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https://github.com/1dot13/source.git
synced 2026-08-05 14:00:23 +02:00
Update to Master
This commit is contained in:
+44
-45
@@ -1074,7 +1074,7 @@ BOOLEAN ExecuteOverhead( )
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pSoldier->DoMercBattleSound( BATTLE_SOUND_CURSE1 );
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}
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SpecialCharacterDialogueEvent( DIALOGUE_SPECIAL_EVENT_MULTIPURPOSE, pSoldier->ubProfile, 0, 0, pSoldier->iFaceIndex, 0 );
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SpecialCharacterDialogueEvent( DIALOGUE_SPECIAL_EVENT_MULTIPURPOSE, MULTIPURPOSE_SPECIAL_EVENT_GETUP_AFTER_HELI_CRASH, pSoldier->ubProfile, 0, pSoldier->iFaceIndex, 0 );
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}
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}
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else
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@@ -6646,7 +6646,7 @@ void ExitCombatMode( )
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// unused
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//gfForceMusicToTense = TRUE;
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UseCreatureMusic(HostileZombiesPresent());
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CheckForZombieMusic();
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#ifdef NEWMUSIC
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GlobalSoundID = MusicSoundValues[ SECTOR( gWorldSectorX, gWorldSectorY ) ].SoundTacticalTensor[gbWorldSectorZ];
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@@ -6688,63 +6688,62 @@ void ExitCombatMode( )
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}
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void SetEnemyPresence( )
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void SetEnemyPresence()
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{
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// We have an ememy present....
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DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("SetEnemyPresence"));
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// We have an ememy present....
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DebugMsg( TOPIC_JA2, DBG_LEVEL_3, String( "SetEnemyPresence" ) );
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// Check if we previously had no enemys present and we are in a virgin secotr ( no enemys spotted yet )
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if ( !gTacticalStatus.fEnemyInSector && gTacticalStatus.fVirginSector )
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{
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// If we have a guy selected, say quote!
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// For now, display ono status message
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ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, TacticalStr[ ENEMY_IN_SECTOR_STR ] );
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// Check if we previously had no enemys present and we are in a virgin secotr ( no enemys spotted yet )
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if ( !gTacticalStatus.fEnemyInSector && gTacticalStatus.fVirginSector )
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{
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// If we have a guy selected, say quote!
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// For now, display ono status message
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ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, TacticalStr[ENEMY_IN_SECTOR_STR] );
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// Change music modes..
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// Change music modes..
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// If we are just starting game, don't do this!
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// If we are just starting game, don't do this!
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#ifdef JA2UB
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//Ja25: no meanwhiles
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if ( !DidGameJustStart() )
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//Ja25: no meanwhiles
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if ( !DidGameJustStart() )
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#else
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if ( !DidGameJustStart() && !AreInMeanwhile( ) )
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if ( !DidGameJustStart() && !AreInMeanwhile() )
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#endif
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{
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{
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UseCreatureMusic(HostileZombiesPresent());
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CheckForZombieMusic();
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#ifdef NEWMUSIC
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GlobalSoundID = MusicSoundValues[ SECTOR( gWorldSectorX, gWorldSectorY ) ].SoundTacticalTensor[gbWorldSectorZ];
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if ( MusicSoundValues[ SECTOR( gWorldSectorX, gWorldSectorY ) ].SoundTacticalTensor[gbWorldSectorZ] != -1 )
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SetMusicModeID( MUSIC_TACTICAL_ENEMYPRESENT, MusicSoundValues[ SECTOR( gWorldSectorX, gWorldSectorY ) ].SoundTacticalTensor[gbWorldSectorZ] );
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else
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GlobalSoundID = MusicSoundValues[SECTOR( gWorldSectorX, gWorldSectorY )].SoundTacticalTensor[gbWorldSectorZ];
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if ( MusicSoundValues[SECTOR( gWorldSectorX, gWorldSectorY )].SoundTacticalTensor[gbWorldSectorZ] != -1 )
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SetMusicModeID( MUSIC_TACTICAL_ENEMYPRESENT, MusicSoundValues[SECTOR( gWorldSectorX, gWorldSectorY )].SoundTacticalTensor[gbWorldSectorZ] );
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else
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#endif
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SetMusicMode( MUSIC_TACTICAL_ENEMYPRESENT );
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SetMusicMode( MUSIC_TACTICAL_ENEMYPRESENT );
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DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("SetEnemyPresence: warnings = false"));
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sniperwarning = FALSE;
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biggunwarning = FALSE;
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gogglewarning = FALSE;
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checkBonusMilitia = TRUE;
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// airstrikeavailable = TRUE;
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}
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else
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{
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DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("SetEnemyPresence: warnings = true"));
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sniperwarning = TRUE;
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biggunwarning = TRUE;
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//gogglewarning = TRUE;
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// airstrikeavailable = FALSE;
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}
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DebugMsg( TOPIC_JA2, DBG_LEVEL_3, String( "SetEnemyPresence: warnings = false" ) );
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sniperwarning = FALSE;
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biggunwarning = FALSE;
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gogglewarning = FALSE;
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checkBonusMilitia = TRUE;
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// airstrikeavailable = TRUE;
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}
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else
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{
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DebugMsg( TOPIC_JA2, DBG_LEVEL_3, String( "SetEnemyPresence: warnings = true" ) );
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sniperwarning = TRUE;
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biggunwarning = TRUE;
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//gogglewarning = TRUE;
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// airstrikeavailable = FALSE;
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}
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// Say quote...
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//SayQuoteFromAnyBodyInSector( QUOTE_ENEMY_PRESENCE );
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// Say quote...
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//SayQuoteFromAnyBodyInSector( QUOTE_ENEMY_PRESENCE );
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gTacticalStatus.fEnemyInSector = TRUE;
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gTacticalStatus.fEnemyInSector = TRUE;
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}
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}
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}
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@@ -7057,7 +7056,7 @@ BOOLEAN CheckForEndOfCombatMode( BOOLEAN fIncrementTurnsNotSeen )
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// Begin tense music....
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// unused
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//gfForceMusicToTense = TRUE;
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UseCreatureMusic(HostileZombiesPresent());
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CheckForZombieMusic();
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#ifdef NEWMUSIC
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GlobalSoundID = MusicSoundValues[ SECTOR( gWorldSectorX, gWorldSectorY ) ].SoundTacticalTensor[gbWorldSectorZ];
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@@ -7889,7 +7888,7 @@ BOOLEAN CheckForEndOfBattle( BOOLEAN fAnEnemyRetreated )
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if ( CheckFact( FACT_FIRST_BATTLE_BEING_FOUGHT, 0 ) )
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{
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// ATE: Need to trigger record for this event .... for NPC scripting
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TriggerNPCRecord( PACOS, 18 );
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TriggerNPCRecord( PACOS, 20 );
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// this is our first battle... and we won!
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SetFactTrue( FACT_FIRST_BATTLE_FOUGHT );
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