From a97425a321aa3062cd2bf749c9baffa746e69f8f Mon Sep 17 00:00:00 2001 From: Flugente Date: Mon, 4 Feb 2019 20:06:12 +0000 Subject: [PATCH] Additional dialogue event ADE_ZOMBIESRISE is called when new zombies are created from corpses git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8660 3b4a5df2-a311-0410-b5c6-a8a6f20db521 --- Tactical/Dialogue Control.h | 1 + Tactical/Rotting Corpses.cpp | 3 +++ 2 files changed, 4 insertions(+) diff --git a/Tactical/Dialogue Control.h b/Tactical/Dialogue Control.h index df0ef1d6..36d262a2 100644 --- a/Tactical/Dialogue Control.h +++ b/Tactical/Dialogue Control.h @@ -359,6 +359,7 @@ enum AdditionalDialogEvents ADE_BANDAGE_PERFORM_END, // we finished bandaging someone, aData1 is the profile of person ADE_BANDAGE_RECEIVE_BEGIN, // someone bandages us, aData1 is the profile of person ADE_BANDAGE_RECEIVE_END, // someone finished bandaging us, aData1 is the profile of person + ADE_ZOMBIESRISE, // a new wave of zombies is spawned from corpses }; // We call this function from several places. It uses the dialogue functions, but calls a Lua script to know whether something, and what, should be said diff --git a/Tactical/Rotting Corpses.cpp b/Tactical/Rotting Corpses.cpp index b0b09738..d24a6037 100644 --- a/Tactical/Rotting Corpses.cpp +++ b/Tactical/Rotting Corpses.cpp @@ -2744,6 +2744,9 @@ void RaiseZombies( void ) #endif SetMusicMode( MUSIC_TACTICAL_ENEMYPRESENT ); + // Flugente: additional dialogue + AdditionalTacticalCharacterDialogue_AllInSector( gWorldSectorX, gWorldSectorY, gbWorldSectorZ, NO_PROFILE, ADE_ZOMBIESRISE ); + // alert the creatures HandleInitialRedAlert( CREATURE_TEAM, FALSE );