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Merged from revision: 7132
Enhancements (by Buggler) - Dynamic tactical squad hotkeys only take into account squads present in sector; freed back 11-20 tactical squad hotkeys as 10 dynamic squad hotkeys would be sufficient (thanks to Sevenfm) - Externalized 'blinded by blast' hardcoded text git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@7133 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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@@ -2174,8 +2174,7 @@ void GetKeyboardInput( UINT32 *puiNewEvent )
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if ( gusSelectedSoldier != NOBODY )
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{
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// only allow if nothing in hand and if in SM panel, the Change Squad button must be enabled
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if (
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( ( gsCurInterfacePanel != TEAM_PANEL ) || ( ButtonList[ iTEAMPanelButtons[ CHANGE_SQUAD_BUTTON ] ]->uiFlags & BUTTON_ENABLED ) ) )
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if ( ( ( gsCurInterfacePanel != TEAM_PANEL ) || ( ButtonList[ iTEAMPanelButtons[ CHANGE_SQUAD_BUTTON ] ]->uiFlags & BUTTON_ENABLED ) ) )
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{
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//Select next squad
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iCurrentSquad = CurrentSquad( );
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@@ -2193,7 +2192,7 @@ void GetKeyboardInput( UINT32 *puiNewEvent )
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ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, pMessageStrings[ MSG_SQUAD_ACTIVE ], ( pNewSoldier->bAssignment + 1 ) );
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// Center to guy....
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LocateSoldier( gusSelectedSoldier, SETLOCATOR );
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//LocateSoldier( gusSelectedSoldier, SETLOCATOR );
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}
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}
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}
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@@ -2557,8 +2556,6 @@ void GetKeyboardInput( UINT32 *puiNewEvent )
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HandleTacticalTakeInvItem( gGameExternalOptions.iQuickItem4 );
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}
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}
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else if( fCtrl ) //remapped squad 14 to here
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ChangeCurrentSquad( 13 );
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else
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ChangeCurrentSquad( 3 );
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@@ -2594,7 +2591,7 @@ void GetKeyboardInput( UINT32 *puiNewEvent )
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}
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else
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{
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ChangeCurrentSquad( 5 );
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ChangeCurrentSquad( 5 );
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}
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break;
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@@ -2643,15 +2640,12 @@ void GetKeyboardInput( UINT32 *puiNewEvent )
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break;
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case '!':
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ChangeCurrentSquad( 10 );
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break;
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case '@':
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ChangeCurrentSquad( 11 );
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break;
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case '#':
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ChangeCurrentSquad( 12 );
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break;
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case '$':
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@@ -2666,19 +2660,15 @@ void GetKeyboardInput( UINT32 *puiNewEvent )
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TraitsMenu(usMapPos);
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}
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}
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//ChangeCurrentSquad( 13 );
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break;
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case '%':
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ChangeCurrentSquad( 14 );
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break;
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case '^':
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ChangeCurrentSquad( 15 );
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break;
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case '&':
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ChangeCurrentSquad( 16 );
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break;
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case '*':
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@@ -2693,16 +2683,12 @@ void GetKeyboardInput( UINT32 *puiNewEvent )
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gTacticalStatus.uiFlags |= RED_ITEM_GLOW_ON;
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}
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}
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else
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ChangeCurrentSquad( 17 );
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break;
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case '(':
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ChangeCurrentSquad( 18 );
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break;
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case ')':
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ChangeCurrentSquad( 19 );
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break;
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case 'x':
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@@ -2755,14 +2741,14 @@ void GetKeyboardInput( UINT32 *puiNewEvent )
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else if ( fCtrl ) // The_Bob - real time sneaking, 01-06-09
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{
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HandleTBEnterTurnbased();
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}
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}
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break;
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// The_Bob - real time sneaking, 01-06-09
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case 'X': // shift-ctrl-x: toggle real time sneaking
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if ( fCtrl )
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{
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HandleTBToggleSneak();
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}
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}
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break;
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case '/':
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@@ -5711,11 +5697,46 @@ void ChangeCurrentSquad( INT32 iSquad )
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if ( ( gpItemPointer == NULL ) && !gfDisableTacticalPanelButtons &&
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( ( gsCurInterfacePanel != TEAM_PANEL ) || ( ButtonList[ iTEAMPanelButtons[ CHANGE_SQUAD_BUTTON ] ]->uiFlags & BUTTON_ENABLED ) ) )
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{
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if ( IsSquadOnCurrentTacticalMap( iSquad ) )
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INT32 cnt, cnt2, iCurrentSquad;
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INT32 cnt3 = -1;
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// Buggler: dynamic tactical squad hotkey assignments only take into account squads present in sector
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//find the actual squad ID present in tactical map
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for( cnt = 0 ; cnt < NUMBER_OF_SQUADS; cnt++ )
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{
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for( cnt2 = 0; cnt2 < NUMBER_OF_SOLDIERS_PER_SQUAD; cnt2++ )
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{
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if ( Squad[ cnt ][ cnt2 ] != NULL && Squad[ cnt ][ cnt2 ]->bInSector && OK_INTERRUPT_MERC( Squad[ cnt ][ cnt2 ] ) && OK_CONTROLLABLE_MERC( Squad[ cnt ][ cnt2 ] ) && !(Squad[ cnt ][ cnt2 ]->flags.uiStatusFlags & SOLDIER_VEHICLE) )
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{
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cnt3++;
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break;
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}
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}
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if ( iSquad == cnt3 )
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break;
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}
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if ( IsSquadOnCurrentTacticalMap( cnt ) )
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{
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//resort the squad in case the order has, for any reason, changed
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SortSquadByID((INT8)iSquad);
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SetCurrentSquad( iSquad, FALSE );
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SortSquadByID( (INT8)cnt );
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iCurrentSquad = CurrentSquad( );
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if ( cnt != iCurrentSquad )
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{
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//set active squad
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SetCurrentSquad( cnt, FALSE );
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if ( gGameExternalOptions.fUseXMLSquadNames && cnt < ON_DUTY )
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ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, pMessageStrings[ MSG_SQUAD_ACTIVE ], SquadNames[ cnt ].squadname );
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else
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ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, pMessageStrings[ MSG_SQUAD_ACTIVE ], ( cnt + 1 ) );
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ErasePath( TRUE );
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gfPlotNewMovement = TRUE;
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}
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}
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}
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}
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@@ -1845,7 +1845,7 @@ BOOLEAN DamageSoldierFromBlast( UINT8 ubPerson, UINT8 ubOwner, INT32 sBombGridNo
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if (pSoldier->bBlindedCounter < ubStatLoss )
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{
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pSoldier->bBlindedCounter = ubStatLoss ;
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ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"%s was blinded by the blast!", pSoldier->GetName() );
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ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, New113Message[MSG113_BLINDED_BY_BLAST], pSoldier->GetName() );
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}
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}
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// SANDRO - new merc records - times stat damaged
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@@ -2424,6 +2424,7 @@ enum
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MSG113_SURGERY_FINISHED,
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MSG113_LOSES_ONE_POINT_MAX_HEALTH,
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MSG113_LOSES_X_POINTS_MAX_HEALTH,
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MSG113_BLINDED_BY_BLAST,
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MSG113_REGAINED_ONE_POINTS_OF_STAT,
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MSG113_REGAINED_X_POINTS_OF_STATS,
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MSG113_ENEMY_AMBUSH_PREVENTED,
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@@ -6613,6 +6613,7 @@ STR16 New113Message[] =
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L"%s 手术完毕。",// L"Surgery on %s finished.",
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L"%s 胸部中弹,失去1点生命上限!",// L"%s is hit in the chest and loses a point of maximum health!",
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L"%s 胸部中弹,失去 %d 点生命上限!",// L"%s is hit in the chest and loses %d points of maximum health!",
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L"%s is blinded by the blast!", // TODO.Translate
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L"%s 重获1点失去的 %s",// L"%s has regained one point of lost %s",
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L"%s 重获 %d 点失去的 %s",// L"%s has regained %d points of lost %s",
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L"你的侦察能力避免了敌人的偷袭!",// L"Your scouting skills prevented you to be ambushed by the enemy!",
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@@ -6618,6 +6618,7 @@ STR16 New113Message[] =
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L"Surgery on %s finished.",
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L"%s is hit in the chest and loses a point of maximum health!",
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L"%s is hit in the chest and loses %d points of maximum health!",
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L"%s is blinded by the blast!",
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L"%s has regained one point of lost %s",
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L"%s has regained %d points of lost %s",
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L"Your scouting skills prevented you to be ambushed by the enemy!",
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@@ -6610,11 +6610,12 @@ STR16 New113Message[] =
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L"Surgery on %s finished.",
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L"%s is hit in the chest and loses a point of maximum health!",
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L"%s is hit in the chest and loses %d points of maximum health!",
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L"%s is blinded by the blast!",
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L"%s has regained one point of lost %s",
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L"%s has regained %d points of lost %s",
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L"Your scouting skills prevented an ambush by the enemy!", // MINTY - Changed "you to be ambushed" to "an ambush": More natural English
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L"Thanks to your scouting skills you have successfuly avoided a pack of bloodcats!",
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L"%s is hit to groin and falls down in pain!",
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L"%s is hit at the groin and falls down in pain!",
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//////////////////////////////////////////////////////////////////////////////////////
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L"Warning: enemy corpse found!!!",
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L"%s [%d rnds]\n%s %1.1f %s",
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@@ -6615,6 +6615,7 @@ STR16 New113Message[] =
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L"La chirurgie sur %s est finie.",
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L"%s est touché(e) au torse et perd un maximum de points de vie !",
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L"%s est touché(e) au torse et perd %d points de vie !",
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L"%s is blinded by the blast!", // TODO.Translate
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L"%s a regagné 1 point sur les %s perdus",
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L"%s a regagné %d points sur les %s perdus",
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L"Vos compétences de reconnaissance vous ont empêchés d'être pris en embuscade par l'ennemi !",
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@@ -6440,6 +6440,7 @@ STR16 New113Message[] =
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L"%s wurde erfolgreich operiert.",
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L"%s ist am Torso getroffen und verliert einen Punkt maximaler Gesundheit!",
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L"%s ist am Torso getroffen und verliert %d Punkte maximaler Gesundheit!",
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L"%s is blinded by the blast!", // TODO.Translate
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L"%s hat einen Punkt an %s wiedergewonnen.",
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L"%s hat %d Punkte an %s wiedergewonnen.",
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L"Ihre Späher-Fertigkeit hat Sie davor bewahrt, vom Gegner in einen Hinterhalt gelockt zu werden.",
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@@ -6610,6 +6610,7 @@ STR16 New113Message[] =
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L"Surgery on %s finished.",
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L"%s is hit in the chest and loses a point of maximum health!",
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L"%s is hit in the chest and loses %d points of maximum health!",
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L"%s is blinded by the blast!",
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L"%s has regained one point of lost %s",
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L"%s has regained %d points of lost %s",
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L"Your scouting skills prevented you to be ambushed by the enemy!",
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@@ -6624,6 +6624,7 @@ STR16 New113Message[] =
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L"operacja na %s zakończona.",
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L"%s otrzymuje trafienie w korpus i traci punkt maksymalnego zdrowia!",
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L"%s otrzymuje trafienie w korpus i traci %d punktów maksymalnego zdrowia!",
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L"%s is blinded by the blast!", // TODO.Translate
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L"%s odzyskał(a) utracony punkt %s",
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L"%s odzyskał(a) %d utraconych punktów %s",
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L"Twoja umiejętność zwiadowcy uchroniła cię przed zasadzką!",
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@@ -6613,6 +6613,7 @@ STR16 New113Message[] =
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L"%s успешно прооперирован(а).", //Surgery on %s finished.
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L"%s пропустил(а) удар в грудную клетку и теряет единицу максимального значения здоровья!", //%s is hit in the chest and loses a point of maximum health!
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L"%s пропустил(а) удар в грудную клетку и теряет %d максимального значения здоровья!", //%s is hit in the chest and loses %d points of maximum health!
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L"%s is blinded by the blast!", // TODO.Translate
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L"%s восстановил(а) одну единицу потерянного %s.", //%s has regained one point of lost %s
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L"%s восстановил(а) %d единиц потерянного %s.", //%s has regained %d points of lost %s
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L"Ваши навыки разведчика сорвали засаду противника.",
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@@ -6618,11 +6618,12 @@ STR16 New113Message[] =
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L"Surgery on %s finished.",
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L"%s is hit in the chest and loses a point of maximum health!",
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L"%s is hit in the chest and loses %d points of maximum health!",
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L"%s is blinded by the blast!",
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L"%s has regained one point of lost %s",
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L"%s has regained %d points of lost %s",
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L"Your scouting skills prevented you to be ambushed by the enemy!",
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L"Thanks to your scouting skills you have successfuly avoided a pack of bloodcats!",
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L"%s is hit to groin and falls down in pain!",
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L"%s is hit at the groin and falls down in pain!",
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//////////////////////////////////////////////////////////////////////////////////////
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L"Warning: enemy corpse found!!!",
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L"%s [%d rnds]\n%s %1.1f %s",
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