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New tags in CivGroupNames.xml: Side, CustomSide allow setting custom side for civilian group.
NewEye: fix possible bug. InitShopKeeperSubTitledText: correctly initialize data. git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8764 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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+58
-68
@@ -2638,80 +2638,70 @@ BOOLEAN ExternRenderFace( UINT32 uiBuffer, INT32 iFaceIndex, INT16 sX, INT16 sY
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void NewEye( FACETYPE *pFace )
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{
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switch(pFace->sEyeFrame)
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{
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case 0 : //pFace->sEyeFrame = (INT16)Random(2); // normal - can blink or frown
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if ( pFace->ubExpression == ANGRY )
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{
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pFace->ubEyeWait = 0;
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pFace->sEyeFrame = 3;
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}
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else if ( pFace->ubExpression == SURPRISED )
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{
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pFace->ubEyeWait = 0;
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pFace->sEyeFrame = 4;
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}
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else
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//if (pFace->sEyeFrame && Talk.talking && Talk.expression != DYING)
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/// pFace->sEyeFrame = 3;
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//else
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pFace->sEyeFrame = 1;
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break;
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case 1 : // starting to blink - has to finish unless dying
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//if (Talk.expression == DYING)
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// pFace->sEyeFrame = 1;
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//else
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switch (pFace->sEyeFrame)
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{
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case 0: //pFace->sEyeFrame = (INT16)Random(2); // normal - can blink or frown
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if (pFace->ubExpression == ANGRY)
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{
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pFace->ubEyeWait = 0;
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pFace->sEyeFrame = 3;
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}
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else if (pFace->ubExpression == SURPRISED)
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{
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pFace->ubEyeWait = 0;
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pFace->sEyeFrame = 4;
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}
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else
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pFace->sEyeFrame = 1;
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//if (pFace->sEyeFrame && Talk.talking && Talk.expression != DYING)
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/// pFace->sEyeFrame = 3;
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//else
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break;
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case 1: // starting to blink - has to finish unless dying
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//if (Talk.expression == DYING)
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// pFace->sEyeFrame = 1;
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//else
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pFace->sEyeFrame = 2;
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break;
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case 2 : //pFace->sEyeFrame = (INT16)Random(2); // finishing blink - can go normal or frown
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//if (pFace->sEyeFrame && Talk.talking)
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// pFace->sEyeFrame = 3;
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//else
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// if (Talk.expression == ANGRY)
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break;
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case 2: //pFace->sEyeFrame = (INT16)Random(2); // finishing blink - can go normal or frown
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//if (pFace->sEyeFrame && Talk.talking)
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// pFace->sEyeFrame = 3;
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//else
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// if (Talk.expression == ANGRY)
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// pFace->sEyeFrame = 3;
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// else
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// else
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pFace->sEyeFrame = 0;
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break;
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case 3 : //pFace->sEyeFrame = 4; break; // frown
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pFace->ubEyeWait++;
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if ( pFace->ubEyeWait > 6 )
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{
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pFace->sEyeFrame = 0;
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}
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break;
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case 4 :
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pFace->ubEyeWait++;
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if ( pFace->ubEyeWait > 6 )
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{
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pFace->sEyeFrame = 0;
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}
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break;
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case 5 : pFace->sEyeFrame = 6;
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break;
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case 3: //pFace->sEyeFrame = 4; break; // frown
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pFace->ubEyeWait++;
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if (pFace->ubEyeWait > 6)
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{
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pFace->sEyeFrame = 0;
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}
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break;
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case 4:
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pFace->ubEyeWait++;
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if (pFace->ubEyeWait > 6)
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{
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pFace->sEyeFrame = 0;
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}
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break;
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case 5: pFace->sEyeFrame = 6;
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pFace->sEyeFrame = 0;
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break;
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case 6 : pFace->sEyeFrame = 7; break;
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case 7 : pFace->sEyeFrame = (INT16)Random(2); // can stop frowning or continue
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//if (pFace->sEyeFrame && Talk.expression != DYING)
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// pFace->sEyeFrame = 8;
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//else
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// pFace->sEyeFrame = 0;
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//break;
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case 8 : pFace->sEyeFrame = 9; break;
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case 9 : pFace->sEyeFrame = 10; break;
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break;
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case 6: pFace->sEyeFrame = 7; break;
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case 7: pFace->sEyeFrame = (INT16)Random(2); // can stop frowning or continue
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//if (pFace->sEyeFrame && Talk.expression != DYING)
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// pFace->sEyeFrame = 8;
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//else
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// pFace->sEyeFrame = 0;
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break;
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case 8: pFace->sEyeFrame = 9; break;
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case 9: pFace->sEyeFrame = 10; break;
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case 10: pFace->sEyeFrame = 11; break;
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case 11: pFace->sEyeFrame = 12; break;
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case 12: pFace->sEyeFrame = 0; break;
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}
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case 12: pFace->sEyeFrame = 0; break;
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}
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}
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