDisability( pSoldier, SELF_HARM ) )
// possible self-harm
if ( !pSoldier->flags.fMercAsleep && Chance(20) && DoesMercHaveDisability( pSoldier, SELF_HARM ) )
{
// don't do this if we are at low health, or in combat, or travelling, or a patient or doctor
// only do this if we are rather healed
@@ -633,6 +642,23 @@ void HourlyDisabilityUpdate( )
}
}
}
// If Buns is in her alternate personality, she will eventually change back.
if ( pSoldier->ubProfile == BUNS_CHAOTIC )
{
gMercProfiles[BUNS].bNPCData = max(0, gMercProfiles[BUNS].bNPCData - 1 );
if ( gMercProfiles[BUNS].bNPCData <= 0 )
{
SwapToProfile( pSoldier, BUNS );
extern void SpecialDialogue( SOLDIERTYPE* pSoldier, STR8 azSoundString, STR16 azTextString );
SpecialDialogue( pSoldier, "Speech\\Special\\buns_ptsd_deactivation.MP3", L"I'm better now." );
//TacticalCharacterDialogue( pSoldier, QUOTE_WORK_UP_AND_RETURNING_TO_ASSIGNMENT );
}
}
}
}
}
+9
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@@ -939,6 +939,15 @@ BOOLEAN StrategicRemoveMerc( SOLDIERTYPE *pSoldier )
EndCurrentContractRenewal( );
}
// Flugente: if this is Buns alternate personality, change her back.
// This way we don't have to deal with her transformation while she is absent (and we don't need additional laptop soundfiles).
if ( pSoldier->ubProfile == BUNS_CHAOTIC )
{
gMercProfiles[BUNS].bNPCData = 0;
SwapToProfile( pSoldier, BUNS );
}
// anv: let buddies react
HandleBuddiesReactionToFiringMerc(pSoldier, MORALE_BUDDY_FIRED);
+19
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@@ -2231,6 +2231,25 @@ BOOLEAN LuaCallsToDoDialogueStuff( UINT8 ubProfile, INT32 iFaceIndex, const char
return TRUE;
}
// Flugente: play sound file like normal dialogue or, if someone else is already talking, just play the sound
void SpecialDialogue( SOLDIERTYPE* pSoldier, STR8 azSoundString, STR16 azTextString )
{
// if possible, set up a proper dialogue. Otherwise just play the file
if ( !DialogueActive() && pSoldier->ubProfile != NO_PROFILE )
{
gpCurrentTalkingFace = &gFacesData[pSoldier->iFaceIndex];
gubCurrentTalkingID = pSoldier->ubID;
SetQuoteStr( azTextString );
LuaCallsToDoDialogueStuff( pSoldier->ubProfile, pSoldier->iFaceIndex, azSoundString );
}
else
{
PlayJA2SampleFromFile( azSoundString, RATE_11025, SoundVolume( MIDVOLUME, pSoldier->sGridNo ), 1, SoundDir( pSoldier->sGridNo ) );
}
}
void CreateTalkingUI( INT8 bUIHandlerID, INT32 iFaceIndex, UINT8 ubCharacterNum, SOLDIERTYPE *pSoldier, STR16 zQuoteStr )
{
// Show text, if on
+2 -3
View File
@@ -376,9 +376,8 @@ void AdditionalTacticalCharacterDialogue_AllInSector( INT16 aSectorX, INT16 aSec
void AdditionalTacticalCharacterDialogue_AllInSectorRadiusCall( UINT8 ausIgnoreProfile, UINT16 usEventNr,
UINT32 aData1 = 0, UINT32 aData2 = 0, UINT32 aData3 = 0, INT32 aAroundGridno = -1, INT32 aRadius = 0 );
void SetQuoteStr( STR16 aStr );
BOOLEAN LuaCallsToDoDialogueStuff( UINT8 ubProfile, INT32 iFaceIndex, const char* azSoundString );
// Flugente: play sound file like normal dialogue or, if someone else is already talking, just play the sound
void SpecialDialogue( SOLDIERTYPE* pSoldier, STR8 azSoundString, STR16 azTextString );
// Flugente: replace text with other text
BOOLEAN ReplaceTextWithOtherText( CHAR16 *pFinishedString, CHAR16 compare[32], CHAR16 replace[32] );
+1
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@@ -71,6 +71,7 @@ enum
#define DISEASE_PROPERTY_HIDESYMBOL 0x00000008 // do not show a symbol for this disease on the merc's face, even if diagnosed
#define DISEASE_PROPERTY_DISGUSTING 0x00000010 // other merc's will be disgusted by anyone with this disease if broken out
#define DISEASE_PROPERTY_PTSD_BUNS 0x00000020 // if Buns has this disease, she can change personality
typedef struct
{
+11 -3
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@@ -151,13 +151,21 @@ BOOLEAN ApplyDrugs_New( SOLDIERTYPE *pSoldier, UINT16 usItem, UINT16 uStatusUsed
// do switch for Larry!!
if ( pSoldier->ubProfile == LARRY_NORMAL )
{
pSoldier = SwapLarrysProfiles( pSoldier );
SwapToProfile( pSoldier, LARRY_DRUNK );
gMercProfiles[LARRY_NORMAL].bNPCData = LARRY_FALLS_OFF_WAGON;
}
else if ( pSoldier->ubProfile == LARRY_DRUNK )
{
gMercProfiles[LARRY_DRUNK].bNPCData = 0;
}
// NB store all drunkenness info in LARRY_NORMAL profile (to use same values)
// so long as he keeps consuming, keep number above level at which he cracked
gMercProfiles[LARRY_NORMAL].bNPCData += (INT8)Random( 5 );
// allow value to keep going up to 24 (about 2 days since we subtract Random( 2 ) when he has no access )
gMercProfiles[LARRY_NORMAL].bNPCData = __min( gMercProfiles[LARRY_NORMAL].bNPCData, 24 );
gMercProfiles[LARRY_NORMAL].bNPCData = __max( gMercProfiles[LARRY_NORMAL].bNPCData, LARRY_FALLS_OFF_WAGON );
}
if ( NewDrug[drugused].opinionevent )
{
HandleDynamicOpinionChange( pSoldier, OPINIONEVENT_ADDICT, TRUE, TRUE );
+2
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@@ -57,6 +57,8 @@ enum {
HUNGOVER,
};
#define LARRY_FALLS_OFF_WAGON 8
BOOLEAN ApplyDrugs_New( SOLDIERTYPE *pSoldier, UINT16 usItem, UINT16 uStatusUsed );
void HandleEndTurnDrugAdjustments_New( SOLDIERTYPE *pSoldier );
+13 -2
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@@ -3577,9 +3577,8 @@ void HandlePlayerTeamMemberDeath( SOLDIERTYPE *pSoldier )
}
break;
}
}
//Make a call to handle the strategic things, such as Life Insurance, record it in history file etc.
StrategicHandlePlayerTeamMercDeath( pSoldier );
@@ -8573,6 +8572,18 @@ void HandleSuppressionFire( UINT8 ubTargetedMerc, UINT8 ubCausedAttacker )
// If soldier is visible on-screen, report to player that they are cowering.
if ( pSoldier->bVisible != -1 )
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, New113HAMMessage[0], pSoldier->GetName() );
// Flugente: if we are Buns, and we have PTSD, this shock causes us to switch to a different personality
if ( pSoldier->ubProfile == BUNS && pSoldier->HasDiseaseWithFlag( DISEASE_PROPERTY_PTSD_BUNS ) )
{
SwapToProfile( pSoldier, BUNS_CHAOTIC );
gMercProfiles[BUNS].bNPCData += 3 + Random( 3 );
extern void SpecialDialogue( SOLDIERTYPE* pSoldier, STR8 azSoundString, STR16 azTextString );
SpecialDialogue( pSoldier, "Speech\\Special\\buns_ptsd_activation.MP3", L"Mustn't... get... angry... HOW COULD YOU LET THAT HAPPEN TO ME???" );
}
}
}
+26 -2
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@@ -10279,7 +10279,7 @@ UINT8 SOLDIERTYPE::SoldierTakeDamage( INT8 bHeight, INT16 sLifeDeduct, INT16 sBr
}
// possibly get traumatized if damage gets close to killing us (not if we're slowly bleeding)
if ( this->stats.bLife < OKLIFE && ubReason != TAKE_DAMAGE_BLOODLOSS )
if ( this->stats.bLife < OKLIFE )//&& ubReason != TAKE_DAMAGE_BLOODLOSS )
HandlePossibleInfection( this, NULL, INFECTION_TYPE_TRAUMATIC );
}
@@ -18937,7 +18937,25 @@ BOOLEAN SOLDIERTYPE::HasDisease( BOOLEAN fDiagnosedOnly, BOOLEAN fHealableOnly,
return FALSE;
}
// get the magnitude os a disease we might have, used to determine wether there are any effects
// Do we have an outbroken disease with a special property?
BOOLEAN SOLDIERTYPE::HasDiseaseWithFlag( UINT32 aFlag )
{
if ( !gGameExternalOptions.fDisease )
return FALSE;
for ( int i = 0; i < NUM_DISEASES; ++i )
{
// disease is relevant if we are infected and are not looking for symbols only while the disease has no symbol
if ( ( Disease[i].usDiseaseProperties & aFlag ) && this->sDiseasePoints[i] > 0 && ( this->sDiseaseFlag[i] & SOLDIERDISEASE_OUTBREAK ) )
{
return TRUE;
}
}
return FALSE;
}
// get the magnitude of a disease we might have, used to determine wether there are any effects
FLOAT SOLDIERTYPE::GetDiseaseMagnitude( UINT8 aDisease )
{
if ( !gGameExternalOptions.fDisease )
@@ -19071,6 +19089,12 @@ void SOLDIERTYPE::PrintDiseaseDesc( CHAR16* apStr, BOOLEAN fFullDesc )
wcscat( apStr, atStr );
}
}
if ( (this->ubProfile == BUNS || this->ubProfile == BUNS_CHAOTIC) && ( Disease[i].usDiseaseProperties & DISEASE_PROPERTY_PTSD_BUNS ) )
{
swprintf( atStr, szDiseaseText[TEXT_DISEASE_PTSD_BUNS_SPECIAL] );
wcscat( apStr, atStr );
}
}
}
else if ( fShowExactPoints && this->sDiseasePoints[i] > 0 )
+2 -1
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@@ -1934,7 +1934,8 @@ public:
// fHealableOnly: check wether it can be healed
// fSymbolOnly: only show if symbol should be shown
BOOLEAN HasDisease(BOOLEAN fDiagnosedOnly, BOOLEAN fHealableOnly, BOOLEAN fSymbolOnly = FALSE);
FLOAT GetDiseaseMagnitude( UINT8 aDisease ); // get the magnitude os a disease we might have, used to determine wether there are any effects
BOOLEAN HasDiseaseWithFlag(UINT32 aFlag);
FLOAT GetDiseaseMagnitude( UINT8 aDisease ); // get the magnitude of a disease we might have, used to determine wether there are any effects
void PrintDiseaseDesc( CHAR16* apStr, BOOLEAN fFullDesc = FALSE );
void PrintFoodDesc( CHAR16* apStr, BOOLEAN fFullDesc = FALSE );
void PrintSleepDesc( CHAR16* apStr );
+5 -14
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@@ -2367,22 +2367,13 @@ BOOLEAN MercIsInTropicalSector( SOLDIERTYPE * pSoldier )
return( FALSE );
}
SOLDIERTYPE * SwapLarrysProfiles( SOLDIERTYPE * pSoldier )
SOLDIERTYPE* SwapToProfile( SOLDIERTYPE * pSoldier, UINT8 ubDestProfile )
{
UINT8 ubSrcProfile;
UINT8 ubDestProfile;
MERCPROFILESTRUCT * pNewProfile;
MERCPROFILESTRUCT* pNewProfile;
UINT8 ubSrcProfile = pSoldier->ubProfile;
ubSrcProfile = pSoldier->ubProfile;
if ( ubSrcProfile == LARRY_NORMAL )
{
ubDestProfile = LARRY_DRUNK;
}
else if ( ubSrcProfile == LARRY_DRUNK )
{
ubDestProfile = LARRY_NORMAL;
}
else
// need a stop criteria...
if ( FALSE )
{
// I don't think so!
return( pSoldier );
+4 -1
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@@ -88,6 +88,7 @@ extern BOOLEAN LoadNewSystemMercsToSaveGameFile( HWFILE hFile );
enum NPCIDs
{
VICKI = 4,// anv: check when hiring Speck
BUNS = 17,
BIFF = 40,
HAYWIRE,
GASKET,
@@ -248,6 +249,8 @@ enum NPCIDs
ELIO = 196,
JUAN = 197,
WAHAN = 198,
BUNS_CHAOTIC = 215,
} ;
BOOLEAN LoadMercProfiles(void);
@@ -285,7 +288,7 @@ extern BOOLEAN gubNumTerrorists;
void MakeRemainingTerroristsTougher( void );
void MakeRemainingAssassinsTougher( void );
SOLDIERTYPE * SwapLarrysProfiles( SOLDIERTYPE * pSoldier );
SOLDIERTYPE* SwapToProfile( SOLDIERTYPE * pSoldier, UINT8 ubDestProfile );
BOOLEAN DoesNPCOwnBuilding( SOLDIERTYPE *pSoldier, INT32 sGridNo );
+8
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@@ -82,6 +82,7 @@ diseaseStartElementHandle( void *userData, const XML_Char *name, const XML_Char
strcmp( name, "fCanReInfect" ) == 0 ||
strcmp( name, "fHideSymbol" ) == 0 ||
strcmp( name, "fDisgusting" ) == 0 ||
strcmp( name, "fSpecialFlagPTSDBuns" ) == 0 ||
strcmp( name, "sEffStatAGI" ) == 0 ||
strcmp( name, "sEffStatDEX" ) == 0 ||
strcmp( name, "sEffStatSTR" ) == 0 ||
@@ -302,6 +303,12 @@ diseaseEndElementHandle( void *userData, const XML_Char *name )
if ( atol( pData->szCharData ) )
pData->curItem.usDiseaseProperties |= DISEASE_PROPERTY_DISGUSTING;
}
else if ( strcmp( name, "fSpecialFlagPTSDBuns" ) == 0 )
{
pData->curElement = ELEMENT;
if ( atol( pData->szCharData ) )
pData->curItem.usDiseaseProperties |= DISEASE_PROPERTY_PTSD_BUNS;
}
else if ( strcmp( name, "sEffStatAGI" ) == 0 )
{
pData->curElement = ELEMENT;
@@ -480,6 +487,7 @@ BOOLEAN WriteDiseaseStats( )
FilePrintf( hFile, "\t\t<fCanReInfect>%d</fCanReInfect>\r\n", (Disease[cnt].usDiseaseProperties & DISEASE_PROPERTY_CANREINFECT) ? 1 : 0 );
FilePrintf( hFile, "\t\t<fHideSymbol>%d</fHideSymbol>\r\n", (Disease[cnt].usDiseaseProperties & DISEASE_PROPERTY_HIDESYMBOL) ? 1 : 0 );
FilePrintf( hFile, "\t\t<fDisgusting>%d</fDisgusting>\r\n", (Disease[cnt].usDiseaseProperties & DISEASE_PROPERTY_DISGUSTING) ? 1 : 0 );
FilePrintf( hFile, "\t\t<fSpecialFlagPTSDBuns>%d</fSpecialFlagPTSDBuns>\r\n", ( Disease[cnt].usDiseaseProperties & DISEASE_PROPERTY_PTSD_BUNS ) ? 1 : 0 );
FilePrintf( hFile, "\t\t<sEffStatAGI>%d</sEffStatAGI>\r\n", Disease[cnt].sEffStat[INFST_AGI] );
FilePrintf( hFile, "\t\t<sEffStatDEX>%d</sEffStatDEX>\r\n", Disease[cnt].sEffStat[INFST_DEX] );
FilePrintf( hFile, "\t\t<sEffStatSTR>%d</sEffStatSTR>\r\n", Disease[cnt].sEffStat[INFST_STR] );
+1 -1
View File
@@ -2715,7 +2715,7 @@ void HandleArmedObjectImpact( REAL_OBJECT *pObject )
// any merc nearby that can see this can warn us
if ( ( *pObj )[0]->data.misc.bDelay > 0 && pObject->ubOwner != NOBODY )//&& MercPtrs[pObject->ubOwner]->bTeam != gbPlayerNum )
{
AdditionalTacticalCharacterDialogue_AllInSectorRadiusCall( NO_PROFILE, ADE_GRENADEWARNING, 0, 0, 0, pObject->sGridNo, 5 );
AdditionalTacticalCharacterDialogue_AllInSectorRadiusCall( NO_PROFILE, ADE_GRENADEWARNING, pObj->usItem, 0, 0, pObject->sGridNo, 5 );
}
if ( fDoImpact )
+3 -1
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@@ -2963,7 +2963,9 @@ enum
TEXT_DISEASE_CANCEL,
// (undiagnosed)
TEXT_DISEASE_UNDIAGNOSED
TEXT_DISEASE_UNDIAGNOSED,
TEXT_DISEASE_PTSD_BUNS_SPECIAL,
};
enum
+2
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@@ -10999,6 +10999,8 @@ STR16 szDiseaseText[] =
L"取消", //L"Cancel", 
L"\n\n%s (未诊断的) - %d / %d\n", //L"\n\n%s (undiagnosed) - %d / %d\n",
L"High amount of distress can cause a personality split\n", // TODO.Translate
};
STR16 szSpyText[] =
+2
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@@ -11017,6 +11017,8 @@ STR16 szDiseaseText[] =
L"Cancel",
L"\n\n%s (undiagnosed) - %d / %d\n", // TODO.Translate
L"High amount of distress can cause a personality split\n", // TODO.Translate
};
STR16 szSpyText[] =
+2
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@@ -11001,6 +11001,8 @@ STR16 szDiseaseText[] =
L"Cancel",
L"\n\n%s (undiagnosed) - %d / %d\n",
L"High amount of distress can cause a personality split\n",
};
STR16 szSpyText[] =
+2
View File
@@ -10999,6 +10999,8 @@ STR16 szDiseaseText[] =
L"Cancel",
L"\n\n%s (undiagnosed) - %d / %d\n", // TODO.Translate
L"High amount of distress can cause a personality split\n", // TODO.Translate
};
STR16 szSpyText[] =
+2
View File
@@ -10829,6 +10829,8 @@ STR16 szDiseaseText[] =
L"Cancel",
L"\n\n%s (undiagnosed) - %d / %d\n", // TODO.Translate
L"High amount of distress can cause a personality split\n", // TODO.Translate
};
STR16 szSpyText[] =
+2
View File
@@ -11008,6 +11008,8 @@ STR16 szDiseaseText[] =
L"Cancel",
L"\n\n%s (undiagnosed) - %d / %d\n", // TODO.Translate
L"High amount of distress can cause a personality split\n", // TODO.Translate
};
STR16 szSpyText[] =
+2
View File
@@ -11021,6 +11021,8 @@ STR16 szDiseaseText[] =
L"Cancel",
L"\n\n%s (undiagnosed) - %d / %d\n", // TODO.Translate
L"High amount of distress can cause a personality split\n", // TODO.Translate
};
STR16 szSpyText[] =
+2
View File
@@ -11001,6 +11001,8 @@ STR16 szDiseaseText[] =
L"Отмена",
L"\n\n%s (недиагностирована) - %d / %d\n",
L"High amount of distress can cause a personality split\n", // TODO.Translate
};
STR16 szSpyText[] =