Enemy Taunts Updates (by anv)

- taunts will be loaded from any file in TableData/ that follows EnemyTaunts*.xml naming convention (and [LanguagePrefix]EnemyTaunts*.xml for translations)
o eg: EnemyTauntsKill.xml, EnemyTauntsComeback.xml, German.EnemyTauntsKill.xml, Chinese.EnemyTauntsComeback.xml, ...
- <uiIndex> for taunts in every file should start from 0 and increase normally
- see: http://www.bears-pit.com/board/ubbthreads.php/topics/327830/5.html

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@6640 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
Wanne
2013-11-22 21:50:00 +00:00
parent 08236ee9f4
commit ba5edad40c
7 changed files with 55 additions and 32 deletions
+6 -6
View File
@@ -5917,30 +5917,30 @@ void SOLDIERTYPE::EVENT_SoldierGotHit( UINT16 usWeaponIndex, INT16 sDamage, INT1
}
}
DecayIndividualOpplist( this );
PossiblyStartEnemyTaunt( this, TAUNT_S_GOT_BLINDED, MercPtrs[ubAttackerID]);
PossiblyStartEnemyTaunt( this, TAUNT_S_GOT_DEAFENED, MercPtrs[ubAttackerID]);
PossiblyStartEnemyTaunt( this, TAUNT_GOT_BLINDED, MercPtrs[ubAttackerID]);
PossiblyStartEnemyTaunt( this, TAUNT_GOT_DEAFENED, MercPtrs[ubAttackerID]);
break;
case FIRE_WEAPON_BLINDED:
PossiblyStartEnemyTaunt( this, TAUNT_S_GOT_BLINDED, MercPtrs[ubAttackerID]);
PossiblyStartEnemyTaunt( this, TAUNT_GOT_BLINDED, MercPtrs[ubAttackerID]);
break;
case FIRE_WEAPON_DEAFENED:
//ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"Soldier is deafened" );
this->bDeafenedCounter = bDeafValue;
PossiblyStartEnemyTaunt( this, TAUNT_S_GOT_DEAFENED, MercPtrs[ubAttackerID]);
PossiblyStartEnemyTaunt( this, TAUNT_GOT_DEAFENED, MercPtrs[ubAttackerID]);
break;
};
if ( usWeaponIndex == STRUCTURE_EXPLOSION )
{
ubReason = TAKE_DAMAGE_STRUCTURE_EXPLOSION;
PossiblyStartEnemyTaunt( this, TAUNT_S_GOT_HIT_STRUCTURE_EXPLOSION, MercPtrs[ubAttackerID]);
PossiblyStartEnemyTaunt( this, TAUNT_GOT_HIT_STRUCTURE_EXPLOSION, MercPtrs[ubAttackerID]);
}
else
{
ubReason = TAKE_DAMAGE_EXPLOSION;
PossiblyStartEnemyTaunt( this, TAUNT_S_GOT_HIT_EXPLOSION, MercPtrs[ubAttackerID]);
PossiblyStartEnemyTaunt( this, TAUNT_GOT_HIT_EXPLOSION, MercPtrs[ubAttackerID]);
}
}
else