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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
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@@ -361,6 +361,7 @@ enum AdditionalDialogEvents
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ADE_SKILL_RESULT, // we used a skill, and comment on the result
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ADE_SKILL_RESULT, // we used a skill, and comment on the result
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ADE_GRENADEWARNING, // a delayed enemy grenade was dropped nearby
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ADE_GRENADEWARNING, // a delayed enemy grenade was dropped nearby
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ADE_CONSUMEITEM, // we applied an item to us
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ADE_CONSUMEITEM, // we applied an item to us
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ADE_NPC_DEATH, // someone died
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};
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};
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// 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
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// 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
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@@ -375,6 +376,10 @@ void AdditionalTacticalCharacterDialogue_AllInSector( INT16 aSectorX, INT16 aSec
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void AdditionalTacticalCharacterDialogue_AllInSectorRadiusCall( UINT8 ausIgnoreProfile, UINT16 usEventNr,
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void AdditionalTacticalCharacterDialogue_AllInSectorRadiusCall( UINT8 ausIgnoreProfile, UINT16 usEventNr,
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UINT32 aData1 = 0, UINT32 aData2 = 0, UINT32 aData3 = 0, INT32 aAroundGridno = -1, INT32 aRadius = 0 );
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UINT32 aData1 = 0, UINT32 aData2 = 0, UINT32 aData3 = 0, INT32 aAroundGridno = -1, INT32 aRadius = 0 );
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void SetQuoteStr( STR16 aStr );
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BOOLEAN LuaCallsToDoDialogueStuff( UINT8 ubProfile, INT32 iFaceIndex, const char* azSoundString );
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// Flugente: replace text with other text
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// Flugente: replace text with other text
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BOOLEAN ReplaceTextWithOtherText( CHAR16 *pFinishedString, CHAR16 compare[32], CHAR16 replace[32] );
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BOOLEAN ReplaceTextWithOtherText( CHAR16 *pFinishedString, CHAR16 compare[32], CHAR16 replace[32] );
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@@ -4096,6 +4096,13 @@ BOOLEAN HandleSoldierDeath( SOLDIERTYPE *pSoldier , BOOLEAN *pfMadeCorpse )
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DeleteVIP( pSoldier->sSectorX, pSoldier->sSectorY );
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DeleteVIP( pSoldier->sSectorX, pSoldier->sSectorY );
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}
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}
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// Flugente: additional dialogue
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if ( pSoldier->ubProfile != NO_PROFILE )
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{
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AdditionalTacticalCharacterDialogue_AllInSector( pSoldier->sSectorX, pSoldier->sSectorY, pSoldier->bSectorZ, pSoldier->ubProfile, ADE_NPC_DEATH,
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pSoldier->ubProfile, pKillerSoldier ? pKillerSoldier->ubProfile : 0, pSoldier->ubBodyType );
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}
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// Remove mad as target, one he has died!
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// Remove mad as target, one he has died!
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RemoveManAsTarget( pSoldier );
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RemoveManAsTarget( pSoldier );
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