From a107e80c39702caba50e1cac8c0f8d71d1833a2d Mon Sep 17 00:00:00 2001 From: Flugente Date: Fri, 28 Dec 2012 15:27:38 +0000 Subject: [PATCH] - 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 --- Strategic/Strategic AI.cpp | 12 +++--- Tactical/Items.cpp | 5 ++- Tactical/Soldier Control.cpp | 63 +++++++++++++++++++++++++------- Tactical/Soldier Control.h | 3 ++ Tactical/Soldier Profile.cpp | 5 ++- TileEngine/Explosion Control.cpp | 4 +- Utils/Text.h | 1 + Utils/_ChineseText.cpp | 9 +++-- Utils/_DutchText.cpp | 11 +++--- Utils/_EnglishText.cpp | 11 +++--- Utils/_FrenchText.cpp | 11 +++--- Utils/_GermanText.cpp | 11 +++--- Utils/_ItalianText.cpp | 11 +++--- Utils/_PolishText.cpp | 11 +++--- Utils/_RussianText.cpp | 11 +++--- Utils/_TaiwaneseText.cpp | 11 +++--- 16 files changed, 121 insertions(+), 69 deletions(-) diff --git a/Strategic/Strategic AI.cpp b/Strategic/Strategic AI.cpp index 1e29fd2f..d03ea152 100644 --- a/Strategic/Strategic AI.cpp +++ b/Strategic/Strategic AI.cpp @@ -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 ) { diff --git a/Tactical/Items.cpp b/Tactical/Items.cpp index cfb55f01..ca5c7c1a 100644 --- a/Tactical/Items.cpp +++ b/Tactical/Items.cpp @@ -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; diff --git a/Tactical/Soldier Control.cpp b/Tactical/Soldier Control.cpp index 285a3c49..773b5743 100644 --- a/Tactical/Soldier Control.cpp +++ b/Tactical/Soldier Control.cpp @@ -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 ) { diff --git a/Tactical/Soldier Control.h b/Tactical/Soldier Control.h index b181bbf1..0a9b39d0 100644 --- a/Tactical/Soldier Control.h +++ b/Tactical/Soldier Control.h @@ -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 ); diff --git a/Tactical/Soldier Profile.cpp b/Tactical/Soldier Profile.cpp index 418fecaa..1ad0b2a0 100644 --- a/Tactical/Soldier Profile.cpp +++ b/Tactical/Soldier Profile.cpp @@ -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 ); diff --git a/TileEngine/Explosion Control.cpp b/TileEngine/Explosion Control.cpp index 61ffb48b..6ff499d8 100644 --- a/TileEngine/Explosion Control.cpp +++ b/TileEngine/Explosion Control.cpp @@ -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 ) ; diff --git a/Utils/Text.h b/Utils/Text.h index 9f317c32..949d9480 100644 --- a/Utils/Text.h +++ b/Utils/Text.h @@ -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 }; diff --git a/Utils/_ChineseText.cpp b/Utils/_ChineseText.cpp index 55653b3c..8a4af64e 100644 --- a/Utils/_ChineseText.cpp +++ b/Utils/_ChineseText.cpp @@ -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[]= diff --git a/Utils/_DutchText.cpp b/Utils/_DutchText.cpp index b73f21d1..75e29ee6 100644 --- a/Utils/_DutchText.cpp +++ b/Utils/_DutchText.cpp @@ -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[]= diff --git a/Utils/_EnglishText.cpp b/Utils/_EnglishText.cpp index 145f9305..cae74ea1 100644 --- a/Utils/_EnglishText.cpp +++ b/Utils/_EnglishText.cpp @@ -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[]= diff --git a/Utils/_FrenchText.cpp b/Utils/_FrenchText.cpp index 9910037e..5ef72bf6 100644 --- a/Utils/_FrenchText.cpp +++ b/Utils/_FrenchText.cpp @@ -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[]= diff --git a/Utils/_GermanText.cpp b/Utils/_GermanText.cpp index 0c46acc1..830c287b 100644 --- a/Utils/_GermanText.cpp +++ b/Utils/_GermanText.cpp @@ -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[]= diff --git a/Utils/_ItalianText.cpp b/Utils/_ItalianText.cpp index f6553cb3..f113b3b7 100644 --- a/Utils/_ItalianText.cpp +++ b/Utils/_ItalianText.cpp @@ -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[]= diff --git a/Utils/_PolishText.cpp b/Utils/_PolishText.cpp index 06b096d1..be03fca5 100644 --- a/Utils/_PolishText.cpp +++ b/Utils/_PolishText.cpp @@ -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[]= diff --git a/Utils/_RussianText.cpp b/Utils/_RussianText.cpp index c46af732..076e64bc 100644 --- a/Utils/_RussianText.cpp +++ b/Utils/_RussianText.cpp @@ -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[]= diff --git a/Utils/_TaiwaneseText.cpp b/Utils/_TaiwaneseText.cpp index b8c14d66..35269383 100644 --- a/Utils/_TaiwaneseText.cpp +++ b/Utils/_TaiwaneseText.cpp @@ -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[]=