Additional dialogue can be used for consuming specific items

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8531 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
Flugente
2018-02-28 20:29:30 +00:00
parent f4171a3889
commit 90de5ed424
3 changed files with 12 additions and 8 deletions
+1
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@@ -360,6 +360,7 @@ enum AdditionalDialogEvents
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_GRENADEWARNING, // a delayed enemy grenade was dropped nearby
ADE_CONSUMEITEM, // we applied an item to us
};
// 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
+3
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@@ -24095,6 +24095,9 @@ BOOLEAN ApplyConsumable( SOLDIERTYPE* pSoldier, OBJECTTYPE *pObj, BOOLEAN fForce
if ( fSuccess )
{
// Flugente: additional dialogue
AdditionalTacticalCharacterDialogue_CallsLua( pSoldier, ADE_CONSUMEITEM, pObj->usItem );
// use up object
UseKitPoints( pObj, statusused, pSoldier );