mirror of
https://github.com/1dot13/source.git
synced 2026-07-22 13:40:22 +02:00
- added info on which item caused a spy to be uncovered
- fixed a few warnings - EPCs are now disguised when recruited - uniform worn now has influence on allowed gear coolness git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@5750 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
@@ -4402,7 +4402,7 @@ void ExecuteStrategicAIAction( UINT16 usActionCode, INT16 sSectorX, INT16 sSecto
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if ( gGameOptions.ubDifficultyLevel > 0 )
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groupelites = ubNumSoldiers - ubNumSoldiers / gGameOptions.ubDifficultyLevel;
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UINT32 totalusedsoldiers = 4 * min(grouptroops + groupelites, gGameExternalOptions.iMaxEnemyGroupSize);
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UINT32 totalusedsoldiers = 4 * min(grouptroops + groupelites, (UINT32)gGameExternalOptions.iMaxEnemyGroupSize);
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switch( usActionCode )
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{
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@@ -4591,7 +4591,7 @@ void ExecuteStrategicAIAction( UINT16 usActionCode, INT16 sSectorX, INT16 sSecto
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pGroup2 = CreateNewEnemyGroupDepartingFromSector( SEC_P3, 0, grouptroops, groupelites );
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pGroup3 = CreateNewEnemyGroupDepartingFromSector( ubSourceSectorID, 0, grouptroops, groupelites );
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totalusedsoldiers += min(grouptroops + groupelites, gGameExternalOptions.iMaxEnemyGroupSize);
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totalusedsoldiers += min(grouptroops + groupelites, (UINT32)gGameExternalOptions.iMaxEnemyGroupSize);
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if( !gGarrisonGroup[ SectorInfo[ ubTargetSectorID ].ubGarrisonID ].ubPendingGroupID )
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{
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@@ -4648,7 +4648,7 @@ void ExecuteStrategicAIAction( UINT16 usActionCode, INT16 sSectorX, INT16 sSecto
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pGroup2 = CreateNewEnemyGroupDepartingFromSector( ubSourceSectorID, 0, grouptroops, groupelites );
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pGroup3 = CreateNewEnemyGroupDepartingFromSector( ubSourceSectorID, 0, grouptroops, groupelites );
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totalusedsoldiers += min(grouptroops + groupelites, gGameExternalOptions.iMaxEnemyGroupSize);
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totalusedsoldiers += min(grouptroops + groupelites, (UINT32)gGameExternalOptions.iMaxEnemyGroupSize);
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if( !gGarrisonGroup[ SectorInfo[ ubTargetSectorID ].ubGarrisonID ].ubPendingGroupID )
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{
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@@ -4688,7 +4688,7 @@ void ExecuteStrategicAIAction( UINT16 usActionCode, INT16 sSectorX, INT16 sSecto
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pGroup2 = CreateNewEnemyGroupDepartingFromSector( ubSourceSectorID, 0, grouptroops, groupelites );
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pGroup3 = CreateNewEnemyGroupDepartingFromSector( ubSourceSectorID, 0, grouptroops, groupelites );
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totalusedsoldiers += min(grouptroops + groupelites, gGameExternalOptions.iMaxEnemyGroupSize);
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totalusedsoldiers += min(grouptroops + groupelites, (UINT32)gGameExternalOptions.iMaxEnemyGroupSize);
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if( !gGarrisonGroup[ SectorInfo[ ubTargetSectorID ].ubGarrisonID ].ubPendingGroupID )
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{
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@@ -4728,7 +4728,7 @@ void ExecuteStrategicAIAction( UINT16 usActionCode, INT16 sSectorX, INT16 sSecto
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pGroup2 = CreateNewEnemyGroupDepartingFromSector( ubSourceSectorID, 0, grouptroops, groupelites );
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pGroup3 = CreateNewEnemyGroupDepartingFromSector( ubSourceSectorID, 0, grouptroops, groupelites );
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totalusedsoldiers += min(grouptroops + groupelites, gGameExternalOptions.iMaxEnemyGroupSize);
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totalusedsoldiers += min(grouptroops + groupelites, (UINT32)gGameExternalOptions.iMaxEnemyGroupSize);
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if( !gGarrisonGroup[ SectorInfo[ ubTargetSectorID ].ubGarrisonID ].ubPendingGroupID )
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{
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@@ -4769,7 +4769,7 @@ void ExecuteStrategicAIAction( UINT16 usActionCode, INT16 sSectorX, INT16 sSecto
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pGroup2 = CreateNewEnemyGroupDepartingFromSector( ubSourceSectorID, 0, grouptroops, groupelites );
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pGroup3 = CreateNewEnemyGroupDepartingFromSector( ubSourceSectorID, 0, grouptroops, groupelites );
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totalusedsoldiers += min(grouptroops + groupelites, gGameExternalOptions.iMaxEnemyGroupSize);
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totalusedsoldiers += min(grouptroops + groupelites, (UINT32)gGameExternalOptions.iMaxEnemyGroupSize);
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if( !gGarrisonGroup[ SectorInfo[ ubTargetSectorID ].ubGarrisonID ].ubPendingGroupID )
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{
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+3
-2
@@ -9327,12 +9327,13 @@ BOOLEAN ApplyClothes( SOLDIERTYPE * pSoldier, OBJECTTYPE * pObj)
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if ( pSoldier->bSoldierFlagMask & SOLDIER_NEW_VEST && pSoldier->bSoldierFlagMask & SOLDIER_NEW_PANTS )
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{
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// first, remove the covert flags, adn then reapply the correct ones, in case we switch between civilina and military garb
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// first, remove the covert flags, and then reapply the correct ones, in case we switch between civilian and military clothes
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pSoldier->bSoldierFlagMask &= ~(SOLDIER_COVERT_CIV|SOLDIER_COVERT_SOLDIER);
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// we now have to determine wether we are currently wearing civilian or military clothes
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for ( int i = UNIFORM_ENEMY_ADMIN; i <= UNIFORM_ENEMY_ELITE; ++i )
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for ( UINT8 i = UNIFORM_ENEMY_ADMIN; i <= UNIFORM_ENEMY_ELITE; ++i )
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{
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// both parts have to fit. We cant mix different uniforms and get soldier disguise
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if ( COMPARE_PALETTEREP_ID(pSoldier->VestPal, gUniformColors[ i ].vest) && COMPARE_PALETTEREP_ID(pSoldier->PantsPal, gUniformColors[ i ].pants) )
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{
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pSoldier->bSoldierFlagMask |= SOLDIER_COVERT_SOLDIER;
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@@ -14614,7 +14614,7 @@ BOOLEAN SOLDIERTYPE::LooksLikeACivilian( void )
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break;
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default:
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{
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ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCovertTextStr[STR_COVERT_CARRY_BADLBE], this->name );
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ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCovertTextStr[STR_COVERT_CARRY_BADLBE], this->name, Item[bLoop].szItemName );
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return FALSE;
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}
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break;
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@@ -14638,7 +14638,7 @@ BOOLEAN SOLDIERTYPE::LooksLikeACivilian( void )
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( Item[this->inv[bLoop].usItem].nightvisionrangebonus > 0 || Item[this->inv[bLoop].usItem].hearingrangebonus > 0 )
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)
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{
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ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCovertTextStr[STR_COVERT_MILITARYGEARFOUND], this->name );
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ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCovertTextStr[STR_COVERT_MILITARYGEARFOUND], this->name, Item[bLoop].szItemName );
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return FALSE;
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}
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}
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@@ -14660,7 +14660,7 @@ BOOLEAN SOLDIERTYPE::LooksLikeACivilian( void )
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( Item[this->inv[bLoop].usItem].nightvisionrangebonus > 0 || Item[this->inv[bLoop].usItem].hearingrangebonus > 0 )
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)
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{
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ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCovertTextStr[STR_COVERT_MILITARYGEARFOUND], this->name );
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ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCovertTextStr[STR_COVERT_MILITARYGEARFOUND], this->name, Item[bLoop].szItemName );
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return FALSE;
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}
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}
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@@ -14691,16 +14691,50 @@ BOOLEAN SOLDIERTYPE::LooksLikeASoldier( void )
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return TRUE;
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}
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INT8 SOLDIERTYPE::GetUniformType()
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{
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// we determine wether we are currently wearing civilian or military clothes
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for ( UINT8 i = UNIFORM_ENEMY_ADMIN; i <= NUM_UNIFORMS; ++i )
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{
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// both parts have to fit. We cant mix different uniforms and get soldier disguise
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if ( COMPARE_PALETTEREP_ID(this->VestPal, gUniformColors[ i ].vest) && COMPARE_PALETTEREP_ID(this->PantsPal, gUniformColors[ i ].pants) )
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{
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return i;
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}
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}
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return -1;
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}
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// is our equipment too good for a soldier?
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BOOLEAN SOLDIERTYPE::EquipmentTooGood( BOOLEAN fCloselook )
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{
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// check the guns in our hands an rifle sling
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// check the guns in our hands and rifle sling
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// alert if we have more than 2, any of them has too much attachments or they are way too cool
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UINT8 numberofguns = 0;
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UINT8 ubCurrentProgress = CurrentPlayerProgressPercentage();
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UINT8 maxcoolnessallowed = 1 + ubCurrentProgress / 10;
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maxcoolnessallowed += 2; // TODO adjust for level and uniform
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UINT16 maxitemsize = 4;
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INT8 uniformtype = GetUniformType();
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// adjust max coolness depending on uniform
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switch ( uniformtype )
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{
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case UNIFORM_ENEMY_ADMIN:
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maxcoolnessallowed += 1;
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break;
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case UNIFORM_ENEMY_TROOP:
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maxcoolnessallowed += 2;
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break;
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case UNIFORM_ENEMY_ELITE:
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maxcoolnessallowed += 3;
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break;
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default:
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// we do not wear a proper army uniform, uncover us. Note: This should never happen - if this message shows, somewhere, something is wrong
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ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCovertTextStr[STR_COVERT_UNIFORM_NOORDER], this->name );
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return TRUE;
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break;
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}
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if ( UsingNewInventorySystem() )
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{
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@@ -14744,7 +14778,7 @@ BOOLEAN SOLDIERTYPE::EquipmentTooGood( BOOLEAN fCloselook )
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break;
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default:
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{
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ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCovertTextStr[STR_COVERT_CARRY_BADLBE], this->name );
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ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCovertTextStr[STR_COVERT_CARRY_BADLBE], this->name, Item[bLoop].szItemName );
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return FALSE;
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}
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break;
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@@ -14783,7 +14817,7 @@ BOOLEAN SOLDIERTYPE::EquipmentTooGood( BOOLEAN fCloselook )
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// loop over every item and its attachments
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if ( Item[pObj->usItem].ubCoolness > maxcoolnessallowed )
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{
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ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCovertTextStr[STR_COVERT_ITEMSTOOGOOD], this->name );
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ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCovertTextStr[STR_COVERT_ITEMSTOOGOOD], this->name, Item[pObj->usItem].szItemName );
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return TRUE;
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}
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@@ -14797,7 +14831,7 @@ BOOLEAN SOLDIERTYPE::EquipmentTooGood( BOOLEAN fCloselook )
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// loop over every item and its attachments
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if ( Item[iter->usItem].ubCoolness > maxcoolnessallowed )
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{
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ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCovertTextStr[STR_COVERT_ITEMSTOOGOOD], this->name );
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ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCovertTextStr[STR_COVERT_ITEMSTOOGOOD], this->name, Item[iter->usItem].szItemName );
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return TRUE;
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}
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@@ -14806,7 +14840,7 @@ BOOLEAN SOLDIERTYPE::EquipmentTooGood( BOOLEAN fCloselook )
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// no ordinary soldier is allowed that many attachments > not covert
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if ( numberofattachments > gGameExternalOptions.iMaxEnemyAttachments )
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{
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ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCovertTextStr[STR_COVERT_TOOMANYATTACHMENTS], this->name );
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ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCovertTextStr[STR_COVERT_TOOMANYATTACHMENTS], this->name, Item[pObj->usItem].szItemName );
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return TRUE;
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}
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}
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@@ -14846,7 +14880,7 @@ BOOLEAN SOLDIERTYPE::EquipmentTooGood( BOOLEAN fCloselook )
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// loop over every item and its attachments
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if ( Item[pObj->usItem].ubCoolness > maxcoolnessallowed )
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{
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ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCovertTextStr[STR_COVERT_ITEMSTOOGOOD], this->name );
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ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCovertTextStr[STR_COVERT_ITEMSTOOGOOD], this->name, Item[pObj->usItem].szItemName );
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return TRUE;
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}
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@@ -14860,7 +14894,7 @@ BOOLEAN SOLDIERTYPE::EquipmentTooGood( BOOLEAN fCloselook )
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// loop over every item and its attachments
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if ( Item[iter->usItem].ubCoolness > maxcoolnessallowed )
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{
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ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCovertTextStr[STR_COVERT_ITEMSTOOGOOD], this->name );
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ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCovertTextStr[STR_COVERT_ITEMSTOOGOOD], this->name, Item[iter->usItem].szItemName );
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return TRUE;
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}
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@@ -14871,7 +14905,7 @@ BOOLEAN SOLDIERTYPE::EquipmentTooGood( BOOLEAN fCloselook )
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// no ordinary soldier is allowed that many attachments > not covert
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if ( numberofattachments > gGameExternalOptions.iMaxEnemyAttachments )
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{
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ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCovertTextStr[STR_COVERT_TOOMANYATTACHMENTS], this->name );
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ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCovertTextStr[STR_COVERT_TOOMANYATTACHMENTS], this->name, Item[pObj->usItem].szItemName );
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return TRUE;
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}
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}
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@@ -15000,6 +15034,7 @@ BOOLEAN SOLDIERTYPE::SeemsLegit( UINT8 ubObserverID )
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case 0:
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default:
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// without the covert ops skill, we can only dress up as civilians. We will be discovered if we get too close to the enemy
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// exception: special NPCs and EPCs can still get close (the Kulbas, for example, ARE civilians, so they apply)
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if ( (this->bSoldierFlagMask & SOLDIER_COVERT_NPC_SPECIAL) == 0 )
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{
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ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCovertTextStr[STR_COVERT_TOO_CLOSE], this->name );
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@@ -15146,7 +15181,7 @@ BOOLEAN SOLDIERTYPE::RecognizeAsCombatant(UINT8 ubTargetID)
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// hack: if this is attacking us at this very moment by punching, do not recognize him...
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// this resolves the problem that we attack someone from behind and kill him instantly, but the game mechanic forces him to turn before
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// only allow this if we are not yet alerted (we are suprised, so we don't recognize him in the moment of the attack
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// only allow this if we are not yet alerted (we are suprised, so we don't recognize him in the moment of the attack)
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// also: only allow if he's next to us
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if ( this->aiData.bAlertStatus < STATUS_RED && pSoldier->ubTargetID == this->ubID )
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{
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@@ -1482,6 +1482,9 @@ public:
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// do we look like a soldier?
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BOOLEAN LooksLikeASoldier( void );
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// what kind of uniform are we wearing? returns -1 if none is worn
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INT8 GetUniformType();
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// is our equipment too good for a soldier?
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BOOLEAN EquipmentTooGood( BOOLEAN fCloselook );
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@@ -1701,7 +1701,7 @@ BOOLEAN RecruitRPC( UINT8 ubCharNum )
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GiveQuestRewardPoint( pSoldier->sSectorX, pSoldier->sSectorY, 6, MIGUEL );
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}
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// Flugente: people recruited in Arulco are known to the enemy as civilians or even soldiers. So they will be covert whn recruiting them. Of course, this is not for the rebels...
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// Flugente: people recruited in Arulco are known to the enemy as civilians or even soldiers. So they will be covert when recruited. Of course, this is not for the rebels...
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if ( ubCharNum == DEVIN || ubCharNum == HAMOUS || ubCharNum == SLAY || ubCharNum == VINCE || ubCharNum == MADDOG || ubCharNum == MICKY )
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{
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pNewSoldier->bSoldierFlagMask |= (SOLDIER_COVERT_CIV|SOLDIER_COVERT_NPC_SPECIAL);
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@@ -1822,6 +1822,9 @@ BOOLEAN RecruitEPC( UINT8 ubCharNum )
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// Set whatkind of merc am i
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pNewSoldier->ubWhatKindOfMercAmI = MERC_TYPE__EPC;
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// Flugente: people recruited in Arulco are known to the enemy as civilians or even soldiers. So they will be covert when recruited. Of course, this is not for the rebels...
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pNewSoldier->bSoldierFlagMask |= (SOLDIER_COVERT_CIV|SOLDIER_COVERT_NPC_SPECIAL);
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UpdateTeamPanelAssignments( );
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return( TRUE );
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@@ -2203,7 +2203,7 @@ BOOLEAN ExpAffect( INT32 sBombGridNo, INT32 sGridNo, UINT32 uiDist, UINT16 usIte
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//DBrot: apply a modifier to confined explosions
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if(InARoom(sBombGridNo, NULL)){
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newDamage += (INT16)newDamage * pExplosive->bIndoorModifier;
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newDamage += (INT16)(newDamage * pExplosive->bIndoorModifier);
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}
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sWoundAmt = newDamage + (INT16) ( (newDamage * uiRoll) / 100 );
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@@ -2212,7 +2212,7 @@ BOOLEAN ExpAffect( INT32 sBombGridNo, INT32 sGridNo, UINT32 uiDist, UINT16 usIte
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//INT16 newBreath = pExplosive->ubStunDamage + (INT16)(( pExplosive->ubStunDamage * gGameExternalOptions.ubExplosivesDamageMultiplier) / 100); //lal
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if(InARoom(sBombGridNo, NULL)){
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newBreath += (INT16)newBreath * pExplosive->bIndoorModifier;
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newBreath += (INT16)(newBreath * pExplosive->bIndoorModifier);
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}
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sBreathAmt = ( newBreath * 100 ) + (INT16) ( ( ( newBreath / 2 ) * 100 * uiRoll ) / 100 ) ;
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@@ -683,6 +683,7 @@ enum
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STR_COVERT_NO_UNIFORM_FOUND,
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STR_COVERT_DISGUISED_AS_CIVILIAN,
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STR_COVERT_DISGUISED_AS_SOLDIER,
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STR_COVERT_UNIFORM_NOORDER,
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TEXT_NUM_COVERT_STR
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};
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@@ -7426,11 +7426,11 @@ STR16 szCovertTextStr[]=
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L"%s 有迷彩油的痕迹!", //L"%s has camo!",
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L"%s 有不合身份的背包!", //L"%s has a backpack!",
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L"%s 被发现携带尸体!", //L"%s is seen carrying a corpse!",
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L"%s 穿戴了可疑的携行具!", //L"%s wears suspicious LBE gear!",
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L"%s 有军用装备!", //L"%s possesses military hardware!",
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L"%s's %s is suspicious!",
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L"%s's %s is considered military hardware!",
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L"%s 携带了太多的枪支!", //L"%s carries too many guns!",
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L"%s 的装备太过精良!", //L"%s equipment is too good!",
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L"%s 的枪支加装了太多的附件!", //L"%s gun has too many attachments!",
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L"%s's %s is too advanced for an arulcan soldier!",
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L"%s's %s has too many attachments!",
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L"%s 被发现有可疑举动!", //L"%s was seen performing suspicious activities!",
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L"%s 被发现不像个平民!", //L"%s does not look like a civilian!",
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L"%s 被发现流血不止了!", //L"%s bleeding was discovered!",
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@@ -7450,6 +7450,7 @@ STR16 szCovertTextStr[]=
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L"未发现制服!", //L"No uniform found!",
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L"%s 已伪装成平民", //L"%s is now disguised as a civilian.",
|
||||
L"%s 已伪装成士兵", //L"%s is now disguised as a soldier.",
|
||||
L"%s wears a disorderly uniform!",
|
||||
};
|
||||
|
||||
STR16 szCorpseTextStr[]=
|
||||
|
||||
@@ -7423,11 +7423,11 @@ STR16 szCovertTextStr[]=
|
||||
L"%s has camo!",
|
||||
L"%s has a backpack!",
|
||||
L"%s is seen carrying a corpse!",
|
||||
L"%s wears suspicious LBE gear!",
|
||||
L"%s possesses military hardware!",
|
||||
L"%s's %s is suspicious!",
|
||||
L"%s's %s is considered military hardware!",
|
||||
L"%s carries too many guns!",
|
||||
L"%s equipment is too good!",
|
||||
L"%s gun has too many attachments!",
|
||||
L"%s's %s is too advanced for an arulcan soldier!",
|
||||
L"%s's %s has too many attachments!",
|
||||
L"%s was seen performing suspicious activities!",
|
||||
L"%s does not look like a civilian!",
|
||||
L"%s bleeding was discovered!",
|
||||
@@ -7441,12 +7441,13 @@ STR16 szCovertTextStr[]=
|
||||
L"%s has seen through %s disguise!",
|
||||
L"No clothes item found in Items.xml!",
|
||||
L"This does not work with the old trait system!",
|
||||
L"Not enough Aps!",
|
||||
L"Not enough APs!",
|
||||
L"Bad palette found!",
|
||||
L"You need the covert skill to do this!",
|
||||
L"No uniform found!",
|
||||
L"%s is now disguised as a civilian.",
|
||||
L"%s is now disguised as a soldier.",
|
||||
L"%s wears a disorderly uniform!",
|
||||
};
|
||||
|
||||
STR16 szCorpseTextStr[]=
|
||||
|
||||
@@ -7411,11 +7411,11 @@ STR16 szCovertTextStr[]=
|
||||
L"%s has camo!",
|
||||
L"%s has a backpack!",
|
||||
L"%s is seen carrying a corpse!",
|
||||
L"%s wears suspicious LBE gear!",
|
||||
L"%s possesses military hardware!",
|
||||
L"%s's %s is suspicious!",
|
||||
L"%s's %s is considered military hardware!",
|
||||
L"%s carries too many guns!",
|
||||
L"%s equipment is too good!",
|
||||
L"%s gun has too many attachments!",
|
||||
L"%s's %s is too advanced for an arulcan soldier!",
|
||||
L"%s's %s has too many attachments!",
|
||||
L"%s was seen performing suspicious activities!",
|
||||
L"%s does not look like a civilian!",
|
||||
L"%s bleeding was discovered!",
|
||||
@@ -7429,12 +7429,13 @@ STR16 szCovertTextStr[]=
|
||||
L"%s has seen through %s disguise!",
|
||||
L"No clothes item found in Items.xml!",
|
||||
L"This does not work with the old trait system!",
|
||||
L"Not enough Aps!",
|
||||
L"Not enough APs!",
|
||||
L"Bad palette found!",
|
||||
L"You need the covert skill to do this!",
|
||||
L"No uniform found!",
|
||||
L"%s is now disguised as a civilian.",
|
||||
L"%s is now disguised as a soldier.",
|
||||
L"%s wears a disorderly uniform!",
|
||||
};
|
||||
|
||||
STR16 szCorpseTextStr[]=
|
||||
|
||||
@@ -7397,11 +7397,11 @@ STR16 szCovertTextStr[]=
|
||||
L"%s has camo!",
|
||||
L"%s has a backpack!",
|
||||
L"%s is seen carrying a corpse!",
|
||||
L"%s wears suspicious LBE gear!",
|
||||
L"%s possesses military hardware!",
|
||||
L"%s's %s is suspicious!",
|
||||
L"%s's %s is considered military hardware!",
|
||||
L"%s carries too many guns!",
|
||||
L"%s equipment is too good!",
|
||||
L"%s gun has too many attachments!",
|
||||
L"%s's %s is too advanced for an arulcan soldier!",
|
||||
L"%s's %s has too many attachments!",
|
||||
L"%s was seen performing suspicious activities!",
|
||||
L"%s does not look like a civilian!",
|
||||
L"%s bleeding was discovered!",
|
||||
@@ -7415,12 +7415,13 @@ STR16 szCovertTextStr[]=
|
||||
L"%s has seen through %s disguise!",
|
||||
L"No clothes item found in Items.xml!",
|
||||
L"This does not work with the old trait system!",
|
||||
L"Not enough Aps!",
|
||||
L"Not enough APs!",
|
||||
L"Bad palette found!",
|
||||
L"You need the covert skill to do this!",
|
||||
L"No uniform found!",
|
||||
L"%s is now disguised as a civilian.",
|
||||
L"%s is now disguised as a soldier.",
|
||||
L"%s wears a disorderly uniform!",
|
||||
};
|
||||
|
||||
STR16 szCorpseTextStr[]=
|
||||
|
||||
@@ -7238,11 +7238,11 @@ STR16 szCovertTextStr[]=
|
||||
L"%s has camo!",
|
||||
L"%s has a backpack!",
|
||||
L"%s is seen carrying a corpse!",
|
||||
L"%s wears suspicious LBE gear!",
|
||||
L"%s possesses military hardware!",
|
||||
L"%s's %s is suspicious!",
|
||||
L"%s's %s is considered military hardware!",
|
||||
L"%s carries too many guns!",
|
||||
L"%s equipment is too good!",
|
||||
L"%s gun has too many attachments!",
|
||||
L"%s's %s is too advanced for an arulcan soldier!",
|
||||
L"%s's %s has too many attachments!",
|
||||
L"%s was seen performing suspicious activities!",
|
||||
L"%s does not look like a civilian!",
|
||||
L"%s bleeding was discovered!",
|
||||
@@ -7256,12 +7256,13 @@ STR16 szCovertTextStr[]=
|
||||
L"%s has seen through %s disguise!",
|
||||
L"No clothes item found in Items.xml!",
|
||||
L"This does not work with the old trait system!",
|
||||
L"Not enough Aps!",
|
||||
L"Not enough APs!",
|
||||
L"Bad palette found!",
|
||||
L"You need the covert skill to do this!",
|
||||
L"No uniform found!",
|
||||
L"%s is now disguised as a civilian.",
|
||||
L"%s is now disguised as a soldier.",
|
||||
L"%s wears a disorderly uniform!",
|
||||
};
|
||||
|
||||
STR16 szCorpseTextStr[]=
|
||||
|
||||
@@ -7410,11 +7410,11 @@ STR16 szCovertTextStr[]=
|
||||
L"%s has camo!",
|
||||
L"%s has a backpack!",
|
||||
L"%s is seen carrying a corpse!",
|
||||
L"%s wears suspicious LBE gear!",
|
||||
L"%s possesses military hardware!",
|
||||
L"%s's %s is suspicious!",
|
||||
L"%s's %s is considered military hardware!",
|
||||
L"%s carries too many guns!",
|
||||
L"%s equipment is too good!",
|
||||
L"%s gun has too many attachments!",
|
||||
L"%s's %s is too advanced for an arulcan soldier!",
|
||||
L"%s's %s has too many attachments!",
|
||||
L"%s was seen performing suspicious activities!",
|
||||
L"%s does not look like a civilian!",
|
||||
L"%s bleeding was discovered!",
|
||||
@@ -7428,12 +7428,13 @@ STR16 szCovertTextStr[]=
|
||||
L"%s has seen through %s disguise!",
|
||||
L"No clothes item found in Items.xml!",
|
||||
L"This does not work with the old trait system!",
|
||||
L"Not enough Aps!",
|
||||
L"Not enough APs!",
|
||||
L"Bad palette found!",
|
||||
L"You need the covert skill to do this!",
|
||||
L"No uniform found!",
|
||||
L"%s is now disguised as a civilian.",
|
||||
L"%s is now disguised as a soldier.",
|
||||
L"%s wears a disorderly uniform!",
|
||||
};
|
||||
|
||||
STR16 szCorpseTextStr[]=
|
||||
|
||||
@@ -7424,11 +7424,11 @@ STR16 szCovertTextStr[]=
|
||||
L"%s has camo!",
|
||||
L"%s has a backpack!",
|
||||
L"%s is seen carrying a corpse!",
|
||||
L"%s wears suspicious LBE gear!",
|
||||
L"%s possesses military hardware!",
|
||||
L"%s's %s is suspicious!",
|
||||
L"%s's %s is considered military hardware!",
|
||||
L"%s carries too many guns!",
|
||||
L"%s equipment is too good!",
|
||||
L"%s gun has too many attachments!",
|
||||
L"%s's %s is too advanced for an arulcan soldier!",
|
||||
L"%s's %s has too many attachments!",
|
||||
L"%s was seen performing suspicious activities!",
|
||||
L"%s does not look like a civilian!",
|
||||
L"%s bleeding was discovered!",
|
||||
@@ -7442,12 +7442,13 @@ STR16 szCovertTextStr[]=
|
||||
L"%s has seen through %s disguise!",
|
||||
L"No clothes item found in Items.xml!",
|
||||
L"This does not work with the old trait system!",
|
||||
L"Not enough Aps!",
|
||||
L"Not enough APs!",
|
||||
L"Bad palette found!",
|
||||
L"You need the covert skill to do this!",
|
||||
L"No uniform found!",
|
||||
L"%s is now disguised as a civilian.",
|
||||
L"%s is now disguised as a soldier.",
|
||||
L"%s wears a disorderly uniform!",
|
||||
};
|
||||
|
||||
STR16 szCorpseTextStr[]=
|
||||
|
||||
@@ -7376,11 +7376,11 @@ STR16 szCovertTextStr[]=
|
||||
L"%s has camo!",
|
||||
L"%s has a backpack!",
|
||||
L"%s is seen carrying a corpse!",
|
||||
L"%s wears suspicious LBE gear!",
|
||||
L"%s possesses military hardware!",
|
||||
L"%s's %s is suspicious!",
|
||||
L"%s's %s is considered military hardware!",
|
||||
L"%s carries too many guns!",
|
||||
L"%s equipment is too good!",
|
||||
L"%s gun has too many attachments!",
|
||||
L"%s's %s is too advanced for an arulcan soldier!",
|
||||
L"%s's %s has too many attachments!",
|
||||
L"%s was seen performing suspicious activities!",
|
||||
L"%s does not look like a civilian!",
|
||||
L"%s bleeding was discovered!",
|
||||
@@ -7394,12 +7394,13 @@ STR16 szCovertTextStr[]=
|
||||
L"%s has seen through %s disguise!",
|
||||
L"No clothes item found in Items.xml!",
|
||||
L"This does not work with the old trait system!",
|
||||
L"Not enough Aps!",
|
||||
L"Not enough APs!",
|
||||
L"Bad palette found!",
|
||||
L"You need the covert skill to do this!",
|
||||
L"No uniform found!",
|
||||
L"%s is now disguised as a civilian.",
|
||||
L"%s is now disguised as a soldier.",
|
||||
L"%s wears a disorderly uniform!",
|
||||
};
|
||||
|
||||
STR16 szCorpseTextStr[]=
|
||||
|
||||
@@ -7427,11 +7427,11 @@ STR16 szCovertTextStr[]=
|
||||
L"%s has camo!",
|
||||
L"%s has a backpack!",
|
||||
L"%s is seen carrying a corpse!",
|
||||
L"%s wears suspicious LBE gear!",
|
||||
L"%s possesses military hardware!",
|
||||
L"%s's %s is suspicious!",
|
||||
L"%s's %s is considered military hardware!",
|
||||
L"%s carries too many guns!",
|
||||
L"%s equipment is too good!",
|
||||
L"%s gun has too many attachments!",
|
||||
L"%s's %s is too advanced for an arulcan soldier!",
|
||||
L"%s's %s has too many attachments!",
|
||||
L"%s was seen performing suspicious activities!",
|
||||
L"%s does not look like a civilian!",
|
||||
L"%s bleeding was discovered!",
|
||||
@@ -7445,12 +7445,13 @@ STR16 szCovertTextStr[]=
|
||||
L"%s has seen through %s disguise!",
|
||||
L"No clothes item found in Items.xml!",
|
||||
L"This does not work with the old trait system!",
|
||||
L"Not enough Aps!",
|
||||
L"Not enough APs!",
|
||||
L"Bad palette found!",
|
||||
L"You need the covert skill to do this!",
|
||||
L"No uniform found!",
|
||||
L"%s is now disguised as a civilian.",
|
||||
L"%s is now disguised as a soldier.",
|
||||
L"%s wears a disorderly uniform!",
|
||||
};
|
||||
|
||||
STR16 szCorpseTextStr[]=
|
||||
|
||||
Reference in New Issue
Block a user