- 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:
Flugente
2012-12-28 15:27:38 +00:00
parent 97695d6544
commit a107e80c39
16 changed files with 121 additions and 69 deletions
+6 -6
View File
@@ -4402,7 +4402,7 @@ void ExecuteStrategicAIAction( UINT16 usActionCode, INT16 sSectorX, INT16 sSecto
if ( gGameOptions.ubDifficultyLevel > 0 )
groupelites = ubNumSoldiers - ubNumSoldiers / gGameOptions.ubDifficultyLevel;
UINT32 totalusedsoldiers = 4 * min(grouptroops + groupelites, gGameExternalOptions.iMaxEnemyGroupSize);
UINT32 totalusedsoldiers = 4 * min(grouptroops + groupelites, (UINT32)gGameExternalOptions.iMaxEnemyGroupSize);
switch( usActionCode )
{
@@ -4591,7 +4591,7 @@ void ExecuteStrategicAIAction( UINT16 usActionCode, INT16 sSectorX, INT16 sSecto
pGroup2 = CreateNewEnemyGroupDepartingFromSector( SEC_P3, 0, grouptroops, groupelites );
pGroup3 = CreateNewEnemyGroupDepartingFromSector( ubSourceSectorID, 0, grouptroops, groupelites );
totalusedsoldiers += min(grouptroops + groupelites, gGameExternalOptions.iMaxEnemyGroupSize);
totalusedsoldiers += min(grouptroops + groupelites, (UINT32)gGameExternalOptions.iMaxEnemyGroupSize);
if( !gGarrisonGroup[ SectorInfo[ ubTargetSectorID ].ubGarrisonID ].ubPendingGroupID )
{
@@ -4648,7 +4648,7 @@ void ExecuteStrategicAIAction( UINT16 usActionCode, INT16 sSectorX, INT16 sSecto
pGroup2 = CreateNewEnemyGroupDepartingFromSector( ubSourceSectorID, 0, grouptroops, groupelites );
pGroup3 = CreateNewEnemyGroupDepartingFromSector( ubSourceSectorID, 0, grouptroops, groupelites );
totalusedsoldiers += min(grouptroops + groupelites, gGameExternalOptions.iMaxEnemyGroupSize);
totalusedsoldiers += min(grouptroops + groupelites, (UINT32)gGameExternalOptions.iMaxEnemyGroupSize);
if( !gGarrisonGroup[ SectorInfo[ ubTargetSectorID ].ubGarrisonID ].ubPendingGroupID )
{
@@ -4688,7 +4688,7 @@ void ExecuteStrategicAIAction( UINT16 usActionCode, INT16 sSectorX, INT16 sSecto
pGroup2 = CreateNewEnemyGroupDepartingFromSector( ubSourceSectorID, 0, grouptroops, groupelites );
pGroup3 = CreateNewEnemyGroupDepartingFromSector( ubSourceSectorID, 0, grouptroops, groupelites );
totalusedsoldiers += min(grouptroops + groupelites, gGameExternalOptions.iMaxEnemyGroupSize);
totalusedsoldiers += min(grouptroops + groupelites, (UINT32)gGameExternalOptions.iMaxEnemyGroupSize);
if( !gGarrisonGroup[ SectorInfo[ ubTargetSectorID ].ubGarrisonID ].ubPendingGroupID )
{
@@ -4728,7 +4728,7 @@ void ExecuteStrategicAIAction( UINT16 usActionCode, INT16 sSectorX, INT16 sSecto
pGroup2 = CreateNewEnemyGroupDepartingFromSector( ubSourceSectorID, 0, grouptroops, groupelites );
pGroup3 = CreateNewEnemyGroupDepartingFromSector( ubSourceSectorID, 0, grouptroops, groupelites );
totalusedsoldiers += min(grouptroops + groupelites, gGameExternalOptions.iMaxEnemyGroupSize);
totalusedsoldiers += min(grouptroops + groupelites, (UINT32)gGameExternalOptions.iMaxEnemyGroupSize);
if( !gGarrisonGroup[ SectorInfo[ ubTargetSectorID ].ubGarrisonID ].ubPendingGroupID )
{
@@ -4769,7 +4769,7 @@ void ExecuteStrategicAIAction( UINT16 usActionCode, INT16 sSectorX, INT16 sSecto
pGroup2 = CreateNewEnemyGroupDepartingFromSector( ubSourceSectorID, 0, grouptroops, groupelites );
pGroup3 = CreateNewEnemyGroupDepartingFromSector( ubSourceSectorID, 0, grouptroops, groupelites );
totalusedsoldiers += min(grouptroops + groupelites, gGameExternalOptions.iMaxEnemyGroupSize);
totalusedsoldiers += min(grouptroops + groupelites, (UINT32)gGameExternalOptions.iMaxEnemyGroupSize);
if( !gGarrisonGroup[ SectorInfo[ ubTargetSectorID ].ubGarrisonID ].ubPendingGroupID )
{
+3 -2
View File
@@ -9327,12 +9327,13 @@ BOOLEAN ApplyClothes( SOLDIERTYPE * pSoldier, OBJECTTYPE * pObj)
if ( pSoldier->bSoldierFlagMask & SOLDIER_NEW_VEST && pSoldier->bSoldierFlagMask & SOLDIER_NEW_PANTS )
{
// first, remove the covert flags, adn then reapply the correct ones, in case we switch between civilina and military garb
// first, remove the covert flags, and then reapply the correct ones, in case we switch between civilian and military clothes
pSoldier->bSoldierFlagMask &= ~(SOLDIER_COVERT_CIV|SOLDIER_COVERT_SOLDIER);
// we now have to determine wether we are currently wearing civilian or military clothes
for ( int i = UNIFORM_ENEMY_ADMIN; i <= UNIFORM_ENEMY_ELITE; ++i )
for ( UINT8 i = UNIFORM_ENEMY_ADMIN; i <= UNIFORM_ENEMY_ELITE; ++i )
{
// both parts have to fit. We cant mix different uniforms and get soldier disguise
if ( COMPARE_PALETTEREP_ID(pSoldier->VestPal, gUniformColors[ i ].vest) && COMPARE_PALETTEREP_ID(pSoldier->PantsPal, gUniformColors[ i ].pants) )
{
pSoldier->bSoldierFlagMask |= SOLDIER_COVERT_SOLDIER;
+49 -14
View File
@@ -14614,7 +14614,7 @@ BOOLEAN SOLDIERTYPE::LooksLikeACivilian( void )
break;
default:
{
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCovertTextStr[STR_COVERT_CARRY_BADLBE], this->name );
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCovertTextStr[STR_COVERT_CARRY_BADLBE], this->name, Item[bLoop].szItemName );
return FALSE;
}
break;
@@ -14638,7 +14638,7 @@ BOOLEAN SOLDIERTYPE::LooksLikeACivilian( void )
( Item[this->inv[bLoop].usItem].nightvisionrangebonus > 0 || Item[this->inv[bLoop].usItem].hearingrangebonus > 0 )
)
{
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCovertTextStr[STR_COVERT_MILITARYGEARFOUND], this->name );
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCovertTextStr[STR_COVERT_MILITARYGEARFOUND], this->name, Item[bLoop].szItemName );
return FALSE;
}
}
@@ -14660,7 +14660,7 @@ BOOLEAN SOLDIERTYPE::LooksLikeACivilian( void )
( Item[this->inv[bLoop].usItem].nightvisionrangebonus > 0 || Item[this->inv[bLoop].usItem].hearingrangebonus > 0 )
)
{
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCovertTextStr[STR_COVERT_MILITARYGEARFOUND], this->name );
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCovertTextStr[STR_COVERT_MILITARYGEARFOUND], this->name, Item[bLoop].szItemName );
return FALSE;
}
}
@@ -14691,16 +14691,50 @@ BOOLEAN SOLDIERTYPE::LooksLikeASoldier( void )
return TRUE;
}
INT8 SOLDIERTYPE::GetUniformType()
{
// we determine wether we are currently wearing civilian or military clothes
for ( UINT8 i = UNIFORM_ENEMY_ADMIN; i <= NUM_UNIFORMS; ++i )
{
// both parts have to fit. We cant mix different uniforms and get soldier disguise
if ( COMPARE_PALETTEREP_ID(this->VestPal, gUniformColors[ i ].vest) && COMPARE_PALETTEREP_ID(this->PantsPal, gUniformColors[ i ].pants) )
{
return i;
}
}
return -1;
}
// is our equipment too good for a soldier?
BOOLEAN SOLDIERTYPE::EquipmentTooGood( BOOLEAN fCloselook )
{
// check the guns in our hands an rifle sling
// check the guns in our hands and rifle sling
// alert if we have more than 2, any of them has too much attachments or they are way too cool
UINT8 numberofguns = 0;
UINT8 ubCurrentProgress = CurrentPlayerProgressPercentage();
UINT8 maxcoolnessallowed = 1 + ubCurrentProgress / 10;
maxcoolnessallowed += 2; // TODO adjust for level and uniform
UINT16 maxitemsize = 4;
INT8 uniformtype = GetUniformType();
// adjust max coolness depending on uniform
switch ( uniformtype )
{
case UNIFORM_ENEMY_ADMIN:
maxcoolnessallowed += 1;
break;
case UNIFORM_ENEMY_TROOP:
maxcoolnessallowed += 2;
break;
case UNIFORM_ENEMY_ELITE:
maxcoolnessallowed += 3;
break;
default:
// we do not wear a proper army uniform, uncover us. Note: This should never happen - if this message shows, somewhere, something is wrong
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCovertTextStr[STR_COVERT_UNIFORM_NOORDER], this->name );
return TRUE;
break;
}
if ( UsingNewInventorySystem() )
{
@@ -14744,7 +14778,7 @@ BOOLEAN SOLDIERTYPE::EquipmentTooGood( BOOLEAN fCloselook )
break;
default:
{
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCovertTextStr[STR_COVERT_CARRY_BADLBE], this->name );
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCovertTextStr[STR_COVERT_CARRY_BADLBE], this->name, Item[bLoop].szItemName );
return FALSE;
}
break;
@@ -14783,7 +14817,7 @@ BOOLEAN SOLDIERTYPE::EquipmentTooGood( BOOLEAN fCloselook )
// loop over every item and its attachments
if ( Item[pObj->usItem].ubCoolness > maxcoolnessallowed )
{
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCovertTextStr[STR_COVERT_ITEMSTOOGOOD], this->name );
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCovertTextStr[STR_COVERT_ITEMSTOOGOOD], this->name, Item[pObj->usItem].szItemName );
return TRUE;
}
@@ -14797,7 +14831,7 @@ BOOLEAN SOLDIERTYPE::EquipmentTooGood( BOOLEAN fCloselook )
// loop over every item and its attachments
if ( Item[iter->usItem].ubCoolness > maxcoolnessallowed )
{
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCovertTextStr[STR_COVERT_ITEMSTOOGOOD], this->name );
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCovertTextStr[STR_COVERT_ITEMSTOOGOOD], this->name, Item[iter->usItem].szItemName );
return TRUE;
}
@@ -14806,7 +14840,7 @@ BOOLEAN SOLDIERTYPE::EquipmentTooGood( BOOLEAN fCloselook )
// no ordinary soldier is allowed that many attachments > not covert
if ( numberofattachments > gGameExternalOptions.iMaxEnemyAttachments )
{
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCovertTextStr[STR_COVERT_TOOMANYATTACHMENTS], this->name );
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCovertTextStr[STR_COVERT_TOOMANYATTACHMENTS], this->name, Item[pObj->usItem].szItemName );
return TRUE;
}
}
@@ -14846,7 +14880,7 @@ BOOLEAN SOLDIERTYPE::EquipmentTooGood( BOOLEAN fCloselook )
// loop over every item and its attachments
if ( Item[pObj->usItem].ubCoolness > maxcoolnessallowed )
{
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCovertTextStr[STR_COVERT_ITEMSTOOGOOD], this->name );
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCovertTextStr[STR_COVERT_ITEMSTOOGOOD], this->name, Item[pObj->usItem].szItemName );
return TRUE;
}
@@ -14860,7 +14894,7 @@ BOOLEAN SOLDIERTYPE::EquipmentTooGood( BOOLEAN fCloselook )
// loop over every item and its attachments
if ( Item[iter->usItem].ubCoolness > maxcoolnessallowed )
{
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCovertTextStr[STR_COVERT_ITEMSTOOGOOD], this->name );
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCovertTextStr[STR_COVERT_ITEMSTOOGOOD], this->name, Item[iter->usItem].szItemName );
return TRUE;
}
@@ -14871,7 +14905,7 @@ BOOLEAN SOLDIERTYPE::EquipmentTooGood( BOOLEAN fCloselook )
// no ordinary soldier is allowed that many attachments > not covert
if ( numberofattachments > gGameExternalOptions.iMaxEnemyAttachments )
{
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCovertTextStr[STR_COVERT_TOOMANYATTACHMENTS], this->name );
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCovertTextStr[STR_COVERT_TOOMANYATTACHMENTS], this->name, Item[pObj->usItem].szItemName );
return TRUE;
}
}
@@ -15000,6 +15034,7 @@ BOOLEAN SOLDIERTYPE::SeemsLegit( UINT8 ubObserverID )
case 0:
default:
// without the covert ops skill, we can only dress up as civilians. We will be discovered if we get too close to the enemy
// exception: special NPCs and EPCs can still get close (the Kulbas, for example, ARE civilians, so they apply)
if ( (this->bSoldierFlagMask & SOLDIER_COVERT_NPC_SPECIAL) == 0 )
{
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCovertTextStr[STR_COVERT_TOO_CLOSE], this->name );
@@ -15146,7 +15181,7 @@ BOOLEAN SOLDIERTYPE::RecognizeAsCombatant(UINT8 ubTargetID)
// hack: if this is attacking us at this very moment by punching, do not recognize him...
// this resolves the problem that we attack someone from behind and kill him instantly, but the game mechanic forces him to turn before
// only allow this if we are not yet alerted (we are suprised, so we don't recognize him in the moment of the attack
// only allow this if we are not yet alerted (we are suprised, so we don't recognize him in the moment of the attack)
// also: only allow if he's next to us
if ( this->aiData.bAlertStatus < STATUS_RED && pSoldier->ubTargetID == this->ubID )
{
+3
View File
@@ -1482,6 +1482,9 @@ public:
// do we look like a soldier?
BOOLEAN LooksLikeASoldier( void );
// what kind of uniform are we wearing? returns -1 if none is worn
INT8 GetUniformType();
// is our equipment too good for a soldier?
BOOLEAN EquipmentTooGood( BOOLEAN fCloselook );
+4 -1
View File
@@ -1701,7 +1701,7 @@ BOOLEAN RecruitRPC( UINT8 ubCharNum )
GiveQuestRewardPoint( pSoldier->sSectorX, pSoldier->sSectorY, 6, MIGUEL );
}
// 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...
// 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...
if ( ubCharNum == DEVIN || ubCharNum == HAMOUS || ubCharNum == SLAY || ubCharNum == VINCE || ubCharNum == MADDOG || ubCharNum == MICKY )
{
pNewSoldier->bSoldierFlagMask |= (SOLDIER_COVERT_CIV|SOLDIER_COVERT_NPC_SPECIAL);
@@ -1822,6 +1822,9 @@ BOOLEAN RecruitEPC( UINT8 ubCharNum )
// Set whatkind of merc am i
pNewSoldier->ubWhatKindOfMercAmI = MERC_TYPE__EPC;
// 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...
pNewSoldier->bSoldierFlagMask |= (SOLDIER_COVERT_CIV|SOLDIER_COVERT_NPC_SPECIAL);
UpdateTeamPanelAssignments( );
return( TRUE );
+2 -2
View File
@@ -2203,7 +2203,7 @@ BOOLEAN ExpAffect( INT32 sBombGridNo, INT32 sGridNo, UINT32 uiDist, UINT16 usIte
//DBrot: apply a modifier to confined explosions
if(InARoom(sBombGridNo, NULL)){
newDamage += (INT16)newDamage * pExplosive->bIndoorModifier;
newDamage += (INT16)(newDamage * pExplosive->bIndoorModifier);
}
sWoundAmt = newDamage + (INT16) ( (newDamage * uiRoll) / 100 );
@@ -2212,7 +2212,7 @@ BOOLEAN ExpAffect( INT32 sBombGridNo, INT32 sGridNo, UINT32 uiDist, UINT16 usIte
//INT16 newBreath = pExplosive->ubStunDamage + (INT16)(( pExplosive->ubStunDamage * gGameExternalOptions.ubExplosivesDamageMultiplier) / 100); //lal
if(InARoom(sBombGridNo, NULL)){
newBreath += (INT16)newBreath * pExplosive->bIndoorModifier;
newBreath += (INT16)(newBreath * pExplosive->bIndoorModifier);
}
sBreathAmt = ( newBreath * 100 ) + (INT16) ( ( ( newBreath / 2 ) * 100 * uiRoll ) / 100 ) ;
+1
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@@ -683,6 +683,7 @@ enum
STR_COVERT_NO_UNIFORM_FOUND,
STR_COVERT_DISGUISED_AS_CIVILIAN,
STR_COVERT_DISGUISED_AS_SOLDIER,
STR_COVERT_UNIFORM_NOORDER,
TEXT_NUM_COVERT_STR
};
+5 -4
View File
@@ -7426,11 +7426,11 @@ STR16 szCovertTextStr[]=
L"%s 有迷彩油的痕迹!", //L"%s has camo!",
L"%s 有不合身份的背包!", //L"%s has a backpack!",
L"%s 被发现携带尸体!", //L"%s is seen carrying a corpse!",
L"%s 穿戴了可疑的携行具!", //L"%s wears suspicious LBE gear!",
L"%s 有军用装备!", //L"%s possesses military hardware!",
L"%s's %s is suspicious!",
L"%s's %s is considered military hardware!",
L"%s 携带了太多的枪支!", //L"%s carries too many guns!",
L"%s 的装备太过精良!", //L"%s equipment is too good!",
L"%s 的枪支加装了太多的附件!", //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 被发现有可疑举动!", //L"%s was seen performing suspicious activities!",
L"%s 被发现不像个平民!", //L"%s does not look like a civilian!",
L"%s 被发现流血不止了!", //L"%s bleeding was discovered!",
@@ -7450,6 +7450,7 @@ STR16 szCovertTextStr[]=
L"未发现制服!", //L"No uniform found!",
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[]=
+6 -5
View File
@@ -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[]=
+6 -5
View File
@@ -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[]=
+6 -5
View File
@@ -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[]=
+6 -5
View File
@@ -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[]=
+6 -5
View File
@@ -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[]=
+6 -5
View File
@@ -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[]=
+6 -5
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@@ -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[]=
+6 -5
View File
@@ -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[]=