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- added new dynamic opinion events, see http://thepit.ja-galaxy-forum.com/index.php?t=msg&th=21961&goto=333259&#msg_333259
- Fix: dynamic opinion events on finishing battle did not occur due to faulty sector coordinates - Fix: dynamic dialogue boxes were displayed with bad screen coordinates - Change: dynamic dialogue is also written into tactical log - Change: in events that require a leader, any merc can be considered leader, not just IMPs git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@7807 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
+6
-1
@@ -3584,7 +3584,7 @@ void LoadMoraleSettings()
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gDynamicOpinionEvent[OPINIONEVENT_ANNOYINGDISABILITY].sOpinionModifier = iniReader.ReadInteger( "Dynamic Opinion Modifiers Settings", "OPINIONEVENT_ANNOYINGDISABILITY", -2, -50, 0 );
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gDynamicOpinionEvent[OPINIONEVENT_ADDICT].sOpinionModifier = iniReader.ReadInteger( "Dynamic Opinion Modifiers Settings", "OPINIONEVENT_ADDICT", -6, -50, 0 );
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gDynamicOpinionEvent[OPINIONEVENT_THIEF].sOpinionModifier = iniReader.ReadInteger( "Dynamic Opinion Modifiers Settings", "OPINIONEVENT_THIEF", -5, -50, 0 );
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gDynamicOpinionEvent[OPINIONEVENT_WORSTCOMMANDEREVER].sOpinionModifier = iniReader.ReadInteger( "Dynamic Opinion Modifiers Settings", "OPINIONEVENT_WORSTCOMMANDEREVER", -7, -50, 0 );
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gDynamicOpinionEvent[OPINIONEVENT_WORSTCOMMANDEREVER].sOpinionModifier = iniReader.ReadInteger( "Dynamic Opinion Modifiers Settings", "OPINIONEVENT_WORSTCOMMANDEREVER", -9, -50, 0 );
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gDynamicOpinionEvent[OPINIONEVENT_RICHGUY].sOpinionModifier = iniReader.ReadInteger( "Dynamic Opinion Modifiers Settings", "OPINIONEVENT_RICHGUY", -1, -50, 0 );
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gDynamicOpinionEvent[OPINIONEVENT_BETTERGEAR].sOpinionModifier = iniReader.ReadInteger( "Dynamic Opinion Modifiers Settings", "OPINIONEVENT_BETTERGEAR", -2, -50, 0 );
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gDynamicOpinionEvent[OPINIONEVENT_YOUMOUNTEDAGUNONMYBREASTS].sOpinionModifier = iniReader.ReadInteger( "Dynamic Opinion Modifiers Settings", "OPINIONEVENT_YOUMOUNTEDAGUNONMYBREASTS", -3, -50, 0 );
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@@ -3606,6 +3606,11 @@ void LoadMoraleSettings()
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gDynamicOpinionEvent[OPINIONEVENT_BRUTAL_GOOD].sOpinionModifier = iniReader.ReadInteger( "Dynamic Opinion Modifiers Settings", "OPINIONEVENT_BRUTAL_GOOD", 1, 0, 50 );
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gDynamicOpinionEvent[OPINIONEVENT_BRUTAL_BAD].sOpinionModifier = iniReader.ReadInteger( "Dynamic Opinion Modifiers Settings", "OPINIONEVENT_BRUTAL_BAD", -3, -50, 0 );
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gDynamicOpinionEvent[OPINIONEVENT_TEACHER].sOpinionModifier = iniReader.ReadInteger( "Dynamic Opinion Modifiers Settings", "OPINIONEVENT_TEACHER", 1, 0, 50 );
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gDynamicOpinionEvent[OPINIONEVENT_BESTCOMMANDEREVER].sOpinionModifier = iniReader.ReadInteger( "Dynamic Opinion Modifiers Settings", "OPINIONEVENT_BESTCOMMANDEREVER", 8, 0, 50 );
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gDynamicOpinionEvent[OPINIONEVENT_BATTLE_SAVIOUR].sOpinionModifier = iniReader.ReadInteger( "Dynamic Opinion Modifiers Settings", "OPINIONEVENT_BATTLE_SAVIOUR", 6, 0, 50 );
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gDynamicOpinionEvent[OPINIONEVENT_FRAGTHIEF].sOpinionModifier = iniReader.ReadInteger( "Dynamic Opinion Modifiers Settings", "OPINIONEVENT_FRAGTHIEF", -2, -50, 0 );
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gDynamicOpinionEvent[OPINIONEVENT_BATTLE_ASSIST].sOpinionModifier = iniReader.ReadInteger( "Dynamic Opinion Modifiers Settings", "OPINIONEVENT_BATTLE_ASSIST", 1, 0, 50 );
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gDynamicOpinionEvent[OPINIONEVENT_BATTLE_TOOK_PRISONER].sOpinionModifier = iniReader.ReadInteger( "Dynamic Opinion Modifiers Settings", "OPINIONEVENT_BATTLE_TOOK_PRISONER", 3, 0, 50 );
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}
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void LoadReputationSettings()
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@@ -713,10 +713,7 @@ void FinishIncident(INT16 sX, INT16 sY, INT8 sZ)
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}
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}
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}
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// dynamic opinions: if the playerside had a lot of losses, the mercs will blame one of their own
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HandleDynamicOpinionBattleLosses();
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// due to odd coding, we do not know when an incident starts
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// (checking for entering combat isn't enough, as we do that multiple times per battle)
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// we thus set the relevant data when finishing an incident
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@@ -732,6 +729,9 @@ void FinishIncident(INT16 sX, INT16 sY, INT8 sZ)
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if ( gCampaignStats.usHighestID == 1 )
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gCurrentIncident.usOneTimeEventFlags |= INCIDENT_ONETIMEEVENT_OMERTA;
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// dynamic opinions
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HandleDynamicOpinionBattleFinished( (gCurrentIncident.usIncidentFlags & INCIDENT_WIN) != 0 );
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gCampaignStats.AddNewIncident(gCurrentIncident);
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// reset incident after adding it
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@@ -57,7 +57,7 @@ DDBox::Init( UINT16 sX, UINT16 sY )
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SetY( sY );
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SetX_Text( GetX( ) + MYBOX_FACE_OFFSET );
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SetY_Text( GetY( ) );
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SetY_Text( WidgetBase::GetY( ) );
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musWidth = min( MYBOX_TEXT_MAXWIDTH, StringPixLength( mText, MYBOX_FONT_DEF ) );
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@@ -157,7 +157,7 @@ DDBox::Display( )
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}
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//Display the background
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ColorFillVideoSurfaceArea( FRAME_BUFFER, GetX_Text( ), GetY( ), GetX_Text( ) + musWidth, GetY( ) + musFontHeight, Get16BPPColor( FROMRGB( 0, 0, 0 ) ) );
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ColorFillVideoSurfaceArea( FRAME_BUFFER, GetX_Text( ), GetY_Text( ), GetX_Text( ) + musWidth, GetY_Text( ) + musFontHeight, Get16BPPColor( FROMRGB( 0, 0, 0 ) ) );
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DrawTopEntry( );
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@@ -420,7 +420,7 @@ IMPDialogueChooseBox::Init( UINT16 sX, UINT16 sY )
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SetY( sY );
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SetX_Text( GetX( ) + MYBOX_FACE_OFFSET );
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SetY_Text( GetY( ) );
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SetY_Text( WidgetBase::GetY( ) );
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mSelectedEntry = 0;
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+170
-24
@@ -28,6 +28,7 @@
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#include "strategicmap.h"
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#include "connect.h"
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#include "Campaign.h"
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#include "Points.h"
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extern INT32 ReadFieldByField( HWFILE hFile, PTR pDest, UINT32 uiFieldSize, UINT32 uiElementSize, UINT32 uiCurByteCount );
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@@ -1021,6 +1022,9 @@ BOOLEAN DynamicOpinionTacticalCharacterDialogue( DynamicOpinionSpeechEvent& aEve
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pDDBox->Create( sX, sY );
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pDDBox->SetStartTime( aEvent.usStarttime );
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// print out the dialogue to the log, too
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ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"%s: %s", pSoldier->GetName(), gzQuoteStr );
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// delay destruction of all current boxes - as long as new dialogue comes in, they will be kept
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DelayBoxDestruction( aEvent.usStarttime + gGameExternalOptions.sDynamicDialogueTimeOffset * 3.5f );
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@@ -1191,7 +1195,12 @@ void AddOpinionEvent( UINT8 usProfileA, UINT8 usProfileB, UINT8 usEvent, BOOLEAN
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case OPINIONEVENT_BRUTAL_BAD: gMercProfiles[usProfileA].usDynamicOpinionFlagmask[usProfileB][4] |= OPINIONFLAG_STAGE1_BRUTAL_BAD; break;
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case OPINIONEVENT_TEACHER: gMercProfiles[usProfileA].usDynamicOpinionFlagmask[usProfileB][4] |= OPINIONFLAG_STAGE1_TEACHER; break;
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case OPINIONEVENT_BESTCOMMANDEREVER: gMercProfiles[usProfileA].usDynamicOpinionFlagmask[usProfileB][4] |= OPINIONFLAG_STAGE1_BESTCOMMANDEREVER; break;
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case OPINIONEVENT_BATTLE_SAVIOUR: gMercProfiles[usProfileA].usDynamicOpinionFlagmask[usProfileB][4] |= OPINIONFLAG_STAGE1_BATTLE_SAVIOUR; break;
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case OPINIONEVENT_FRAGTHIEF: gMercProfiles[usProfileA].usDynamicOpinionFlagmask[usProfileB][4] |= OPINIONFLAG_STAGE1_FRAGTHIEF; break;
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case OPINIONEVENT_BATTLE_ASSIST: gMercProfiles[usProfileA].usDynamicOpinionFlagmask[usProfileB][4] |= OPINIONFLAG_STAGE1_BATTLE_ASSIST; break;
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case OPINIONEVENT_BATTLE_TOOK_PRISONER: gMercProfiles[usProfileA].usDynamicOpinionFlagmask[usProfileB][4] |= OPINIONFLAG_STAGE1_BATTLE_TOOK_PRISONER; break;
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default: break;
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}
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@@ -1521,6 +1530,41 @@ INT8 GetDynamicOpinion( UINT8 usProfileA, UINT8 usProfileB, UINT8 usEvent )
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if ( gMercProfiles[usProfileA].usDynamicOpinionFlagmask[usProfileB][4] & OPINIONFLAG_STAGE3_TEACHER ) ++numflags;
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if ( gMercProfiles[usProfileA].usDynamicOpinionFlagmask[usProfileB][4] & OPINIONFLAG_STAGE4_TEACHER ) ++numflags;
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break;
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case OPINIONEVENT_BESTCOMMANDEREVER:
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if ( gMercProfiles[usProfileA].usDynamicOpinionFlagmask[usProfileB][4] & OPINIONFLAG_STAGE1_BESTCOMMANDEREVER ) ++numflags;
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if ( gMercProfiles[usProfileA].usDynamicOpinionFlagmask[usProfileB][4] & OPINIONFLAG_STAGE2_BESTCOMMANDEREVER ) ++numflags;
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if ( gMercProfiles[usProfileA].usDynamicOpinionFlagmask[usProfileB][4] & OPINIONFLAG_STAGE3_BESTCOMMANDEREVER ) ++numflags;
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if ( gMercProfiles[usProfileA].usDynamicOpinionFlagmask[usProfileB][4] & OPINIONFLAG_STAGE4_BESTCOMMANDEREVER ) ++numflags;
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break;
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case OPINIONEVENT_BATTLE_SAVIOUR:
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if ( gMercProfiles[usProfileA].usDynamicOpinionFlagmask[usProfileB][4] & OPINIONFLAG_STAGE1_BATTLE_SAVIOUR ) ++numflags;
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if ( gMercProfiles[usProfileA].usDynamicOpinionFlagmask[usProfileB][4] & OPINIONFLAG_STAGE2_BATTLE_SAVIOUR ) ++numflags;
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if ( gMercProfiles[usProfileA].usDynamicOpinionFlagmask[usProfileB][4] & OPINIONFLAG_STAGE3_BATTLE_SAVIOUR ) ++numflags;
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if ( gMercProfiles[usProfileA].usDynamicOpinionFlagmask[usProfileB][4] & OPINIONFLAG_STAGE4_BATTLE_SAVIOUR ) ++numflags;
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break;
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case OPINIONEVENT_FRAGTHIEF:
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if ( gMercProfiles[usProfileA].usDynamicOpinionFlagmask[usProfileB][4] & OPINIONFLAG_STAGE1_FRAGTHIEF ) ++numflags;
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if ( gMercProfiles[usProfileA].usDynamicOpinionFlagmask[usProfileB][4] & OPINIONFLAG_STAGE2_FRAGTHIEF ) ++numflags;
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if ( gMercProfiles[usProfileA].usDynamicOpinionFlagmask[usProfileB][4] & OPINIONFLAG_STAGE3_FRAGTHIEF ) ++numflags;
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if ( gMercProfiles[usProfileA].usDynamicOpinionFlagmask[usProfileB][4] & OPINIONFLAG_STAGE4_FRAGTHIEF ) ++numflags;
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break;
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case OPINIONEVENT_BATTLE_ASSIST:
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if ( gMercProfiles[usProfileA].usDynamicOpinionFlagmask[usProfileB][4] & OPINIONFLAG_STAGE1_BATTLE_ASSIST ) ++numflags;
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if ( gMercProfiles[usProfileA].usDynamicOpinionFlagmask[usProfileB][4] & OPINIONFLAG_STAGE2_BATTLE_ASSIST ) ++numflags;
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if ( gMercProfiles[usProfileA].usDynamicOpinionFlagmask[usProfileB][4] & OPINIONFLAG_STAGE3_BATTLE_ASSIST ) ++numflags;
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if ( gMercProfiles[usProfileA].usDynamicOpinionFlagmask[usProfileB][4] & OPINIONFLAG_STAGE4_BATTLE_ASSIST ) ++numflags;
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break;
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case OPINIONEVENT_BATTLE_TOOK_PRISONER:
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if ( gMercProfiles[usProfileA].usDynamicOpinionFlagmask[usProfileB][4] & OPINIONFLAG_STAGE1_BATTLE_TOOK_PRISONER ) ++numflags;
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if ( gMercProfiles[usProfileA].usDynamicOpinionFlagmask[usProfileB][4] & OPINIONFLAG_STAGE2_BATTLE_TOOK_PRISONER ) ++numflags;
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if ( gMercProfiles[usProfileA].usDynamicOpinionFlagmask[usProfileB][4] & OPINIONFLAG_STAGE3_BATTLE_TOOK_PRISONER ) ++numflags;
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if ( gMercProfiles[usProfileA].usDynamicOpinionFlagmask[usProfileB][4] & OPINIONFLAG_STAGE4_BATTLE_TOOK_PRISONER ) ++numflags;
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break;
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default:
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break;
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@@ -1699,27 +1743,51 @@ void HandleDynamicOpinionOnContractExtension( UINT8 ubCode, UINT8 usProfile )
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}
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}
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void HandleDynamicOpinionBattleLosses( )
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// depending on what happened in the battle, our mercs might complain or celebrate
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void HandleDynamicOpinionBattleFinished( BOOLEAN fBattleWon )
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{
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UINT32 badstuff = 0;
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UINT32 ourlosses = 0;
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UINT32 enemylosses = 0;
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UINT32 oursidesize = 0;
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UINT32 enemysidesize = 0;
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// pick the 'leader' who gets all the praise (or blame, depending on how this went)
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UINT8 leaderid = GetBestMercLeaderInSector( SECTORX( gCurrentIncident.usSector ), SECTORY( gCurrentIncident.usSector ), (INT8)gCurrentIncident.usLevel );
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for ( UINT16 i = 0; i < CAMPAIGNHISTORY_SD_CIV; ++i )
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if ( leaderid != NOBODY )
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{
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badstuff += 5 * gCurrentIncident.usKills[i];
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badstuff += gCurrentIncident.usWounds[i];
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badstuff += 4 * gCurrentIncident.usPrisoners[i];
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}
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if ( badstuff > 100 )
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{
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// This was a disaster (Ignoring of how high the enemies losses were to create drama :-) )! Let's blame the player -> blame an IMP!
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std::vector<UINT8> aTaboo;
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UINT8 impid = GetRandomMercInSectorNotInList( SECTORX( gCurrentIncident.usSector ), SECTORY( gCurrentIncident.usSector ), (INT8)gCurrentIncident.usLevel, aTaboo, TRUE );
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// we've found someone competent. Let's all blame him for this disaster!
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if ( impid != NOBODY )
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// while it would be logical to also take civilian losses into account, this would lead to mercs always disapproving engaging hostile civilain factions like Kingpin and the Hicks
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for ( UINT16 i = 0; i < CAMPAIGNHISTORY_SD_CIV; ++i )
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{
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HandleDynamicOpinionChange( MercPtrs[impid], OPINIONEVENT_WORSTCOMMANDEREVER, TRUE, TRUE );
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ourlosses += 10 * gCurrentIncident.usKills[i];
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ourlosses += gCurrentIncident.usWounds[i];
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ourlosses += 8 * gCurrentIncident.usPrisoners[i]; // having our side being captured is not quite as bad as having them killed
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oursidesize += gCurrentIncident.usParticipants[i];
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}
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for ( UINT16 i = CAMPAIGNHISTORY_SD_ENEMY_ADMIN; i < CAMPAIGNHISTORY_SD_MAX; ++i )
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{
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enemylosses += 10 * gCurrentIncident.usKills[i];
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enemylosses += gCurrentIncident.usWounds[i];
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enemylosses += 12 * gCurrentIncident.usPrisoners[i]; // capturing the enemy is even better than killing them
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enemysidesize += gCurrentIncident.usParticipants[i];
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}
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// complains only happen if there was a significant battle
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if ( ourlosses > 100 || enemylosses > 100 )
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{
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// if we've taken more losses than the enemy, our mercs will complain - even if we won. Our mercs don't seem to like phyrric victories...
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if ( ourlosses > enemylosses )
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{
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HandleDynamicOpinionChange( MercPtrs[leaderid], OPINIONEVENT_WORSTCOMMANDEREVER, TRUE, TRUE );
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}
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// if we won with our losses significantly lower than the enemies', while the enemy vastly outnumbered us, our mercs will be quite happy
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else if ( fBattleWon && oursidesize < 2 * enemysidesize && 4 * ourlosses < enemylosses )
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{
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HandleDynamicOpinionChange( MercPtrs[leaderid], OPINIONEVENT_BESTCOMMANDEREVER, TRUE, TRUE );
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}
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}
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}
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}
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@@ -1728,7 +1796,7 @@ void HandleDynamicOpinionRetreat( )
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{
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// This was a disaster (Ignoring of how high the enemies losses were to create drama :-) )! Let's blame the player -> blame an IMP!
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std::vector<UINT8> aTaboo;
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UINT8 impid = GetRandomMercInSectorNotInList( gWorldSectorX, gWorldSectorY, gbWorldSectorZ, aTaboo, TRUE );
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UINT8 impid = GetBestMercLeaderInSector( gWorldSectorX, gWorldSectorY, gbWorldSectorZ );
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// we've found someone competent. Let's all blame him for this disaster!
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if ( impid != NOBODY )
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@@ -1814,14 +1882,59 @@ void HandleDynamicOpinionTeaching( SOLDIERTYPE* pSoldier, UINT8 ubStat )
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}
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}
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// some events require a 'leader' - merc the team will regard as the one being in charge, and subsequently being praised or damned for the way things develop
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UINT32 GetSoldierLeaderRating( SOLDIERTYPE* pSoldier )
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{
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if ( !pSoldier )
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return 0;
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// rating is based on leadership, experience and the squad leader trait. IMPs get a higher rating, as they represent the player closest
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UINT32 rating = 0;
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rating += pSoldier->stats.bLeadership;
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rating += 10 * pSoldier->stats.bExpLevel;
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rating += 30 * NUM_SKILL_TRAITS( pSoldier, SQUADLEADER_NT );
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rating += 50 * (pSoldier->ubWhatKindOfMercAmI == MERC_TYPE__PLAYER_CHARACTER);
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return rating;
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}
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UINT8 GetBestMercLeaderInSector( INT16 sX, INT16 sY, INT8 sZ )
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{
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UINT32 highestrating = 0;
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UINT8 bestid = NOBODY;
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SOLDIERTYPE* pSoldier = NULL;
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UINT16 bMercID = gTacticalStatus.Team[gbPlayerNum].bFirstID;
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UINT16 bLastTeamID = gTacticalStatus.Team[gbPlayerNum].bLastID;
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for ( pSoldier = MercPtrs[bMercID]; bMercID <= bLastTeamID; ++bMercID, ++pSoldier )
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{
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// everybody other merc in the same sector gets annoyed
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if ( pSoldier->bActive && pSoldier->ubProfile != NO_PROFILE &&
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pSoldier->sSectorX == sX && pSoldier->sSectorY == sY && pSoldier->bSectorZ == sZ &&
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!(pSoldier->bAssignment == IN_TRANSIT || pSoldier->bAssignment == ASSIGNMENT_DEAD) )
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{
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UINT32 rating = GetSoldierLeaderRating( pSoldier );
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if ( rating > highestrating )
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{
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highestrating = rating;
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bestid = bMercID;
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}
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}
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}
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return bestid;
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}
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UINT8 GetRandomMercInSectorNotInList( INT16 sX, INT16 sY, INT8 sZ, std::vector<UINT8> aTaboo, BOOLEAN fImpOnly )
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{
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std::vector<UINT8> resultvector;
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std::vector<UINT8> resultvector;
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SOLDIERTYPE* pTeamSoldier = NULL;
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UINT16 bMercID = gTacticalStatus.Team[gbPlayerNum].bFirstID;
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UINT16 bLastTeamID = gTacticalStatus.Team[gbPlayerNum].bLastID;
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for ( pTeamSoldier = MercPtrs[bMercID]; bMercID <= bLastTeamID; ++bMercID, pTeamSoldier++ )
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for ( pTeamSoldier = MercPtrs[bMercID]; bMercID <= bLastTeamID; ++bMercID, ++pTeamSoldier )
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{
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// everybody other merc in the same sector gets annoyed
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if ( pTeamSoldier->bActive && pTeamSoldier->ubProfile != NO_PROFILE &&
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@@ -1832,7 +1945,7 @@ UINT8 GetRandomMercInSectorNotInList( INT16 sX, INT16 sY, INT8 sZ, std::vector<U
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{
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// only add if not already in list
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if ( std::find( aTaboo.begin( ), aTaboo.end( ), pTeamSoldier->ubProfile ) == aTaboo.end( ) )
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resultvector.push_back( pTeamSoldier->ubProfile );
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resultvector.push_back( bMercID );
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}
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}
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@@ -1841,7 +1954,7 @@ UINT8 GetRandomMercInSectorNotInList( INT16 sX, INT16 sY, INT8 sZ, std::vector<U
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return resultvector[Random( resultvector.size( ) )];
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}
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return NO_PROFILE;
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return NOBODY;
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}
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UINT8 GetFittingInterjectorProfile( UINT8 usEvent, UINT8 usProfileVictim, UINT8 usProfileCause )
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@@ -1957,6 +2070,11 @@ void HandleDynamicOpinionChange( SOLDIERTYPE* pSoldier, UINT8 usEvent, BOOLEAN f
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case OPINIONEVENT_BRUTAL_GOOD:
|
||||
case OPINIONEVENT_BRUTAL_BAD:
|
||||
case OPINIONEVENT_TEACHER:
|
||||
case OPINIONEVENT_BESTCOMMANDEREVER:
|
||||
case OPINIONEVENT_BATTLE_SAVIOUR:
|
||||
case OPINIONEVENT_BATTLE_TOOK_PRISONER:
|
||||
case OPINIONEVENT_FRAGTHIEF:
|
||||
case OPINIONEVENT_BATTLE_ASSIST:
|
||||
break;
|
||||
|
||||
case OPINIONEVENT_SLOWSUSDOWN:
|
||||
@@ -2135,8 +2253,36 @@ void HandleDynamicOpinionChange( SOLDIERTYPE* pSoldier, UINT8 usEvent, BOOLEAN f
|
||||
break;
|
||||
|
||||
case OPINIONEVENT_TEACHER:
|
||||
// other guy needs to be a trainer
|
||||
case OPINIONEVENT_BESTCOMMANDEREVER:
|
||||
break;
|
||||
|
||||
case OPINIONEVENT_FRAGTHIEF:
|
||||
// we care if we were going for the same target at the same location
|
||||
if ( pTeamSoldier->ubTargetID == pSoldier->ubTargetID && pTeamSoldier->sTargetGridNo == pSoldier->sTargetGridNo )
|
||||
{
|
||||
// are we ambitious enough to care about kill counts?
|
||||
if ( gMercProfiles[pTeamSoldier->ubProfile].bCharacterTrait == CHAR_TRAIT_ASSERTIVE || gMercProfiles[pTeamSoldier->ubProfile].bCharacterTrait == CHAR_TRAIT_SHOWOFF )
|
||||
{
|
||||
// did we have enough AP to claim we were about to finish them?
|
||||
if ( !EnoughPoints( pTeamSoldier, 60, 0, FALSE ) )
|
||||
continue;
|
||||
}
|
||||
else
|
||||
{
|
||||
// we are grateful for the assistance instead
|
||||
usEventUsed = OPINIONEVENT_BATTLE_ASSIST;
|
||||
}
|
||||
}
|
||||
else
|
||||
continue;
|
||||
break;
|
||||
|
||||
case OPINIONEVENT_BATTLE_TOOK_PRISONER:
|
||||
// we only care if we prefer the enemy to be taken alive
|
||||
if ( !(gMercProfiles[pTeamSoldier->ubProfile].ubMiscFlags3 & PROFILE_MISC_FLAG3_GOODGUY ||
|
||||
gMercProfiles[pTeamSoldier->ubProfile].bCharacterTrait == CHAR_TRAIT_INTELLECTUAL ||
|
||||
gMercProfiles[pTeamSoldier->ubProfile].bCharacterTrait == CHAR_TRAIT_PACIFIST) )
|
||||
continue;
|
||||
break;
|
||||
|
||||
default:
|
||||
|
||||
+35
-22
@@ -60,6 +60,12 @@ enum
|
||||
|
||||
OPINIONEVENT_BRUTAL_BAD, // other guy killed someone in a brutal fashion, and we dislike that
|
||||
OPINIONEVENT_TEACHER, // other guy taught us and we are grateful
|
||||
OPINIONEVENT_BESTCOMMANDEREVER, // we won a battle through what must be magnificent leadership
|
||||
OPINIONEVENT_BATTLE_SAVIOUR, // other guy saved us in a firefight
|
||||
|
||||
OPINIONEVENT_FRAGTHIEF, // other guy stole our kill
|
||||
OPINIONEVENT_BATTLE_ASSIST, // other guy assisted us in battle
|
||||
OPINIONEVENT_BATTLE_TOOK_PRISONER, // other guy chose to take prisoners instead of killing the enemy
|
||||
|
||||
OPINIONEVENT_MAX
|
||||
};
|
||||
@@ -255,32 +261,32 @@ extern DynamicOpinionEvent gDynamicOpinionEvent[OPINIONEVENT_MAX];
|
||||
#define OPINIONFLAG_STAGE3_TEACHER 0x00000040 //64
|
||||
#define OPINIONFLAG_STAGE4_TEACHER 0x00000080 //128
|
||||
|
||||
/*#define OPINIONFLAG_STAGE1_SOLVECONFLICT_REASON_BAD 0x00000100 //256 // attempted to solve the conflict reasonably, and we thought that was bad
|
||||
#define OPINIONFLAG_STAGE2_SOLVECONFLICT_REASON_BAD 0x00000200 //512
|
||||
#define OPINIONFLAG_STAGE3_SOLVECONFLICT_REASON_BAD 0x00000400 //1024
|
||||
#define OPINIONFLAG_STAGE4_SOLVECONFLICT_REASON_BAD 0x00000800 //2048
|
||||
#define OPINIONFLAG_STAGE1_BESTCOMMANDEREVER 0x00000100 //256 // this guy lead our team to a magnificent victory
|
||||
#define OPINIONFLAG_STAGE2_BESTCOMMANDEREVER 0x00000200 //512
|
||||
#define OPINIONFLAG_STAGE3_BESTCOMMANDEREVER 0x00000400 //1024
|
||||
#define OPINIONFLAG_STAGE4_BESTCOMMANDEREVER 0x00000800 //2048
|
||||
|
||||
#define OPINIONFLAG_STAGE1_SOLVECONFLICT_AGGRESSIVE_GOOD 0x00001000 //4096 // attempted to solve the conflict agressively, and we thought that was good
|
||||
#define OPINIONFLAG_STAGE2_SOLVECONFLICT_AGGRESSIVE_GOOD 0x00002000 //8192
|
||||
#define OPINIONFLAG_STAGE3_SOLVECONFLICT_AGGRESSIVE_GOOD 0x00004000 //16384
|
||||
#define OPINIONFLAG_STAGE4_SOLVECONFLICT_AGGRESSIVE_GOOD 0x00008000 //32768
|
||||
#define OPINIONFLAG_STAGE1_BATTLE_SAVIOUR 0x00001000 //4096 // other guy saved us in a firefight
|
||||
#define OPINIONFLAG_STAGE2_BATTLE_SAVIOUR 0x00002000 //8192
|
||||
#define OPINIONFLAG_STAGE3_BATTLE_SAVIOUR 0x00004000 //16384
|
||||
#define OPINIONFLAG_STAGE4_BATTLE_SAVIOUR 0x00008000 //32768
|
||||
|
||||
#define OPINIONFLAG_STAGE1_SOLVECONFLICT_AGGRESSIVE_BAD 0x00010000 //65536 // attempted to solve the conflict agressively, and we thought that was bad
|
||||
#define OPINIONFLAG_STAGE2_SOLVECONFLICT_AGGRESSIVE_BAD 0x00020000 //131072
|
||||
#define OPINIONFLAG_STAGE3_SOLVECONFLICT_AGGRESSIVE_BAD 0x00040000 //262144
|
||||
#define OPINIONFLAG_STAGE4_SOLVECONFLICT_AGGRESSIVE_BAD 0x00080000 //524288
|
||||
#define OPINIONFLAG_STAGE1_FRAGTHIEF 0x00010000 //65536 // other guy stole our kill
|
||||
#define OPINIONFLAG_STAGE2_FRAGTHIEF 0x00020000 //131072
|
||||
#define OPINIONFLAG_STAGE3_FRAGTHIEF 0x00040000 //262144
|
||||
#define OPINIONFLAG_STAGE4_FRAGTHIEF 0x00080000 //524288
|
||||
|
||||
#define OPINIONFLAG_STAGE1_DISEASE_DISGUSTING 0x00100000 //1048576 // is diseased, which we find disgusting
|
||||
#define OPINIONFLAG_STAGE2_DISEASE_DISGUSTING 0x00200000 //2097152
|
||||
#define OPINIONFLAG_STAGE3_DISEASE_DISGUSTING 0x00400000 //4194304
|
||||
#define OPINIONFLAG_STAGE4_DISEASE_DISGUSTING 0x00800000 //8388608
|
||||
#define OPINIONFLAG_STAGE1_BATTLE_ASSIST 0x00100000 //1048576 // other guy assisted us in battle
|
||||
#define OPINIONFLAG_STAGE2_BATTLE_ASSIST 0x00200000 //2097152
|
||||
#define OPINIONFLAG_STAGE3_BATTLE_ASSIST 0x00400000 //4194304
|
||||
#define OPINIONFLAG_STAGE4_BATTLE_ASSIST 0x00800000 //8388608
|
||||
|
||||
#define OPINIONFLAG_STAGE1_DISEASE_TREATMENT 0x01000000 //16777216 // treated our disease, which we like
|
||||
#define OPINIONFLAG_STAGE2_DISEASE_TREATMENT 0x02000000 //33554432
|
||||
#define OPINIONFLAG_STAGE3_DISEASE_TREATMENT 0x04000000 //67108864
|
||||
#define OPINIONFLAG_STAGE4_DISEASE_TREATMENT 0x08000000 //134217728
|
||||
#define OPINIONFLAG_STAGE1_BATTLE_TOOK_PRISONER 0x01000000 //16777216 // other guy chose to take prisoners instead of killing the enemy
|
||||
#define OPINIONFLAG_STAGE2_BATTLE_TOOK_PRISONER 0x02000000 //33554432
|
||||
#define OPINIONFLAG_STAGE3_BATTLE_TOOK_PRISONER 0x04000000 //67108864
|
||||
#define OPINIONFLAG_STAGE4_BATTLE_TOOK_PRISONER 0x08000000 //134217728
|
||||
|
||||
#define OPINIONFLAG_STAGE1_BRUTAL_GOOD 0x10000000 //268435456 // other guy killed someone in a brutal fashion, and we like that
|
||||
/*#define OPINIONFLAG_STAGE1_BRUTAL_GOOD 0x10000000 //268435456 // other guy killed someone in a brutal fashion, and we like that
|
||||
#define OPINIONFLAG_STAGE2_BRUTAL_GOOD 0x20000000 //536870912
|
||||
#define OPINIONFLAG_STAGE3_BRUTAL_GOOD 0x40000000 //1073741824
|
||||
#define OPINIONFLAG_STAGE4_BRUTAL_GOOD 0x80000000 //2147483648*/
|
||||
@@ -463,11 +469,18 @@ void RolloverDynamicOpinions( UINT8 usProfileA );
|
||||
void CheckForFriendsofHated( SOLDIERTYPE* pSoldier );
|
||||
|
||||
void HandleDynamicOpinionOnContractExtension( UINT8 ubCode, UINT8 usProfile );
|
||||
void HandleDynamicOpinionBattleLosses( );
|
||||
|
||||
// depending on what happened in the battle, our mercs might complain or celebrate
|
||||
void HandleDynamicOpinionBattleFinished( BOOLEAN fBattleWon );
|
||||
void HandleDynamicOpinionRetreat( );
|
||||
void HandleDynamicOpinionTeamDrinking( SOLDIERTYPE* pSoldier );
|
||||
void HandleDynamicOpinionTeaching( SOLDIERTYPE* pSoldier, UINT8 ubStat );
|
||||
|
||||
// some events require a 'leader' - merc the team will regard as the one being in charge, and subsequently being praised or damned for the way things develop
|
||||
UINT32 GetSoldierLeaderRating( SOLDIERTYPE* pSoldier );
|
||||
|
||||
UINT8 GetBestMercLeaderInSector( INT16 sX, INT16 sY, INT8 sZ );
|
||||
|
||||
// get id of a random merc in a sector, provided one exists
|
||||
UINT8 GetRandomMercInSectorNotInList( INT16 sX, INT16 sY, INT8 sZ, std::vector<UINT8> aTaboo, BOOLEAN fImpOnly );
|
||||
|
||||
|
||||
+7
-2
@@ -128,7 +128,7 @@ DynamicOpinionEvent gDynamicOpinionEvent[OPINIONEVENT_MAX] =
|
||||
{ OPINIONEVENT_ANNOYINGDISABILITY, -2, TRUE, FALSE, TRUE, FALSE },
|
||||
{ OPINIONEVENT_ADDICT, -6, TRUE, FALSE, TRUE, FALSE },
|
||||
{ OPINIONEVENT_THIEF, -5, TRUE, FALSE, TRUE, FALSE },
|
||||
{ OPINIONEVENT_WORSTCOMMANDEREVER, -7, TRUE, FALSE, FALSE, TRUE },
|
||||
{ OPINIONEVENT_WORSTCOMMANDEREVER, -9, TRUE, FALSE, FALSE, TRUE },
|
||||
{ OPINIONEVENT_RICHGUY, -1, FALSE, FALSE, FALSE, FALSE },
|
||||
{ OPINIONEVENT_BETTERGEAR, -2, TRUE, FALSE, FALSE, TRUE },
|
||||
{ OPINIONEVENT_YOUMOUNTEDAGUNONMYBREASTS, -3, TRUE, FALSE, FALSE, TRUE },
|
||||
@@ -149,7 +149,12 @@ DynamicOpinionEvent gDynamicOpinionEvent[OPINIONEVENT_MAX] =
|
||||
{OPINIONEVENT_DISEASE_TREATMENT, 1, TRUE, FALSE, TRUE, FALSE},
|
||||
{OPINIONEVENT_BRUTAL_GOOD, 1, TRUE, FALSE, TRUE, FALSE},
|
||||
{OPINIONEVENT_BRUTAL_BAD, -2, TRUE, FALSE, TRUE, FALSE},
|
||||
{OPINIONEVENT_TEACHER, 1, TRUE, FALSE, FALSE, FALSE}
|
||||
{OPINIONEVENT_TEACHER, 1, TRUE, FALSE, FALSE, FALSE},
|
||||
{ OPINIONEVENT_BESTCOMMANDEREVER, 8, TRUE, FALSE, FALSE, TRUE },
|
||||
{ OPINIONEVENT_BATTLE_SAVIOUR, 6, TRUE, FALSE, FALSE, TRUE},
|
||||
{ OPINIONEVENT_FRAGTHIEF, -2, TRUE, FALSE, FALSE, TRUE},
|
||||
{ OPINIONEVENT_BATTLE_ASSIST, -1, TRUE, FALSE, FALSE, TRUE},
|
||||
{ OPINIONEVENT_BATTLE_TOOK_PRISONER, 3, TRUE, FALSE, FALSE, TRUE}
|
||||
};
|
||||
|
||||
BOOLEAN gfSomeoneSaidMoraleQuote = FALSE;
|
||||
|
||||
@@ -10544,6 +10544,10 @@ void PrisonerSurrenderMessageBoxCallBack( UINT8 ubExitValue )
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// dynamic opinion: a merc caused the remaining enemies to give up
|
||||
if ( gusSelectedSoldier != NOBODY )
|
||||
HandleDynamicOpinionChange( MercPtrs[gusSelectedSoldier], OPINIONEVENT_BATTLE_TOOK_PRISONER, TRUE, TRUE );
|
||||
}
|
||||
else
|
||||
{
|
||||
|
||||
@@ -3961,6 +3961,23 @@ BOOLEAN HandleSoldierDeath( SOLDIERTYPE *pSoldier , BOOLEAN *pfMadeCorpse )
|
||||
//gMercProfiles[ MercPtrs[ pSoldier->ubAttackerID ]->ubProfile ].usKills++;
|
||||
/////////////////////////////////////////////////////////////////////////////////////
|
||||
gStrategicStatus.usPlayerKills++;
|
||||
|
||||
// Flugente: dynamic opinions: if this guy is a not-hostile civilian, then some mercs will complain about killing civilians
|
||||
if ( pSoldier->bTeam == CIV_TEAM && (pSoldier->aiData.bNeutral || pSoldier->bSide == MercPtrs[ubAttacker]->bSide) )
|
||||
HandleDynamicOpinionChange( MercPtrs[ubAttacker], OPINIONEVENT_CIVKILLER, TRUE, TRUE );
|
||||
else
|
||||
{
|
||||
// if this enemy was attacking a freshly wounded merc, it is likely they posed a real threat - the merc will be thankful for saving their life
|
||||
if ( pSoldier->ubTargetID != NOBODY && MercPtrs[pSoldier->ubTargetID]->bBleeding > 10 )
|
||||
{
|
||||
AddOpinionEvent( MercPtrs[pSoldier->ubTargetID]->ubProfile, MercPtrs[ubAttacker]->ubProfile, OPINIONEVENT_BATTLE_SAVIOUR );
|
||||
}
|
||||
else
|
||||
{
|
||||
// complain about a fragthief, or thank for assistance - correct event is chosen internally
|
||||
HandleDynamicOpinionChange( MercPtrs[ubAttacker], OPINIONEVENT_FRAGTHIEF, TRUE, TRUE );
|
||||
}
|
||||
}
|
||||
}
|
||||
else if ( MercPtrs[ ubAttacker ]->bTeam == MILITIA_TEAM )
|
||||
{
|
||||
|
||||
+2
-2
@@ -2862,10 +2862,10 @@ extern STR16 szTacticalInventoryDialogString[];
|
||||
extern STR16 szTacticalCoverDialogString[];
|
||||
extern STR16 szTacticalCoverDialogPrintString[];
|
||||
|
||||
// OPINIONEVENT_MAX is 34
|
||||
// OPINIONEVENT_MAX is 39
|
||||
// DOST_MAX is 17
|
||||
|
||||
extern STR16 szDynamicDialogueText[34][17];
|
||||
extern STR16 szDynamicDialogueText[39][17];
|
||||
|
||||
// Flugente: dynamic dialogue
|
||||
extern STR16 szDynamicDialogueText_DOST_VICTIM_TO_INTERJECTOR_DENY[];
|
||||
|
||||
+103
-2
@@ -9020,6 +9020,12 @@ STR16 szMercCompareEventText[]=
|
||||
|
||||
L"%s enjoys combat a bit too much",
|
||||
L"%s is a good teacher",
|
||||
L"%s led us to victory",
|
||||
L"%s saved my life",
|
||||
|
||||
L"%s stole my kill",
|
||||
L"%s and me fought well together",
|
||||
L"%s made the enemy surrender",
|
||||
};
|
||||
|
||||
STR16 szWHOWebSite[] =
|
||||
@@ -9177,7 +9183,7 @@ STR16 szTacticalCoverDialogPrintString[]=
|
||||
};
|
||||
|
||||
// TODO.Translate
|
||||
STR16 szDynamicDialogueText[34][17] = // TODO.Translate
|
||||
STR16 szDynamicDialogueText[39][17] = // TODO.Translate
|
||||
{
|
||||
// OPINIONEVENT_FRIENDLYFIRE
|
||||
L"What the hell! $CAUSE$ shot me!",
|
||||
@@ -9814,7 +9820,7 @@ STR16 szDynamicDialogueText[34][17] = // TODO.Translate
|
||||
L"You're welcome!",
|
||||
L"",
|
||||
L"",
|
||||
L"$CAUSE$ is unimpressed by $VICTIM$'s progress. what do you think?",
|
||||
L"$CAUSE$ is unimpressed by $VICTIM$'s progress. What do you think?",
|
||||
L"At some point you'll have to do on your own though.",
|
||||
L"Yeah, you better stick to $CAUSE$.",
|
||||
L"Nah, $VICTIM_GENDER$ is doing fine.",
|
||||
@@ -9824,6 +9830,101 @@ STR16 szDynamicDialogueText[34][17] = // TODO.Translate
|
||||
L"",
|
||||
L"",
|
||||
L"",
|
||||
|
||||
// OPINIONEVENT_BESTCOMMANDEREVER
|
||||
L"Yeah! Take that, losers! That was a mighty fine strategy, $CAUSE$!",
|
||||
L"",
|
||||
L"",
|
||||
L"I couldn't have done it without you people.",
|
||||
L"Well, I do have my moments.",
|
||||
L"",
|
||||
L"",
|
||||
L"$CAUSE$ praises $VICTIM$'s leadership. What's your opinion?",
|
||||
L"Well... it's not like $CAUSE_GENDER$ pulled that all by $CAUSE_PRONOUN$self...",
|
||||
L"Agreed. $CAUSE$ is a fine squadleader.",
|
||||
L"It's alright. You deserve this.",
|
||||
L"You did everything right, $VICTIM$. Good work!",
|
||||
L"Yeah. We're turning into quite the outfit, aren't we?",
|
||||
L"We might have won this battle, but the war is far from over. We'll have to repeat victories like this.",
|
||||
L"",
|
||||
L"",
|
||||
L"",
|
||||
|
||||
// OPINIONEVENT_BATTLE_SAVIOUR
|
||||
L"Wow, that was close. Thanks, $CAUSE$, I owe you!",
|
||||
L"",
|
||||
L"",
|
||||
L"Don't mention it.",
|
||||
L"You'd do the same for me.",
|
||||
L"",
|
||||
L"",
|
||||
L"$CAUSE$ saved $VICTIM$'s life. What's your opinion?",
|
||||
L"Pff, that guy was dead anyway.",
|
||||
L"How bad is it, $VICTIM$? Can you still fight?",
|
||||
L"Then I will. Good job!",
|
||||
L"Yeah, I was worried there for a moment.",
|
||||
L"Good job, but let's focus on ending this first, okay?",
|
||||
L"When you're done hugging, could we go back to the issue at hand? You know, the guys shooting at us?",
|
||||
L"",
|
||||
L"",
|
||||
L"",
|
||||
|
||||
// OPINIONEVENT_FRAGTHIEF
|
||||
L"Hey, I had him in my sights! That guy was MINE!",
|
||||
L"",
|
||||
L"",
|
||||
L"What? Are you nuts? We're in the middle of a firefight, and you set up a killcount?",
|
||||
L"What. Then where's my target?",
|
||||
L"",
|
||||
L"",
|
||||
L"$VICTIM$ is angry with $CAUSE$ for stealing their kill. What's your take on this?",
|
||||
L"This isn't some videogame, you moron. Nobody gives a shit about your godamn killcount.",
|
||||
L"Yeah, I hate it when people don't stick to their firing lane.",
|
||||
L"Stick to shooting whom you're supposed to, $CAUSE$.",
|
||||
L"Jeez. This feels like nineties videogaming. What's next, $VICTIM_GENDER$'ll accuse the enemy of camping?",
|
||||
L"You can sort this out later, but right now, everybody make sure we're not missing any angle.",
|
||||
L"Just stick to your firing sector, kill 'em all, and there'll be plenty of kills for everybody.",
|
||||
L"",
|
||||
L"",
|
||||
L"",
|
||||
|
||||
// OPINIONEVENT_BATTLE_ASSIST
|
||||
L"Boom! We sure took care of that guy.",
|
||||
L"",
|
||||
L"",
|
||||
L"Well, it was mostly me, but you did help too.",
|
||||
L"Yup. Ready for the next one.",
|
||||
L"",
|
||||
L"",
|
||||
L"$CAUSE$ and $VICTIM$ brought down an enemy. Any comment?",
|
||||
L"If you weren't such a bad shot, $CAUSE$ wouldn't have to finish your job.",
|
||||
L"It takes several people to take them down? Jeez, what kind of body armour do they have?",
|
||||
L"Blah blah, everybody look at me. $VICTIM$ is such a showoff.",
|
||||
L"Hehe, they've got no chance.",
|
||||
L"Hmm. We might need more firepower if it takes several of us to take those guys down, but good work anyway.",
|
||||
L"I guess you get to share what he had. $CAUSE$, you may draw first.",
|
||||
L"",
|
||||
L"",
|
||||
L"",
|
||||
|
||||
// OPINIONEVENT_BATTLE_TOOK_PRISONER
|
||||
L"Good thinking. We've already won, no need for more senseless slaughter.",
|
||||
L"",
|
||||
L"",
|
||||
L"We'll see about that... I won't hesitate to use force against them if they resist.",
|
||||
L"Yeah. Perhaps these guys have some intel we can use.",
|
||||
L"",
|
||||
L"",
|
||||
L"The rest of the enemy team surrendered to $CAUSE$. Now what?",
|
||||
L"No offense, but if you cannot handle death, $CAUSE$, perhaps this might not be the best job for you?",
|
||||
L"Good job, $CAUSE$. Makes our job hell of a lot easier.",
|
||||
L"Hey! Cut the crap. They already surrendered.",
|
||||
L"Yeah, you can't trust these guys, they're totally reckless.",
|
||||
L"We should move these guys to a prison ASAP. I'm sure they know what the army is up to.",
|
||||
L"Pah. I'd have preferred from wasting these losers. They'll just slow us down.",
|
||||
L"",
|
||||
L"",
|
||||
L"",
|
||||
};
|
||||
|
||||
|
||||
|
||||
+103
-2
@@ -9031,6 +9031,12 @@ STR16 szMercCompareEventText[]=
|
||||
|
||||
L"%s enjoys combat a bit too much",
|
||||
L"%s is a good teacher",
|
||||
L"%s led us to victory",
|
||||
L"%s saved my life",
|
||||
|
||||
L"%s stole my kill",
|
||||
L"%s and me fought well together",
|
||||
L"%s made the enemy surrender",
|
||||
};
|
||||
|
||||
STR16 szWHOWebSite[] =
|
||||
@@ -9188,7 +9194,7 @@ STR16 szTacticalCoverDialogPrintString[]=
|
||||
};
|
||||
|
||||
// TODO.Translate
|
||||
STR16 szDynamicDialogueText[34][17] = // TODO.Translate
|
||||
STR16 szDynamicDialogueText[39][17] = // TODO.Translate
|
||||
{
|
||||
// OPINIONEVENT_FRIENDLYFIRE
|
||||
L"What the hell! $CAUSE$ shot me!",
|
||||
@@ -9825,7 +9831,7 @@ STR16 szDynamicDialogueText[34][17] = // TODO.Translate
|
||||
L"You're welcome!",
|
||||
L"",
|
||||
L"",
|
||||
L"$CAUSE$ is unimpressed by $VICTIM$'s progress. what do you think?",
|
||||
L"$CAUSE$ is unimpressed by $VICTIM$'s progress. What do you think?",
|
||||
L"At some point you'll have to do on your own though.",
|
||||
L"Yeah, you better stick to $CAUSE$.",
|
||||
L"Nah, $VICTIM_GENDER$ is doing fine.",
|
||||
@@ -9835,6 +9841,101 @@ STR16 szDynamicDialogueText[34][17] = // TODO.Translate
|
||||
L"",
|
||||
L"",
|
||||
L"",
|
||||
|
||||
// OPINIONEVENT_BESTCOMMANDEREVER
|
||||
L"Yeah! Take that, losers! That was a mighty fine strategy, $CAUSE$!",
|
||||
L"",
|
||||
L"",
|
||||
L"I couldn't have done it without you people.",
|
||||
L"Well, I do have my moments.",
|
||||
L"",
|
||||
L"",
|
||||
L"$CAUSE$ praises $VICTIM$'s leadership. What's your opinion?",
|
||||
L"Well... it's not like $CAUSE_GENDER$ pulled that all by $CAUSE_PRONOUN$self...",
|
||||
L"Agreed. $CAUSE$ is a fine squadleader.",
|
||||
L"It's alright. You deserve this.",
|
||||
L"You did everything right, $VICTIM$. Good work!",
|
||||
L"Yeah. We're turning into quite the outfit, aren't we?",
|
||||
L"We might have won this battle, but the war is far from over. We'll have to repeat victories like this.",
|
||||
L"",
|
||||
L"",
|
||||
L"",
|
||||
|
||||
// OPINIONEVENT_BATTLE_SAVIOUR
|
||||
L"Wow, that was close. Thanks, $CAUSE$, I owe you!",
|
||||
L"",
|
||||
L"",
|
||||
L"Don't mention it.",
|
||||
L"You'd do the same for me.",
|
||||
L"",
|
||||
L"",
|
||||
L"$CAUSE$ saved $VICTIM$'s life. What's your opinion?",
|
||||
L"Pff, that guy was dead anyway.",
|
||||
L"How bad is it, $VICTIM$? Can you still fight?",
|
||||
L"Then I will. Good job!",
|
||||
L"Yeah, I was worried there for a moment.",
|
||||
L"Good job, but let's focus on ending this first, okay?",
|
||||
L"When you're done hugging, could we go back to the issue at hand? You know, the guys shooting at us?",
|
||||
L"",
|
||||
L"",
|
||||
L"",
|
||||
|
||||
// OPINIONEVENT_FRAGTHIEF
|
||||
L"Hey, I had him in my sights! That guy was MINE!",
|
||||
L"",
|
||||
L"",
|
||||
L"What? Are you nuts? We're in the middle of a firefight, and you set up a killcount?",
|
||||
L"What. Then where's my target?",
|
||||
L"",
|
||||
L"",
|
||||
L"$VICTIM$ is angry with $CAUSE$ for stealing their kill. What's your take on this?",
|
||||
L"This isn't some videogame, you moron. Nobody gives a shit about your godamn killcount.",
|
||||
L"Yeah, I hate it when people don't stick to their firing lane.",
|
||||
L"Stick to shooting whom you're supposed to, $CAUSE$.",
|
||||
L"Jeez. This feels like nineties videogaming. What's next, $VICTIM_GENDER$'ll accuse the enemy of camping?",
|
||||
L"You can sort this out later, but right now, everybody make sure we're not missing any angle.",
|
||||
L"Just stick to your firing sector, kill 'em all, and there'll be plenty of kills for everybody.",
|
||||
L"",
|
||||
L"",
|
||||
L"",
|
||||
|
||||
// OPINIONEVENT_BATTLE_ASSIST
|
||||
L"Boom! We sure took care of that guy.",
|
||||
L"",
|
||||
L"",
|
||||
L"Well, it was mostly me, but you did help too.",
|
||||
L"Yup. Ready for the next one.",
|
||||
L"",
|
||||
L"",
|
||||
L"$CAUSE$ and $VICTIM$ brought down an enemy. Any comment?",
|
||||
L"If you weren't such a bad shot, $CAUSE$ wouldn't have to finish your job.",
|
||||
L"It takes several people to take them down? Jeez, what kind of body armour do they have?",
|
||||
L"Blah blah, everybody look at me. $VICTIM$ is such a showoff.",
|
||||
L"Hehe, they've got no chance.",
|
||||
L"Hmm. We might need more firepower if it takes several of us to take those guys down, but good work anyway.",
|
||||
L"I guess you get to share what he had. $CAUSE$, you may draw first.",
|
||||
L"",
|
||||
L"",
|
||||
L"",
|
||||
|
||||
// OPINIONEVENT_BATTLE_TOOK_PRISONER
|
||||
L"Good thinking. We've already won, no need for more senseless slaughter.",
|
||||
L"",
|
||||
L"",
|
||||
L"We'll see about that... I won't hesitate to use force against them if they resist.",
|
||||
L"Yeah. Perhaps these guys have some intel we can use.",
|
||||
L"",
|
||||
L"",
|
||||
L"The rest of the enemy team surrendered to $CAUSE$. Now what?",
|
||||
L"No offense, but if you cannot handle death, $CAUSE$, perhaps this might not be the best job for you?",
|
||||
L"Good job, $CAUSE$. Makes our job hell of a lot easier.",
|
||||
L"Hey! Cut the crap. They already surrendered.",
|
||||
L"Yeah, you can't trust these guys, they're totally reckless.",
|
||||
L"We should move these guys to a prison ASAP. I'm sure they know what the army is up to.",
|
||||
L"Pah. I'd have preferred from wasting these losers. They'll just slow us down.",
|
||||
L"",
|
||||
L"",
|
||||
L"",
|
||||
};
|
||||
|
||||
|
||||
|
||||
+103
-2
@@ -9069,6 +9069,12 @@ STR16 szMercCompareEventText[]=
|
||||
|
||||
L"%s enjoys combat a bit too much",
|
||||
L"%s is a good teacher",
|
||||
L"%s led us to victory",
|
||||
L"%s saved my life",
|
||||
|
||||
L"%s stole my kill",
|
||||
L"%s and me fought well together",
|
||||
L"%s made the enemy surrender",
|
||||
};
|
||||
|
||||
STR16 szWHOWebSite[] =
|
||||
@@ -9226,7 +9232,7 @@ STR16 szTacticalCoverDialogPrintString[]=
|
||||
};
|
||||
|
||||
|
||||
STR16 szDynamicDialogueText[34][17] =
|
||||
STR16 szDynamicDialogueText[39][17] =
|
||||
{
|
||||
// OPINIONEVENT_FRIENDLYFIRE
|
||||
L"What the hell! $CAUSE$ shot me!",
|
||||
@@ -9863,7 +9869,7 @@ STR16 szDynamicDialogueText[34][17] =
|
||||
L"You're welcome!",
|
||||
L"",
|
||||
L"",
|
||||
L"$CAUSE$ is unimpressed by $VICTIM$'s progress. what do you think?",
|
||||
L"$CAUSE$ is unimpressed by $VICTIM$'s progress. What do you think?",
|
||||
L"At some point you'll have to do on your own though.",
|
||||
L"Yeah, you better stick to $CAUSE$.",
|
||||
L"Nah, $VICTIM_GENDER$ is doing fine.",
|
||||
@@ -9873,6 +9879,101 @@ STR16 szDynamicDialogueText[34][17] =
|
||||
L"",
|
||||
L"",
|
||||
L"",
|
||||
|
||||
// OPINIONEVENT_BESTCOMMANDEREVER
|
||||
L"Yeah! Take that, losers! That was a mighty fine strategy, $CAUSE$!",
|
||||
L"",
|
||||
L"",
|
||||
L"I couldn't have done it without you people.",
|
||||
L"Well, I do have my moments.",
|
||||
L"",
|
||||
L"",
|
||||
L"$CAUSE$ praises $VICTIM$'s leadership. What's your opinion?",
|
||||
L"Well... it's not like $CAUSE_GENDER$ pulled that all by $CAUSE_PRONOUN$self...",
|
||||
L"Agreed. $CAUSE$ is a fine squadleader.",
|
||||
L"It's alright. You deserve this.",
|
||||
L"You did everything right, $VICTIM$. Good work!",
|
||||
L"Yeah. We're turning into quite the outfit, aren't we?",
|
||||
L"We might have won this battle, but the war is far from over. We'll have to repeat victories like this.",
|
||||
L"",
|
||||
L"",
|
||||
L"",
|
||||
|
||||
// OPINIONEVENT_BATTLE_SAVIOUR
|
||||
L"Wow, that was close. Thanks, $CAUSE$, I owe you!",
|
||||
L"",
|
||||
L"",
|
||||
L"Don't mention it.",
|
||||
L"You'd do the same for me.",
|
||||
L"",
|
||||
L"",
|
||||
L"$CAUSE$ saved $VICTIM$'s life. What's your opinion?",
|
||||
L"Pff, that guy was dead anyway.",
|
||||
L"How bad is it, $VICTIM$? Can you still fight?",
|
||||
L"Then I will. Good job!",
|
||||
L"Yeah, I was worried there for a moment.",
|
||||
L"Good job, but let's focus on ending this first, okay?",
|
||||
L"When you're done hugging, could we go back to the issue at hand? You know, the guys shooting at us?",
|
||||
L"",
|
||||
L"",
|
||||
L"",
|
||||
|
||||
// OPINIONEVENT_FRAGTHIEF
|
||||
L"Hey, I had him in my sights! That guy was MINE!",
|
||||
L"",
|
||||
L"",
|
||||
L"What? Are you nuts? We're in the middle of a firefight, and you set up a killcount?",
|
||||
L"What. Then where's my target?",
|
||||
L"",
|
||||
L"",
|
||||
L"$VICTIM$ is angry with $CAUSE$ for stealing their kill. What's your take on this?",
|
||||
L"This isn't some videogame, you moron. Nobody gives a shit about your godamn killcount.",
|
||||
L"Yeah, I hate it when people don't stick to their firing lane.",
|
||||
L"Stick to shooting whom you're supposed to, $CAUSE$.",
|
||||
L"Jeez. This feels like nineties videogaming. What's next, $VICTIM_GENDER$'ll accuse the enemy of camping?",
|
||||
L"You can sort this out later, but right now, everybody make sure we're not missing any angle.",
|
||||
L"Just stick to your firing sector, kill 'em all, and there'll be plenty of kills for everybody.",
|
||||
L"",
|
||||
L"",
|
||||
L"",
|
||||
|
||||
// OPINIONEVENT_BATTLE_ASSIST
|
||||
L"Boom! We sure took care of that guy.",
|
||||
L"",
|
||||
L"",
|
||||
L"Well, it was mostly me, but you did help too.",
|
||||
L"Yup. Ready for the next one.",
|
||||
L"",
|
||||
L"",
|
||||
L"$CAUSE$ and $VICTIM$ brought down an enemy. Any comment?",
|
||||
L"If you weren't such a bad shot, $CAUSE$ wouldn't have to finish your job.",
|
||||
L"It takes several people to take them down? Jeez, what kind of body armour do they have?",
|
||||
L"Blah blah, everybody look at me. $VICTIM$ is such a showoff.",
|
||||
L"Hehe, they've got no chance.",
|
||||
L"Hmm. We might need more firepower if it takes several of us to take those guys down, but good work anyway.",
|
||||
L"I guess you get to share what he had. $CAUSE$, you may draw first.",
|
||||
L"",
|
||||
L"",
|
||||
L"",
|
||||
|
||||
// OPINIONEVENT_BATTLE_TOOK_PRISONER
|
||||
L"Good thinking. We've already won, no need for more senseless slaughter.",
|
||||
L"",
|
||||
L"",
|
||||
L"We'll see about that... I won't hesitate to use force against them if they resist.",
|
||||
L"Yeah. Perhaps these guys have some intel we can use.",
|
||||
L"",
|
||||
L"",
|
||||
L"The rest of the enemy team surrendered to $CAUSE$. Now what?",
|
||||
L"No offense, but if you cannot handle death, $CAUSE$, perhaps this might not be the best job for you?",
|
||||
L"Good job, $CAUSE$. Makes our job hell of a lot easier.",
|
||||
L"Hey! Cut the crap. They already surrendered.",
|
||||
L"Yeah, you can't trust these guys, they're totally reckless.",
|
||||
L"We should move these guys to a prison ASAP. I'm sure they know what the army is up to.",
|
||||
L"Pah. I'd have preferred from wasting these losers. They'll just slow us down.",
|
||||
L"",
|
||||
L"",
|
||||
L"",
|
||||
};
|
||||
|
||||
|
||||
|
||||
+103
-2
@@ -9017,6 +9017,12 @@ STR16 szMercCompareEventText[]=
|
||||
|
||||
L"%s enjoys combat a bit too much",
|
||||
L"%s is a good teacher",
|
||||
L"%s led us to victory",
|
||||
L"%s saved my life",
|
||||
|
||||
L"%s stole my kill",
|
||||
L"%s and me fought well together",
|
||||
L"%s made the enemy surrender",
|
||||
};
|
||||
|
||||
STR16 szWHOWebSite[] =
|
||||
@@ -9174,7 +9180,7 @@ STR16 szTacticalCoverDialogPrintString[]=
|
||||
};
|
||||
|
||||
// TODO.Translate
|
||||
STR16 szDynamicDialogueText[34][17] = // TODO.Translate
|
||||
STR16 szDynamicDialogueText[39][17] = // TODO.Translate
|
||||
{
|
||||
// OPINIONEVENT_FRIENDLYFIRE
|
||||
L"What the hell! $CAUSE$ shot me!",
|
||||
@@ -9811,7 +9817,7 @@ STR16 szDynamicDialogueText[34][17] = // TODO.Translate
|
||||
L"You're welcome!",
|
||||
L"",
|
||||
L"",
|
||||
L"$CAUSE$ is unimpressed by $VICTIM$'s progress. what do you think?",
|
||||
L"$CAUSE$ is unimpressed by $VICTIM$'s progress. What do you think?",
|
||||
L"At some point you'll have to do on your own though.",
|
||||
L"Yeah, you better stick to $CAUSE$.",
|
||||
L"Nah, $VICTIM_GENDER$ is doing fine.",
|
||||
@@ -9821,6 +9827,101 @@ STR16 szDynamicDialogueText[34][17] = // TODO.Translate
|
||||
L"",
|
||||
L"",
|
||||
L"",
|
||||
|
||||
// OPINIONEVENT_BESTCOMMANDEREVER
|
||||
L"Yeah! Take that, losers! That was a mighty fine strategy, $CAUSE$!",
|
||||
L"",
|
||||
L"",
|
||||
L"I couldn't have done it without you people.",
|
||||
L"Well, I do have my moments.",
|
||||
L"",
|
||||
L"",
|
||||
L"$CAUSE$ praises $VICTIM$'s leadership. What's your opinion?",
|
||||
L"Well... it's not like $CAUSE_GENDER$ pulled that all by $CAUSE_PRONOUN$self...",
|
||||
L"Agreed. $CAUSE$ is a fine squadleader.",
|
||||
L"It's alright. You deserve this.",
|
||||
L"You did everything right, $VICTIM$. Good work!",
|
||||
L"Yeah. We're turning into quite the outfit, aren't we?",
|
||||
L"We might have won this battle, but the war is far from over. We'll have to repeat victories like this.",
|
||||
L"",
|
||||
L"",
|
||||
L"",
|
||||
|
||||
// OPINIONEVENT_BATTLE_SAVIOUR
|
||||
L"Wow, that was close. Thanks, $CAUSE$, I owe you!",
|
||||
L"",
|
||||
L"",
|
||||
L"Don't mention it.",
|
||||
L"You'd do the same for me.",
|
||||
L"",
|
||||
L"",
|
||||
L"$CAUSE$ saved $VICTIM$'s life. What's your opinion?",
|
||||
L"Pff, that guy was dead anyway.",
|
||||
L"How bad is it, $VICTIM$? Can you still fight?",
|
||||
L"Then I will. Good job!",
|
||||
L"Yeah, I was worried there for a moment.",
|
||||
L"Good job, but let's focus on ending this first, okay?",
|
||||
L"When you're done hugging, could we go back to the issue at hand? You know, the guys shooting at us?",
|
||||
L"",
|
||||
L"",
|
||||
L"",
|
||||
|
||||
// OPINIONEVENT_FRAGTHIEF
|
||||
L"Hey, I had him in my sights! That guy was MINE!",
|
||||
L"",
|
||||
L"",
|
||||
L"What? Are you nuts? We're in the middle of a firefight, and you set up a killcount?",
|
||||
L"What. Then where's my target?",
|
||||
L"",
|
||||
L"",
|
||||
L"$VICTIM$ is angry with $CAUSE$ for stealing their kill. What's your take on this?",
|
||||
L"This isn't some videogame, you moron. Nobody gives a shit about your godamn killcount.",
|
||||
L"Yeah, I hate it when people don't stick to their firing lane.",
|
||||
L"Stick to shooting whom you're supposed to, $CAUSE$.",
|
||||
L"Jeez. This feels like nineties videogaming. What's next, $VICTIM_GENDER$'ll accuse the enemy of camping?",
|
||||
L"You can sort this out later, but right now, everybody make sure we're not missing any angle.",
|
||||
L"Just stick to your firing sector, kill 'em all, and there'll be plenty of kills for everybody.",
|
||||
L"",
|
||||
L"",
|
||||
L"",
|
||||
|
||||
// OPINIONEVENT_BATTLE_ASSIST
|
||||
L"Boom! We sure took care of that guy.",
|
||||
L"",
|
||||
L"",
|
||||
L"Well, it was mostly me, but you did help too.",
|
||||
L"Yup. Ready for the next one.",
|
||||
L"",
|
||||
L"",
|
||||
L"$CAUSE$ and $VICTIM$ brought down an enemy. Any comment?",
|
||||
L"If you weren't such a bad shot, $CAUSE$ wouldn't have to finish your job.",
|
||||
L"It takes several people to take them down? Jeez, what kind of body armour do they have?",
|
||||
L"Blah blah, everybody look at me. $VICTIM$ is such a showoff.",
|
||||
L"Hehe, they've got no chance.",
|
||||
L"Hmm. We might need more firepower if it takes several of us to take those guys down, but good work anyway.",
|
||||
L"I guess you get to share what he had. $CAUSE$, you may draw first.",
|
||||
L"",
|
||||
L"",
|
||||
L"",
|
||||
|
||||
// OPINIONEVENT_BATTLE_TOOK_PRISONER
|
||||
L"Good thinking. We've already won, no need for more senseless slaughter.",
|
||||
L"",
|
||||
L"",
|
||||
L"We'll see about that... I won't hesitate to use force against them if they resist.",
|
||||
L"Yeah. Perhaps these guys have some intel we can use.",
|
||||
L"",
|
||||
L"",
|
||||
L"The rest of the enemy team surrendered to $CAUSE$. Now what?",
|
||||
L"No offense, but if you cannot handle death, $CAUSE$, perhaps this might not be the best job for you?",
|
||||
L"Good job, $CAUSE$. Makes our job hell of a lot easier.",
|
||||
L"Hey! Cut the crap. They already surrendered.",
|
||||
L"Yeah, you can't trust these guys, they're totally reckless.",
|
||||
L"We should move these guys to a prison ASAP. I'm sure they know what the army is up to.",
|
||||
L"Pah. I'd have preferred from wasting these losers. They'll just slow us down.",
|
||||
L"",
|
||||
L"",
|
||||
L"",
|
||||
};
|
||||
|
||||
|
||||
|
||||
+103
-2
@@ -8848,6 +8848,12 @@ STR16 szMercCompareEventText[]=
|
||||
|
||||
L"%s enjoys combat a bit too much",
|
||||
L"%s is a good teacher",
|
||||
L"%s led us to victory",
|
||||
L"%s saved my life",
|
||||
|
||||
L"%s stole my kill",
|
||||
L"%s and me fought well together",
|
||||
L"%s made the enemy surrender",
|
||||
};
|
||||
|
||||
STR16 szWHOWebSite[] =
|
||||
@@ -9005,7 +9011,7 @@ STR16 szTacticalCoverDialogPrintString[]=
|
||||
};
|
||||
|
||||
// TODO.Translate
|
||||
STR16 szDynamicDialogueText[34][17] = // TODO.Translate
|
||||
STR16 szDynamicDialogueText[39][17] = // TODO.Translate
|
||||
{
|
||||
// OPINIONEVENT_FRIENDLYFIRE
|
||||
L"What the hell! $CAUSE$ shot me!",
|
||||
@@ -9642,7 +9648,7 @@ STR16 szDynamicDialogueText[34][17] = // TODO.Translate
|
||||
L"You're welcome!",
|
||||
L"",
|
||||
L"",
|
||||
L"$CAUSE$ is unimpressed by $VICTIM$'s progress. what do you think?",
|
||||
L"$CAUSE$ is unimpressed by $VICTIM$'s progress. What do you think?",
|
||||
L"At some point you'll have to do on your own though.",
|
||||
L"Yeah, you better stick to $CAUSE$.",
|
||||
L"Nah, $VICTIM_GENDER$ is doing fine.",
|
||||
@@ -9652,6 +9658,101 @@ STR16 szDynamicDialogueText[34][17] = // TODO.Translate
|
||||
L"",
|
||||
L"",
|
||||
L"",
|
||||
|
||||
// OPINIONEVENT_BESTCOMMANDEREVER
|
||||
L"Yeah! Take that, losers! That was a mighty fine strategy, $CAUSE$!",
|
||||
L"",
|
||||
L"",
|
||||
L"I couldn't have done it without you people.",
|
||||
L"Well, I do have my moments.",
|
||||
L"",
|
||||
L"",
|
||||
L"$CAUSE$ praises $VICTIM$'s leadership. What's your opinion?",
|
||||
L"Well... it's not like $CAUSE_GENDER$ pulled that all by $CAUSE_PRONOUN$self...",
|
||||
L"Agreed. $CAUSE$ is a fine squadleader.",
|
||||
L"It's alright. You deserve this.",
|
||||
L"You did everything right, $VICTIM$. Good work!",
|
||||
L"Yeah. We're turning into quite the outfit, aren't we?",
|
||||
L"We might have won this battle, but the war is far from over. We'll have to repeat victories like this.",
|
||||
L"",
|
||||
L"",
|
||||
L"",
|
||||
|
||||
// OPINIONEVENT_BATTLE_SAVIOUR
|
||||
L"Wow, that was close. Thanks, $CAUSE$, I owe you!",
|
||||
L"",
|
||||
L"",
|
||||
L"Don't mention it.",
|
||||
L"You'd do the same for me.",
|
||||
L"",
|
||||
L"",
|
||||
L"$CAUSE$ saved $VICTIM$'s life. What's your opinion?",
|
||||
L"Pff, that guy was dead anyway.",
|
||||
L"How bad is it, $VICTIM$? Can you still fight?",
|
||||
L"Then I will. Good job!",
|
||||
L"Yeah, I was worried there for a moment.",
|
||||
L"Good job, but let's focus on ending this first, okay?",
|
||||
L"When you're done hugging, could we go back to the issue at hand? You know, the guys shooting at us?",
|
||||
L"",
|
||||
L"",
|
||||
L"",
|
||||
|
||||
// OPINIONEVENT_FRAGTHIEF
|
||||
L"Hey, I had him in my sights! That guy was MINE!",
|
||||
L"",
|
||||
L"",
|
||||
L"What? Are you nuts? We're in the middle of a firefight, and you set up a killcount?",
|
||||
L"What. Then where's my target?",
|
||||
L"",
|
||||
L"",
|
||||
L"$VICTIM$ is angry with $CAUSE$ for stealing their kill. What's your take on this?",
|
||||
L"This isn't some videogame, you moron. Nobody gives a shit about your godamn killcount.",
|
||||
L"Yeah, I hate it when people don't stick to their firing lane.",
|
||||
L"Stick to shooting whom you're supposed to, $CAUSE$.",
|
||||
L"Jeez. This feels like nineties videogaming. What's next, $VICTIM_GENDER$'ll accuse the enemy of camping?",
|
||||
L"You can sort this out later, but right now, everybody make sure we're not missing any angle.",
|
||||
L"Just stick to your firing sector, kill 'em all, and there'll be plenty of kills for everybody.",
|
||||
L"",
|
||||
L"",
|
||||
L"",
|
||||
|
||||
// OPINIONEVENT_BATTLE_ASSIST
|
||||
L"Boom! We sure took care of that guy.",
|
||||
L"",
|
||||
L"",
|
||||
L"Well, it was mostly me, but you did help too.",
|
||||
L"Yup. Ready for the next one.",
|
||||
L"",
|
||||
L"",
|
||||
L"$CAUSE$ and $VICTIM$ brought down an enemy. Any comment?",
|
||||
L"If you weren't such a bad shot, $CAUSE$ wouldn't have to finish your job.",
|
||||
L"It takes several people to take them down? Jeez, what kind of body armour do they have?",
|
||||
L"Blah blah, everybody look at me. $VICTIM$ is such a showoff.",
|
||||
L"Hehe, they've got no chance.",
|
||||
L"Hmm. We might need more firepower if it takes several of us to take those guys down, but good work anyway.",
|
||||
L"I guess you get to share what he had. $CAUSE$, you may draw first.",
|
||||
L"",
|
||||
L"",
|
||||
L"",
|
||||
|
||||
// OPINIONEVENT_BATTLE_TOOK_PRISONER
|
||||
L"Good thinking. We've already won, no need for more senseless slaughter.",
|
||||
L"",
|
||||
L"",
|
||||
L"We'll see about that... I won't hesitate to use force against them if they resist.",
|
||||
L"Yeah. Perhaps these guys have some intel we can use.",
|
||||
L"",
|
||||
L"",
|
||||
L"The rest of the enemy team surrendered to $CAUSE$. Now what?",
|
||||
L"No offense, but if you cannot handle death, $CAUSE$, perhaps this might not be the best job for you?",
|
||||
L"Good job, $CAUSE$. Makes our job hell of a lot easier.",
|
||||
L"Hey! Cut the crap. They already surrendered.",
|
||||
L"Yeah, you can't trust these guys, they're totally reckless.",
|
||||
L"We should move these guys to a prison ASAP. I'm sure they know what the army is up to.",
|
||||
L"Pah. I'd have preferred from wasting these losers. They'll just slow us down.",
|
||||
L"",
|
||||
L"",
|
||||
L"",
|
||||
};
|
||||
|
||||
|
||||
|
||||
+103
-2
@@ -9026,6 +9026,12 @@ STR16 szMercCompareEventText[]=
|
||||
|
||||
L"%s enjoys combat a bit too much",
|
||||
L"%s is a good teacher",
|
||||
L"%s led us to victory",
|
||||
L"%s saved my life",
|
||||
|
||||
L"%s stole my kill",
|
||||
L"%s and me fought well together",
|
||||
L"%s made the enemy surrender",
|
||||
};
|
||||
|
||||
STR16 szWHOWebSite[] =
|
||||
@@ -9183,7 +9189,7 @@ STR16 szTacticalCoverDialogPrintString[]=
|
||||
};
|
||||
|
||||
// TODO.Translate
|
||||
STR16 szDynamicDialogueText[34][17] = // TODO.Translate
|
||||
STR16 szDynamicDialogueText[39][17] = // TODO.Translate
|
||||
{
|
||||
// OPINIONEVENT_FRIENDLYFIRE
|
||||
L"What the hell! $CAUSE$ shot me!",
|
||||
@@ -9820,7 +9826,7 @@ STR16 szDynamicDialogueText[34][17] = // TODO.Translate
|
||||
L"You're welcome!",
|
||||
L"",
|
||||
L"",
|
||||
L"$CAUSE$ is unimpressed by $VICTIM$'s progress. what do you think?",
|
||||
L"$CAUSE$ is unimpressed by $VICTIM$'s progress. What do you think?",
|
||||
L"At some point you'll have to do on your own though.",
|
||||
L"Yeah, you better stick to $CAUSE$.",
|
||||
L"Nah, $VICTIM_GENDER$ is doing fine.",
|
||||
@@ -9830,6 +9836,101 @@ STR16 szDynamicDialogueText[34][17] = // TODO.Translate
|
||||
L"",
|
||||
L"",
|
||||
L"",
|
||||
|
||||
// OPINIONEVENT_BESTCOMMANDEREVER
|
||||
L"Yeah! Take that, losers! That was a mighty fine strategy, $CAUSE$!",
|
||||
L"",
|
||||
L"",
|
||||
L"I couldn't have done it without you people.",
|
||||
L"Well, I do have my moments.",
|
||||
L"",
|
||||
L"",
|
||||
L"$CAUSE$ praises $VICTIM$'s leadership. What's your opinion?",
|
||||
L"Well... it's not like $CAUSE_GENDER$ pulled that all by $CAUSE_PRONOUN$self...",
|
||||
L"Agreed. $CAUSE$ is a fine squadleader.",
|
||||
L"It's alright. You deserve this.",
|
||||
L"You did everything right, $VICTIM$. Good work!",
|
||||
L"Yeah. We're turning into quite the outfit, aren't we?",
|
||||
L"We might have won this battle, but the war is far from over. We'll have to repeat victories like this.",
|
||||
L"",
|
||||
L"",
|
||||
L"",
|
||||
|
||||
// OPINIONEVENT_BATTLE_SAVIOUR
|
||||
L"Wow, that was close. Thanks, $CAUSE$, I owe you!",
|
||||
L"",
|
||||
L"",
|
||||
L"Don't mention it.",
|
||||
L"You'd do the same for me.",
|
||||
L"",
|
||||
L"",
|
||||
L"$CAUSE$ saved $VICTIM$'s life. What's your opinion?",
|
||||
L"Pff, that guy was dead anyway.",
|
||||
L"How bad is it, $VICTIM$? Can you still fight?",
|
||||
L"Then I will. Good job!",
|
||||
L"Yeah, I was worried there for a moment.",
|
||||
L"Good job, but let's focus on ending this first, okay?",
|
||||
L"When you're done hugging, could we go back to the issue at hand? You know, the guys shooting at us?",
|
||||
L"",
|
||||
L"",
|
||||
L"",
|
||||
|
||||
// OPINIONEVENT_FRAGTHIEF
|
||||
L"Hey, I had him in my sights! That guy was MINE!",
|
||||
L"",
|
||||
L"",
|
||||
L"What? Are you nuts? We're in the middle of a firefight, and you set up a killcount?",
|
||||
L"What. Then where's my target?",
|
||||
L"",
|
||||
L"",
|
||||
L"$VICTIM$ is angry with $CAUSE$ for stealing their kill. What's your take on this?",
|
||||
L"This isn't some videogame, you moron. Nobody gives a shit about your godamn killcount.",
|
||||
L"Yeah, I hate it when people don't stick to their firing lane.",
|
||||
L"Stick to shooting whom you're supposed to, $CAUSE$.",
|
||||
L"Jeez. This feels like nineties videogaming. What's next, $VICTIM_GENDER$'ll accuse the enemy of camping?",
|
||||
L"You can sort this out later, but right now, everybody make sure we're not missing any angle.",
|
||||
L"Just stick to your firing sector, kill 'em all, and there'll be plenty of kills for everybody.",
|
||||
L"",
|
||||
L"",
|
||||
L"",
|
||||
|
||||
// OPINIONEVENT_BATTLE_ASSIST
|
||||
L"Boom! We sure took care of that guy.",
|
||||
L"",
|
||||
L"",
|
||||
L"Well, it was mostly me, but you did help too.",
|
||||
L"Yup. Ready for the next one.",
|
||||
L"",
|
||||
L"",
|
||||
L"$CAUSE$ and $VICTIM$ brought down an enemy. Any comment?",
|
||||
L"If you weren't such a bad shot, $CAUSE$ wouldn't have to finish your job.",
|
||||
L"It takes several people to take them down? Jeez, what kind of body armour do they have?",
|
||||
L"Blah blah, everybody look at me. $VICTIM$ is such a showoff.",
|
||||
L"Hehe, they've got no chance.",
|
||||
L"Hmm. We might need more firepower if it takes several of us to take those guys down, but good work anyway.",
|
||||
L"I guess you get to share what he had. $CAUSE$, you may draw first.",
|
||||
L"",
|
||||
L"",
|
||||
L"",
|
||||
|
||||
// OPINIONEVENT_BATTLE_TOOK_PRISONER
|
||||
L"Good thinking. We've already won, no need for more senseless slaughter.",
|
||||
L"",
|
||||
L"",
|
||||
L"We'll see about that... I won't hesitate to use force against them if they resist.",
|
||||
L"Yeah. Perhaps these guys have some intel we can use.",
|
||||
L"",
|
||||
L"",
|
||||
L"The rest of the enemy team surrendered to $CAUSE$. Now what?",
|
||||
L"No offense, but if you cannot handle death, $CAUSE$, perhaps this might not be the best job for you?",
|
||||
L"Good job, $CAUSE$. Makes our job hell of a lot easier.",
|
||||
L"Hey! Cut the crap. They already surrendered.",
|
||||
L"Yeah, you can't trust these guys, they're totally reckless.",
|
||||
L"We should move these guys to a prison ASAP. I'm sure they know what the army is up to.",
|
||||
L"Pah. I'd have preferred from wasting these losers. They'll just slow us down.",
|
||||
L"",
|
||||
L"",
|
||||
L"",
|
||||
};
|
||||
|
||||
|
||||
|
||||
+103
-2
@@ -9043,6 +9043,12 @@ STR16 szMercCompareEventText[]=
|
||||
|
||||
L"%s enjoys combat a bit too much",
|
||||
L"%s is a good teacher",
|
||||
L"%s led us to victory",
|
||||
L"%s saved my life",
|
||||
|
||||
L"%s stole my kill",
|
||||
L"%s and me fought well together",
|
||||
L"%s made the enemy surrender",
|
||||
};
|
||||
|
||||
STR16 szWHOWebSite[] =
|
||||
@@ -9200,7 +9206,7 @@ STR16 szTacticalCoverDialogPrintString[]=
|
||||
};
|
||||
|
||||
// TODO.Translate
|
||||
STR16 szDynamicDialogueText[34][17] = // TODO.Translate
|
||||
STR16 szDynamicDialogueText[39][17] = // TODO.Translate
|
||||
{
|
||||
// OPINIONEVENT_FRIENDLYFIRE
|
||||
L"What the hell! $CAUSE$ shot me!",
|
||||
@@ -9837,7 +9843,7 @@ STR16 szDynamicDialogueText[34][17] = // TODO.Translate
|
||||
L"You're welcome!",
|
||||
L"",
|
||||
L"",
|
||||
L"$CAUSE$ is unimpressed by $VICTIM$'s progress. what do you think?",
|
||||
L"$CAUSE$ is unimpressed by $VICTIM$'s progress. What do you think?",
|
||||
L"At some point you'll have to do on your own though.",
|
||||
L"Yeah, you better stick to $CAUSE$.",
|
||||
L"Nah, $VICTIM_GENDER$ is doing fine.",
|
||||
@@ -9847,6 +9853,101 @@ STR16 szDynamicDialogueText[34][17] = // TODO.Translate
|
||||
L"",
|
||||
L"",
|
||||
L"",
|
||||
|
||||
// OPINIONEVENT_BESTCOMMANDEREVER
|
||||
L"Yeah! Take that, losers! That was a mighty fine strategy, $CAUSE$!",
|
||||
L"",
|
||||
L"",
|
||||
L"I couldn't have done it without you people.",
|
||||
L"Well, I do have my moments.",
|
||||
L"",
|
||||
L"",
|
||||
L"$CAUSE$ praises $VICTIM$'s leadership. What's your opinion?",
|
||||
L"Well... it's not like $CAUSE_GENDER$ pulled that all by $CAUSE_PRONOUN$self...",
|
||||
L"Agreed. $CAUSE$ is a fine squadleader.",
|
||||
L"It's alright. You deserve this.",
|
||||
L"You did everything right, $VICTIM$. Good work!",
|
||||
L"Yeah. We're turning into quite the outfit, aren't we?",
|
||||
L"We might have won this battle, but the war is far from over. We'll have to repeat victories like this.",
|
||||
L"",
|
||||
L"",
|
||||
L"",
|
||||
|
||||
// OPINIONEVENT_BATTLE_SAVIOUR
|
||||
L"Wow, that was close. Thanks, $CAUSE$, I owe you!",
|
||||
L"",
|
||||
L"",
|
||||
L"Don't mention it.",
|
||||
L"You'd do the same for me.",
|
||||
L"",
|
||||
L"",
|
||||
L"$CAUSE$ saved $VICTIM$'s life. What's your opinion?",
|
||||
L"Pff, that guy was dead anyway.",
|
||||
L"How bad is it, $VICTIM$? Can you still fight?",
|
||||
L"Then I will. Good job!",
|
||||
L"Yeah, I was worried there for a moment.",
|
||||
L"Good job, but let's focus on ending this first, okay?",
|
||||
L"When you're done hugging, could we go back to the issue at hand? You know, the guys shooting at us?",
|
||||
L"",
|
||||
L"",
|
||||
L"",
|
||||
|
||||
// OPINIONEVENT_FRAGTHIEF
|
||||
L"Hey, I had him in my sights! That guy was MINE!",
|
||||
L"",
|
||||
L"",
|
||||
L"What? Are you nuts? We're in the middle of a firefight, and you set up a killcount?",
|
||||
L"What. Then where's my target?",
|
||||
L"",
|
||||
L"",
|
||||
L"$VICTIM$ is angry with $CAUSE$ for stealing their kill. What's your take on this?",
|
||||
L"This isn't some videogame, you moron. Nobody gives a shit about your godamn killcount.",
|
||||
L"Yeah, I hate it when people don't stick to their firing lane.",
|
||||
L"Stick to shooting whom you're supposed to, $CAUSE$.",
|
||||
L"Jeez. This feels like nineties videogaming. What's next, $VICTIM_GENDER$'ll accuse the enemy of camping?",
|
||||
L"You can sort this out later, but right now, everybody make sure we're not missing any angle.",
|
||||
L"Just stick to your firing sector, kill 'em all, and there'll be plenty of kills for everybody.",
|
||||
L"",
|
||||
L"",
|
||||
L"",
|
||||
|
||||
// OPINIONEVENT_BATTLE_ASSIST
|
||||
L"Boom! We sure took care of that guy.",
|
||||
L"",
|
||||
L"",
|
||||
L"Well, it was mostly me, but you did help too.",
|
||||
L"Yup. Ready for the next one.",
|
||||
L"",
|
||||
L"",
|
||||
L"$CAUSE$ and $VICTIM$ brought down an enemy. Any comment?",
|
||||
L"If you weren't such a bad shot, $CAUSE$ wouldn't have to finish your job.",
|
||||
L"It takes several people to take them down? Jeez, what kind of body armour do they have?",
|
||||
L"Blah blah, everybody look at me. $VICTIM$ is such a showoff.",
|
||||
L"Hehe, they've got no chance.",
|
||||
L"Hmm. We might need more firepower if it takes several of us to take those guys down, but good work anyway.",
|
||||
L"I guess you get to share what he had. $CAUSE$, you may draw first.",
|
||||
L"",
|
||||
L"",
|
||||
L"",
|
||||
|
||||
// OPINIONEVENT_BATTLE_TOOK_PRISONER
|
||||
L"Good thinking. We've already won, no need for more senseless slaughter.",
|
||||
L"",
|
||||
L"",
|
||||
L"We'll see about that... I won't hesitate to use force against them if they resist.",
|
||||
L"Yeah. Perhaps these guys have some intel we can use.",
|
||||
L"",
|
||||
L"",
|
||||
L"The rest of the enemy team surrendered to $CAUSE$. Now what?",
|
||||
L"No offense, but if you cannot handle death, $CAUSE$, perhaps this might not be the best job for you?",
|
||||
L"Good job, $CAUSE$. Makes our job hell of a lot easier.",
|
||||
L"Hey! Cut the crap. They already surrendered.",
|
||||
L"Yeah, you can't trust these guys, they're totally reckless.",
|
||||
L"We should move these guys to a prison ASAP. I'm sure they know what the army is up to.",
|
||||
L"Pah. I'd have preferred from wasting these losers. They'll just slow us down.",
|
||||
L"",
|
||||
L"",
|
||||
L"",
|
||||
};
|
||||
|
||||
|
||||
|
||||
+103
-2
@@ -9014,6 +9014,12 @@ STR16 szMercCompareEventText[]= // TODO.Translate
|
||||
|
||||
L"%s enjoys combat a bit too much",
|
||||
L"%s is a good teacher",
|
||||
L"%s led us to victory",
|
||||
L"%s saved my life",
|
||||
|
||||
L"%s stole my kill",
|
||||
L"%s and me fought well together",
|
||||
L"%s made the enemy surrender",
|
||||
};
|
||||
|
||||
STR16 szWHOWebSite[] = // TODO.Translate
|
||||
@@ -9171,7 +9177,7 @@ STR16 szTacticalCoverDialogPrintString[]=
|
||||
};
|
||||
|
||||
// TODO.Translate
|
||||
STR16 szDynamicDialogueText[34][17] = // TODO.Translate
|
||||
STR16 szDynamicDialogueText[39][17] = // TODO.Translate
|
||||
{
|
||||
// OPINIONEVENT_FRIENDLYFIRE
|
||||
L"What the hell! $CAUSE$ shot me!",
|
||||
@@ -9808,7 +9814,7 @@ STR16 szDynamicDialogueText[34][17] = // TODO.Translate
|
||||
L"You're welcome!",
|
||||
L"",
|
||||
L"",
|
||||
L"$CAUSE$ is unimpressed by $VICTIM$'s progress. what do you think?",
|
||||
L"$CAUSE$ is unimpressed by $VICTIM$'s progress. What do you think?",
|
||||
L"At some point you'll have to do on your own though.",
|
||||
L"Yeah, you better stick to $CAUSE$.",
|
||||
L"Nah, $VICTIM_GENDER$ is doing fine.",
|
||||
@@ -9818,6 +9824,101 @@ STR16 szDynamicDialogueText[34][17] = // TODO.Translate
|
||||
L"",
|
||||
L"",
|
||||
L"",
|
||||
|
||||
// OPINIONEVENT_BESTCOMMANDEREVER
|
||||
L"Yeah! Take that, losers! That was a mighty fine strategy, $CAUSE$!",
|
||||
L"",
|
||||
L"",
|
||||
L"I couldn't have done it without you people.",
|
||||
L"Well, I do have my moments.",
|
||||
L"",
|
||||
L"",
|
||||
L"$CAUSE$ praises $VICTIM$'s leadership. What's your opinion?",
|
||||
L"Well... it's not like $CAUSE_GENDER$ pulled that all by $CAUSE_PRONOUN$self...",
|
||||
L"Agreed. $CAUSE$ is a fine squadleader.",
|
||||
L"It's alright. You deserve this.",
|
||||
L"You did everything right, $VICTIM$. Good work!",
|
||||
L"Yeah. We're turning into quite the outfit, aren't we?",
|
||||
L"We might have won this battle, but the war is far from over. We'll have to repeat victories like this.",
|
||||
L"",
|
||||
L"",
|
||||
L"",
|
||||
|
||||
// OPINIONEVENT_BATTLE_SAVIOUR
|
||||
L"Wow, that was close. Thanks, $CAUSE$, I owe you!",
|
||||
L"",
|
||||
L"",
|
||||
L"Don't mention it.",
|
||||
L"You'd do the same for me.",
|
||||
L"",
|
||||
L"",
|
||||
L"$CAUSE$ saved $VICTIM$'s life. What's your opinion?",
|
||||
L"Pff, that guy was dead anyway.",
|
||||
L"How bad is it, $VICTIM$? Can you still fight?",
|
||||
L"Then I will. Good job!",
|
||||
L"Yeah, I was worried there for a moment.",
|
||||
L"Good job, but let's focus on ending this first, okay?",
|
||||
L"When you're done hugging, could we go back to the issue at hand? You know, the guys shooting at us?",
|
||||
L"",
|
||||
L"",
|
||||
L"",
|
||||
|
||||
// OPINIONEVENT_FRAGTHIEF
|
||||
L"Hey, I had him in my sights! That guy was MINE!",
|
||||
L"",
|
||||
L"",
|
||||
L"What? Are you nuts? We're in the middle of a firefight, and you set up a killcount?",
|
||||
L"What. Then where's my target?",
|
||||
L"",
|
||||
L"",
|
||||
L"$VICTIM$ is angry with $CAUSE$ for stealing their kill. What's your take on this?",
|
||||
L"This isn't some videogame, you moron. Nobody gives a shit about your godamn killcount.",
|
||||
L"Yeah, I hate it when people don't stick to their firing lane.",
|
||||
L"Stick to shooting whom you're supposed to, $CAUSE$.",
|
||||
L"Jeez. This feels like nineties videogaming. What's next, $VICTIM_GENDER$'ll accuse the enemy of camping?",
|
||||
L"You can sort this out later, but right now, everybody make sure we're not missing any angle.",
|
||||
L"Just stick to your firing sector, kill 'em all, and there'll be plenty of kills for everybody.",
|
||||
L"",
|
||||
L"",
|
||||
L"",
|
||||
|
||||
// OPINIONEVENT_BATTLE_ASSIST
|
||||
L"Boom! We sure took care of that guy.",
|
||||
L"",
|
||||
L"",
|
||||
L"Well, it was mostly me, but you did help too.",
|
||||
L"Yup. Ready for the next one.",
|
||||
L"",
|
||||
L"",
|
||||
L"$CAUSE$ and $VICTIM$ brought down an enemy. Any comment?",
|
||||
L"If you weren't such a bad shot, $CAUSE$ wouldn't have to finish your job.",
|
||||
L"It takes several people to take them down? Jeez, what kind of body armour do they have?",
|
||||
L"Blah blah, everybody look at me. $VICTIM$ is such a showoff.",
|
||||
L"Hehe, they've got no chance.",
|
||||
L"Hmm. We might need more firepower if it takes several of us to take those guys down, but good work anyway.",
|
||||
L"I guess you get to share what he had. $CAUSE$, you may draw first.",
|
||||
L"",
|
||||
L"",
|
||||
L"",
|
||||
|
||||
// OPINIONEVENT_BATTLE_TOOK_PRISONER
|
||||
L"Good thinking. We've already won, no need for more senseless slaughter.",
|
||||
L"",
|
||||
L"",
|
||||
L"We'll see about that... I won't hesitate to use force against them if they resist.",
|
||||
L"Yeah. Perhaps these guys have some intel we can use.",
|
||||
L"",
|
||||
L"",
|
||||
L"The rest of the enemy team surrendered to $CAUSE$. Now what?",
|
||||
L"No offense, but if you cannot handle death, $CAUSE$, perhaps this might not be the best job for you?",
|
||||
L"Good job, $CAUSE$. Makes our job hell of a lot easier.",
|
||||
L"Hey! Cut the crap. They already surrendered.",
|
||||
L"Yeah, you can't trust these guys, they're totally reckless.",
|
||||
L"We should move these guys to a prison ASAP. I'm sure they know what the army is up to.",
|
||||
L"Pah. I'd have preferred from wasting these losers. They'll just slow us down.",
|
||||
L"",
|
||||
L"",
|
||||
L"",
|
||||
};
|
||||
|
||||
|
||||
|
||||
Reference in New Issue
Block a user