mirror of
https://github.com/1dot13/source.git
synced 2026-07-22 13:40:22 +02:00
Added dialogue events for using a lockbomb (ADE_LOCKBOMB) and sniper warning (ADE_SNIPERWARNING)
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8711 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
@@ -59,6 +59,9 @@ namespace AI
|
||||
{
|
||||
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, New113Message[MSG113_WATHCHOUTFORSNIPERS] );
|
||||
sniperwarning = TRUE;
|
||||
|
||||
// Flugente: additional dialogue
|
||||
AdditionalTacticalCharacterDialogue_AllInCurrentSector( NO_PROFILE, ADE_SNIPERWARNING );
|
||||
}
|
||||
|
||||
if (!biggunwarning && FindRocketLauncherOrCannon(get_npc()) != NO_SLOT )
|
||||
|
||||
@@ -1764,6 +1764,13 @@ BOOLEAN AdditionalTacticalCharacterDialogue_CallsLua( SOLDIERTYPE *pSoldier, UIN
|
||||
}
|
||||
|
||||
// call event for all mercs in a sector
|
||||
void AdditionalTacticalCharacterDialogue_AllInCurrentSector( UINT8 ausIgnoreProfile,
|
||||
UINT16 usEventNr, UINT32 aData1, UINT32 aData2, UINT32 aData3, INT32 aAroundGridno, INT32 aRadius )
|
||||
{
|
||||
return AdditionalTacticalCharacterDialogue_AllInSector( gWorldSectorX, gWorldSectorY, gbWorldSectorZ, ausIgnoreProfile,
|
||||
usEventNr, aData1, aData2, aData3, aAroundGridno, aRadius );
|
||||
}
|
||||
|
||||
void AdditionalTacticalCharacterDialogue_AllInSector(INT16 aSectorX, INT16 aSectorY, INT8 aSectorZ, UINT8 ausIgnoreProfile,
|
||||
UINT16 usEventNr, UINT32 aData1, UINT32 aData2, UINT32 aData3, INT32 aAroundGridno, INT32 aRadius )
|
||||
{
|
||||
|
||||
@@ -350,7 +350,7 @@ enum AdditionalDialogEvents
|
||||
ADE_DIALOGUE_RPC_RECRUIT_SUCCESS, // we've successfully recruited an RPC, and might comment on that
|
||||
ADE_SEX, // does exactly what you think it does
|
||||
ADE_WEATHERCHANGE, // the weather has changed, and we can warn the player about that
|
||||
ADE_SKILL_RESULT, // we used a skill, and comment on the result
|
||||
ADE_SKILL_RESULT, // we used a skill, and comment on the result, aData1 is of Skill, aData2 indicates whether it was a success (1) or failure (0)
|
||||
ADE_GRENADEWARNING, // a delayed enemy grenade was dropped nearby
|
||||
ADE_CONSUMEITEM, // we applied an item to us
|
||||
ADE_NPC_DEATH, // someone died
|
||||
@@ -361,6 +361,8 @@ enum AdditionalDialogEvents
|
||||
ADE_BANDAGE_RECEIVE_END, // someone finished bandaging us, aData1 is the profile of person
|
||||
ADE_ZOMBIESRISE, // a new wave of zombies is spawned from corpses
|
||||
ADE_SEXUALHARASSMENT, // the player wants to take the 'strip' command further than we are comfortable with
|
||||
ADE_LOCKBOMB, // merc uses a shaped charge to blow the locks of a door, aData1 indicates whether it was a success (1) or failure (0)
|
||||
ADE_SNIPERWARNING, // merc warns of sniper presence in this sector
|
||||
};
|
||||
|
||||
// We call this function from several places. It uses the dialogue functions, but calls a Lua script to know whether something, and what, should be said
|
||||
@@ -369,6 +371,9 @@ enum AdditionalDialogEvents
|
||||
BOOLEAN AdditionalTacticalCharacterDialogue_CallsLua( SOLDIERTYPE *pSoldier, UINT16 usEventNr, UINT32 aData1 = 0, UINT32 aData2 = 0, UINT32 aData3 = 0 );
|
||||
|
||||
// call event for all mercs in a sector
|
||||
void AdditionalTacticalCharacterDialogue_AllInCurrentSector( UINT8 ausIgnoreProfile,
|
||||
UINT16 usEventNr, UINT32 aData1 = 0, UINT32 aData2 = 0, UINT32 aData3 = 0, INT32 aAroundGridno = -1, INT32 aRadius = 0 );
|
||||
|
||||
void AdditionalTacticalCharacterDialogue_AllInSector( INT16 aSectorX, INT16 aSectorY, INT8 aSectorZ, UINT8 ausIgnoreProfile,
|
||||
UINT16 usEventNr, UINT32 aData1 = 0, UINT32 aData2 = 0, UINT32 aData3 = 0, INT32 aAroundGridno = -1, INT32 aRadius = 0 );
|
||||
|
||||
|
||||
@@ -39,6 +39,7 @@
|
||||
#include "handle doors.h"
|
||||
#include "Map Screen Interface.h"
|
||||
#include "GameSettings.h" // added by SANDRO
|
||||
#include "Dialogue Control.h" // added by Flugente
|
||||
#endif
|
||||
|
||||
#include "GameVersion.h"
|
||||
@@ -806,8 +807,14 @@ BOOLEAN AttemptToBlowUpLock( SOLDIERTYPE * pSoldier, DOOR * pDoor )
|
||||
// also add to records - door successfuly breached
|
||||
gMercProfiles[ pSoldier->ubProfile ].records.usLocksBreached++;
|
||||
|
||||
// Flugente: additional dialogue
|
||||
AdditionalTacticalCharacterDialogue_CallsLua( pSoldier, ADE_LOCKBOMB, 1 );
|
||||
|
||||
return( TRUE );
|
||||
}
|
||||
|
||||
// Flugente: additional dialogue
|
||||
AdditionalTacticalCharacterDialogue_CallsLua( pSoldier, ADE_LOCKBOMB, 0 );
|
||||
}
|
||||
else
|
||||
{
|
||||
|
||||
Reference in New Issue
Block a user