Update to Master

This commit is contained in:
Asdow
2025-08-08 18:00:31 +03:00
338 changed files with 110651 additions and 115875 deletions
+44 -45
View File
@@ -1074,7 +1074,7 @@ BOOLEAN ExecuteOverhead( )
pSoldier->DoMercBattleSound( BATTLE_SOUND_CURSE1 );
}
SpecialCharacterDialogueEvent( DIALOGUE_SPECIAL_EVENT_MULTIPURPOSE, pSoldier->ubProfile, 0, 0, pSoldier->iFaceIndex, 0 );
SpecialCharacterDialogueEvent( DIALOGUE_SPECIAL_EVENT_MULTIPURPOSE, MULTIPURPOSE_SPECIAL_EVENT_GETUP_AFTER_HELI_CRASH, pSoldier->ubProfile, 0, pSoldier->iFaceIndex, 0 );
}
}
else
@@ -6646,7 +6646,7 @@ void ExitCombatMode( )
// unused
//gfForceMusicToTense = TRUE;
UseCreatureMusic(HostileZombiesPresent());
CheckForZombieMusic();
#ifdef NEWMUSIC
GlobalSoundID = MusicSoundValues[ SECTOR( gWorldSectorX, gWorldSectorY ) ].SoundTacticalTensor[gbWorldSectorZ];
@@ -6688,63 +6688,62 @@ void ExitCombatMode( )
}
void SetEnemyPresence( )
void SetEnemyPresence()
{
// We have an ememy present....
DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("SetEnemyPresence"));
// We have an ememy present....
DebugMsg( TOPIC_JA2, DBG_LEVEL_3, String( "SetEnemyPresence" ) );
// Check if we previously had no enemys present and we are in a virgin secotr ( no enemys spotted yet )
if ( !gTacticalStatus.fEnemyInSector && gTacticalStatus.fVirginSector )
{
// If we have a guy selected, say quote!
// For now, display ono status message
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, TacticalStr[ ENEMY_IN_SECTOR_STR ] );
// Check if we previously had no enemys present and we are in a virgin secotr ( no enemys spotted yet )
if ( !gTacticalStatus.fEnemyInSector && gTacticalStatus.fVirginSector )
{
// If we have a guy selected, say quote!
// For now, display ono status message
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, TacticalStr[ENEMY_IN_SECTOR_STR] );
// Change music modes..
// Change music modes..
// If we are just starting game, don't do this!
// If we are just starting game, don't do this!
#ifdef JA2UB
//Ja25: no meanwhiles
if ( !DidGameJustStart() )
//Ja25: no meanwhiles
if ( !DidGameJustStart() )
#else
if ( !DidGameJustStart() && !AreInMeanwhile( ) )
if ( !DidGameJustStart() && !AreInMeanwhile() )
#endif
{
{
UseCreatureMusic(HostileZombiesPresent());
CheckForZombieMusic();
#ifdef NEWMUSIC
GlobalSoundID = MusicSoundValues[ SECTOR( gWorldSectorX, gWorldSectorY ) ].SoundTacticalTensor[gbWorldSectorZ];
if ( MusicSoundValues[ SECTOR( gWorldSectorX, gWorldSectorY ) ].SoundTacticalTensor[gbWorldSectorZ] != -1 )
SetMusicModeID( MUSIC_TACTICAL_ENEMYPRESENT, MusicSoundValues[ SECTOR( gWorldSectorX, gWorldSectorY ) ].SoundTacticalTensor[gbWorldSectorZ] );
else
GlobalSoundID = MusicSoundValues[SECTOR( gWorldSectorX, gWorldSectorY )].SoundTacticalTensor[gbWorldSectorZ];
if ( MusicSoundValues[SECTOR( gWorldSectorX, gWorldSectorY )].SoundTacticalTensor[gbWorldSectorZ] != -1 )
SetMusicModeID( MUSIC_TACTICAL_ENEMYPRESENT, MusicSoundValues[SECTOR( gWorldSectorX, gWorldSectorY )].SoundTacticalTensor[gbWorldSectorZ] );
else
#endif
SetMusicMode( MUSIC_TACTICAL_ENEMYPRESENT );
SetMusicMode( MUSIC_TACTICAL_ENEMYPRESENT );
DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("SetEnemyPresence: warnings = false"));
sniperwarning = FALSE;
biggunwarning = FALSE;
gogglewarning = FALSE;
checkBonusMilitia = TRUE;
// airstrikeavailable = TRUE;
}
else
{
DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("SetEnemyPresence: warnings = true"));
sniperwarning = TRUE;
biggunwarning = TRUE;
//gogglewarning = TRUE;
// airstrikeavailable = FALSE;
}
DebugMsg( TOPIC_JA2, DBG_LEVEL_3, String( "SetEnemyPresence: warnings = false" ) );
sniperwarning = FALSE;
biggunwarning = FALSE;
gogglewarning = FALSE;
checkBonusMilitia = TRUE;
// airstrikeavailable = TRUE;
}
else
{
DebugMsg( TOPIC_JA2, DBG_LEVEL_3, String( "SetEnemyPresence: warnings = true" ) );
sniperwarning = TRUE;
biggunwarning = TRUE;
//gogglewarning = TRUE;
// airstrikeavailable = FALSE;
}
// Say quote...
//SayQuoteFromAnyBodyInSector( QUOTE_ENEMY_PRESENCE );
// Say quote...
//SayQuoteFromAnyBodyInSector( QUOTE_ENEMY_PRESENCE );
gTacticalStatus.fEnemyInSector = TRUE;
gTacticalStatus.fEnemyInSector = TRUE;
}
}
}
@@ -7057,7 +7056,7 @@ BOOLEAN CheckForEndOfCombatMode( BOOLEAN fIncrementTurnsNotSeen )
// Begin tense music....
// unused
//gfForceMusicToTense = TRUE;
UseCreatureMusic(HostileZombiesPresent());
CheckForZombieMusic();
#ifdef NEWMUSIC
GlobalSoundID = MusicSoundValues[ SECTOR( gWorldSectorX, gWorldSectorY ) ].SoundTacticalTensor[gbWorldSectorZ];
@@ -7889,7 +7888,7 @@ BOOLEAN CheckForEndOfBattle( BOOLEAN fAnEnemyRetreated )
if ( CheckFact( FACT_FIRST_BATTLE_BEING_FOUGHT, 0 ) )
{
// ATE: Need to trigger record for this event .... for NPC scripting
TriggerNPCRecord( PACOS, 18 );
TriggerNPCRecord( PACOS, 20 );
// this is our first battle... and we won!
SetFactTrue( FACT_FIRST_BATTLE_FOUGHT );