Added additional dialogue call for death of a character (ADE_NPC_DEATH = 16)

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8585 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
Flugente
2018-07-22 19:06:48 +00:00
parent a59d799e03
commit cd5441d875
2 changed files with 12 additions and 0 deletions
+5
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@@ -361,6 +361,7 @@ enum AdditionalDialogEvents
ADE_SKILL_RESULT, // we used a skill, and comment on the result
ADE_GRENADEWARNING, // a delayed enemy grenade was dropped nearby
ADE_CONSUMEITEM, // we applied an item to us
ADE_NPC_DEATH, // someone died
};
// 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
@@ -375,6 +376,10 @@ void AdditionalTacticalCharacterDialogue_AllInSector( INT16 aSectorX, INT16 aSec
void AdditionalTacticalCharacterDialogue_AllInSectorRadiusCall( UINT8 ausIgnoreProfile, UINT16 usEventNr,
UINT32 aData1 = 0, UINT32 aData2 = 0, UINT32 aData3 = 0, INT32 aAroundGridno = -1, INT32 aRadius = 0 );
void SetQuoteStr( STR16 aStr );
BOOLEAN LuaCallsToDoDialogueStuff( UINT8 ubProfile, INT32 iFaceIndex, const char* azSoundString );
// Flugente: replace text with other text
BOOLEAN ReplaceTextWithOtherText( CHAR16 *pFinishedString, CHAR16 compare[32], CHAR16 replace[32] );