To make it easier to search for dialogue and understand what a line is supposed to mean, changed a few dialogue enums.

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8503 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
Flugente
2017-10-31 19:18:35 +00:00
parent e4e58e81d0
commit 9c74bb75dc
8 changed files with 108 additions and 111 deletions
+8 -8
View File
@@ -586,15 +586,15 @@ BOOLEAN WillMercRenew( SOLDIERTYPE *pSoldier, BOOLEAN fSayQuote )
if ( fUnhappy )
{
if( i == 0 )
usReasonQuote = QUOTE_HATE_MERC_1_ON_TEAM_WONT_RENEW;
usReasonQuote = QUOTE_HATED_1_ON_TEAM_WONT_RENEW;
else if( i == 1 )
usReasonQuote = QUOTE_HATE_MERC_2_ON_TEAM_WONT_RENEW;
usReasonQuote = QUOTE_HATED_2_ON_TEAM_WONT_RENEW;
else if( i == 2 )
usReasonQuote = QUOTE_HATE_MERC_3_ON_TEAM_WONT_RENEW;
usReasonQuote = QUOTE_HATED_3_ON_TEAM_WONT_RENEW;
else if( i == 3 )
usReasonQuote = QUOTE_HATE_MERC_4_ON_TEAM_WONT_RENEW;
usReasonQuote = QUOTE_HATED_4_ON_TEAM_WONT_RENEW;
else if( i == 4 )
usReasonQuote = QUOTE_HATE_MERC_5_ON_TEAM_WONT_RENEW;
usReasonQuote = QUOTE_HATED_5_ON_TEAM_WONT_RENEW;
// use first hated in case there are multiple
break;
}
@@ -615,9 +615,9 @@ BOOLEAN WillMercRenew( SOLDIERTYPE *pSoldier, BOOLEAN fSayQuote )
{
// our tolerance has run out!
fUnhappy = TRUE;
usReasonQuote = QUOTE_LEARNED_TO_HATE_MERC_1_ON_TEAM_WONT_RENEW;
usReasonQuote = QUOTE_LEARNED_TO_HATE_ON_TEAM_WONT_RENEW;
}
}
else if ( gMercProfiles[ pSoldier->ubProfile ].bLearnToHateCount <= gMercProfiles[ pSoldier->ubProfile ].bLearnToHateTime / 2 )
{
pHated = FindSoldierByProfileID( bMercID, TRUE );
@@ -626,7 +626,7 @@ BOOLEAN WillMercRenew( SOLDIERTYPE *pSoldier, BOOLEAN fSayQuote )
pHated->bSectorZ == pSoldier->bSectorZ )
{
fUnhappy = TRUE;
usReasonQuote = QUOTE_LEARNED_TO_HATE_MERC_1_ON_TEAM_WONT_RENEW;
usReasonQuote = QUOTE_LEARNED_TO_HATE_ON_TEAM_WONT_RENEW;
}
}
}
+29 -29
View File
@@ -1010,32 +1010,32 @@ void UpdateBuddyAndHatedCounters( void )
// complain!
if (iLoop == 0)
{
TacticalCharacterDialogue( pSoldier, QUOTE_HATED_MERC_ONE );
TacticalCharacterDialogue( pSoldier, QUOTE_HATED_1 );
}
else if (iLoop == 1)
{
TacticalCharacterDialogue( pSoldier, QUOTE_HATED_MERC_TWO );
TacticalCharacterDialogue( pSoldier, QUOTE_HATED_2 );
}
else if (iLoop == 2)
{
if( pSoldier->ubWhatKindOfMercAmI == MERC_TYPE__AIM_MERC )
TacticalCharacterDialogue( pSoldier, QUOTE_AIM_HATED_MERC_THREE );
TacticalCharacterDialogue( pSoldier, QUOTE_AIM_HATED_3 );
else
TacticalCharacterDialogue( pSoldier, QUOTE_NON_AIM_HATED_MERC_THREE );
TacticalCharacterDialogue( pSoldier, QUOTE_NON_AIM_HATED_3 );
}
else if (iLoop == 3)
{
if( pSoldier->ubWhatKindOfMercAmI == MERC_TYPE__AIM_MERC )
TacticalCharacterDialogue( pSoldier, QUOTE_AIM_HATED_MERC_FOUR );
TacticalCharacterDialogue( pSoldier, QUOTE_AIM_HATED_4 );
else
TacticalCharacterDialogue( pSoldier, QUOTE_NON_AIM_HATED_MERC_FOUR );
TacticalCharacterDialogue( pSoldier, QUOTE_NON_AIM_HATED_4 );
}
else if (iLoop == 4)
{
if( pSoldier->ubWhatKindOfMercAmI == MERC_TYPE__AIM_MERC )
TacticalCharacterDialogue( pSoldier, QUOTE_AIM_HATED_MERC_FIVE );
TacticalCharacterDialogue( pSoldier, QUOTE_AIM_HATED_5 );
else
TacticalCharacterDialogue( pSoldier, QUOTE_NON_AIM_HATED_MERC_FIVE );
TacticalCharacterDialogue( pSoldier, QUOTE_NON_AIM_HATED_5 );
}
StopTimeCompression();
}
@@ -1047,23 +1047,23 @@ void UpdateBuddyAndHatedCounters( void )
// MERC mercs leave now!
if (iLoop == 0)
{
TacticalCharacterDialogue( pSoldier, QUOTE_MERC_QUIT_HATED1 );
TacticalCharacterDialogue( pSoldier, QUOTE_MERC_QUIT_HATED_1 );
}
else if (iLoop == 1)
{
TacticalCharacterDialogue( pSoldier, QUOTE_MERC_QUIT_HATED2 );
TacticalCharacterDialogue( pSoldier, QUOTE_MERC_QUIT_HATED_2 );
}
else if (iLoop == 2)
{
TacticalCharacterDialogue( pSoldier, QUOTE_MERC_QUIT_HATED3 );
TacticalCharacterDialogue( pSoldier, QUOTE_MERC_QUIT_HATED_3 );
}
else if (iLoop == 3)
{
TacticalCharacterDialogue( pSoldier, QUOTE_MERC_QUIT_HATED4 );
TacticalCharacterDialogue( pSoldier, QUOTE_MERC_QUIT_HATED_4 );
}
else if (iLoop == 4)
{
TacticalCharacterDialogue( pSoldier, QUOTE_MERC_QUIT_HATED5 );
TacticalCharacterDialogue( pSoldier, QUOTE_MERC_QUIT_HATED_5 );
}
// Leave now! ( handle equipment too )....
@@ -1076,32 +1076,32 @@ void UpdateBuddyAndHatedCounters( void )
// complain!
if (iLoop == 0)
{
TacticalCharacterDialogue( pSoldier, QUOTE_HATED_MERC_ONE );
TacticalCharacterDialogue( pSoldier, QUOTE_HATED_1 );
}
else if (iLoop == 1)
{
TacticalCharacterDialogue( pSoldier, QUOTE_HATED_MERC_TWO );
TacticalCharacterDialogue( pSoldier, QUOTE_HATED_2 );
}
else if (iLoop == 2)
{
if( pSoldier->ubWhatKindOfMercAmI == MERC_TYPE__AIM_MERC )
TacticalCharacterDialogue( pSoldier, QUOTE_AIM_HATED_MERC_THREE );
TacticalCharacterDialogue( pSoldier, QUOTE_AIM_HATED_3 );
else
TacticalCharacterDialogue( pSoldier, QUOTE_NON_AIM_HATED_MERC_THREE );
TacticalCharacterDialogue( pSoldier, QUOTE_NON_AIM_HATED_3 );
}
else if (iLoop == 3)
{
if( pSoldier->ubWhatKindOfMercAmI == MERC_TYPE__AIM_MERC )
TacticalCharacterDialogue( pSoldier, QUOTE_AIM_HATED_MERC_FOUR );
TacticalCharacterDialogue( pSoldier, QUOTE_AIM_HATED_4 );
else
TacticalCharacterDialogue( pSoldier, QUOTE_NON_AIM_HATED_MERC_FOUR );
TacticalCharacterDialogue( pSoldier, QUOTE_NON_AIM_HATED_4 );
}
else if (iLoop == 4)
{
if( pSoldier->ubWhatKindOfMercAmI == MERC_TYPE__AIM_MERC )
TacticalCharacterDialogue( pSoldier, QUOTE_AIM_HATED_MERC_FIVE );
TacticalCharacterDialogue( pSoldier, QUOTE_AIM_HATED_5 );
else
TacticalCharacterDialogue( pSoldier, QUOTE_NON_AIM_HATED_MERC_FIVE );
TacticalCharacterDialogue( pSoldier, QUOTE_NON_AIM_HATED_5 );
}
pProfile->ubTimeTillNextHatedComplaint = TIME_BETWEEN_HATED_COMPLAINTS - 1;
}
@@ -1129,32 +1129,32 @@ void UpdateBuddyAndHatedCounters( void )
// complain!
if (iLoop == 0)
{
TacticalCharacterDialogue( pSoldier, QUOTE_HATED_MERC_ONE );
TacticalCharacterDialogue( pSoldier, QUOTE_HATED_1 );
}
else if (iLoop == 1)
{
TacticalCharacterDialogue( pSoldier, QUOTE_HATED_MERC_TWO );
TacticalCharacterDialogue( pSoldier, QUOTE_HATED_2 );
}
else if (iLoop == 2)
{
if( pSoldier->ubWhatKindOfMercAmI == MERC_TYPE__AIM_MERC )
TacticalCharacterDialogue( pSoldier, QUOTE_AIM_HATED_MERC_THREE );
TacticalCharacterDialogue( pSoldier, QUOTE_AIM_HATED_3 );
else
TacticalCharacterDialogue( pSoldier, QUOTE_NON_AIM_HATED_MERC_THREE );
TacticalCharacterDialogue( pSoldier, QUOTE_NON_AIM_HATED_3 );
}
else if (iLoop == 3)
{
if( pSoldier->ubWhatKindOfMercAmI == MERC_TYPE__AIM_MERC )
TacticalCharacterDialogue( pSoldier, QUOTE_AIM_HATED_MERC_FOUR );
TacticalCharacterDialogue( pSoldier, QUOTE_AIM_HATED_4 );
else
TacticalCharacterDialogue( pSoldier, QUOTE_NON_AIM_HATED_MERC_FOUR );
TacticalCharacterDialogue( pSoldier, QUOTE_NON_AIM_HATED_4 );
}
else if (iLoop == 4)
{
if( pSoldier->ubWhatKindOfMercAmI == MERC_TYPE__AIM_MERC )
TacticalCharacterDialogue( pSoldier, QUOTE_AIM_HATED_MERC_FIVE );
TacticalCharacterDialogue( pSoldier, QUOTE_AIM_HATED_5 );
else
TacticalCharacterDialogue( pSoldier, QUOTE_NON_AIM_HATED_MERC_FIVE );
TacticalCharacterDialogue( pSoldier, QUOTE_NON_AIM_HATED_5 );
}
}
}
+8 -8
View File
@@ -121,32 +121,32 @@ void HandleSoldierDeadComments( SOLDIERTYPE *pSoldier )
{
case 0:
// buddy #1 died!
TacticalCharacterDialogue( pTeamSoldier, QUOTE_BUDDY_ONE_KILLED );
TacticalCharacterDialogue( pTeamSoldier, QUOTE_BUDDY_1_KILLED );
break;
case 1:
// buddy #2 died!
TacticalCharacterDialogue( pTeamSoldier, QUOTE_BUDDY_TWO_KILLED );
TacticalCharacterDialogue( pTeamSoldier, QUOTE_BUDDY_2_KILLED );
break;
case 2:
// buddy #3 died!
if( pTeamSoldier->ubWhatKindOfMercAmI == MERC_TYPE__AIM_MERC )
TacticalCharacterDialogue( pTeamSoldier, QUOTE_AIM_BUDDY_THREE_KILLED );
TacticalCharacterDialogue( pTeamSoldier, QUOTE_AIM_BUDDY_3_KILLED );
else
TacticalCharacterDialogue( pTeamSoldier, QUOTE_NON_AIM_BUDDY_THREE_KILLED );
TacticalCharacterDialogue( pTeamSoldier, QUOTE_NON_AIM_BUDDY_3_KILLED );
break;
case 3:
// buddy #4 died!
if( pTeamSoldier->ubWhatKindOfMercAmI == MERC_TYPE__AIM_MERC )
TacticalCharacterDialogue( pTeamSoldier, QUOTE_AIM_BUDDY_FOUR_KILLED );
TacticalCharacterDialogue( pTeamSoldier, QUOTE_AIM_BUDDY_4_KILLED );
else
TacticalCharacterDialogue( pTeamSoldier, QUOTE_NON_AIM_BUDDY_FOUR_KILLED );
TacticalCharacterDialogue( pTeamSoldier, QUOTE_NON_AIM_BUDDY_4_KILLED );
break;
case 4:
// buddy #5 died!
if( pTeamSoldier->ubWhatKindOfMercAmI == MERC_TYPE__AIM_MERC )
TacticalCharacterDialogue( pTeamSoldier, QUOTE_AIM_BUDDY_FIVE_KILLED );
TacticalCharacterDialogue( pTeamSoldier, QUOTE_AIM_BUDDY_5_KILLED );
else
TacticalCharacterDialogue( pTeamSoldier, QUOTE_NON_AIM_BUDDY_FIVE_KILLED );
TacticalCharacterDialogue( pTeamSoldier, QUOTE_NON_AIM_BUDDY_5_KILLED );
break;
case 5:
// learn to like buddy died!