mirror of
https://github.com/1dot13/source.git
synced 2026-08-12 14:10:23 +02:00
- mercs only complain about others' diseases after an outbreak
- a radio set can function without batteries if the xml states batteries are not required - changed 'friendly fire' dynamic dialogue to not only fit firearm-related incidents git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@7861 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
@@ -167,10 +167,12 @@ void HandleDisease()
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}
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}
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// if we are infected, this might disgust other people
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// if we are infected, this might disgust other people, but only if it's visisble to them (we assume doctors dont mention this to others)
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for ( int i = 0; i < NUM_DISEASES; ++i )
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{
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if ( (Disease[i].usDiseaseProperties & DISEASE_PROPERTY_DISGUSTING) && (pSoldier->sDiseaseFlag[i] & SOLDIERDISEASE_DIAGNOSED) )
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if ( (Disease[i].usDiseaseProperties & DISEASE_PROPERTY_DISGUSTING) &&
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(pSoldier->sDiseaseFlag[i] & SOLDIERDISEASE_DIAGNOSED) &&
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(pSoldier->sDiseaseFlag[i] & SOLDIERDISEASE_OUTBREAK) )
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{
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HandleDynamicOpinionChange( pSoldier, OPINIONEVENT_DISEASE_DISGUSTING, TRUE, TRUE );
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break;
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+1
-1
@@ -8095,7 +8095,7 @@ BOOLEAN CreateItem( UINT16 usItem, INT16 bStatus, OBJECTTYPE * pObj )
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// Flugente: certain items get the maximum temperature when they are created
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if ( HasItemFlag(usItem, POWER_PACK) )
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{
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(*pObj)[0]->data.bTemperature = (FLOAT)(OVERHEATING_MAX_TEMPERATURE);
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(*pObj)[0]->data.bTemperature = OVERHEATING_MAX_TEMPERATURE;
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}
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//ADB ubWeight has been removed, see comments in OBJECTTYPE
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@@ -17647,9 +17647,13 @@ BOOLEAN SOLDIERTYPE::CanUseRadio( BOOLEAN fCheckForAP )
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pObj = &(inv[CPACKPOCKPOS]);
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else
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pObj = GetObjectWithFlag( RADIO_SET );
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if ( pObj && HasItemFlag( pObj->usItem, RADIO_SET ) )
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{
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// if radio set doesn't need batteries, all is fine
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if ( !Item[pObj->usItem].needsbatteries )
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return TRUE;
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//search power pack
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attachmentList::iterator iterend = (*pObj)[0]->attachments.end( );
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for ( attachmentList::iterator iter = (*pObj)[0]->attachments.begin( ); iter != iterend; ++iter )
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@@ -18427,6 +18431,10 @@ void SOLDIERTYPE::DepleteActiveRadioSetEnergy( BOOLEAN fActivation, BOOLEAN fAss
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if ( pObj && HasItemFlag( pObj->usItem, RADIO_SET ) )
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{
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// if radio set doesn't need batteries, all is fine
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if ( !Item[pObj->usItem].needsbatteries )
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return;
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//search power pack
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attachmentList::iterator iterend = (*pObj)[0]->attachments.end( );
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for ( attachmentList::iterator iter = (*pObj)[0]->attachments.begin( ); iter != iterend; ++iter )
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@@ -9188,14 +9188,14 @@ STR16 szTacticalCoverDialogPrintString[]=
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STR16 szDynamicDialogueText[39][17] = // TODO.Translate
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{
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// OPINIONEVENT_FRIENDLYFIRE
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L"What the hell! $CAUSE$ shot me!",
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L"What the hell! $CAUSE$ attacked me!",
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L"",
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L"",
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L"What? Me? No way, I'm shooting at the enemy!",
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L"What? Me? No way, I'm engaging at the enemy!",
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L"Oops.",
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L"",
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L"",
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L"$CAUSE$ has shot $VICTIM$. What do you do?",
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L"$CAUSE$ has attacked $VICTIM$. What do you do?",
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L"Nah, that must have been enemy fire!",
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L"Yeah, I saw it too!",
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L"Don't play stupid, $CAUSE$. You had a clear line of sight! What side are you on?",
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@@ -9199,14 +9199,14 @@ STR16 szTacticalCoverDialogPrintString[]=
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STR16 szDynamicDialogueText[39][17] = // TODO.Translate
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{
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// OPINIONEVENT_FRIENDLYFIRE
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L"What the hell! $CAUSE$ shot me!",
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L"What the hell! $CAUSE$ attacked me!",
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L"",
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L"",
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L"What? Me? No way, I'm shooting at the enemy!",
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L"What? Me? No way, I'm engaging at the enemy!",
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L"Oops.",
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L"",
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L"",
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L"$CAUSE$ has shot $VICTIM$. What do you do?",
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L"$CAUSE$ has attacked $VICTIM$. What do you do?",
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L"Nah, that must have been enemy fire!",
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L"Yeah, I saw it too!",
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L"Don't play stupid, $CAUSE$. You had a clear line of sight! What side are you on?",
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@@ -9237,14 +9237,14 @@ STR16 szTacticalCoverDialogPrintString[]=
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STR16 szDynamicDialogueText[39][17] =
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{
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// OPINIONEVENT_FRIENDLYFIRE
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L"What the hell! $CAUSE$ shot me!",
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L"What the hell! $CAUSE$ attacked me!",
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L"",
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L"",
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L"What? Me? No way, I'm shooting at the enemy!",
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L"What? Me? No way, I'm engaging at the enemy!",
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L"Oops.",
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L"",
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L"",
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L"$CAUSE$ has shot $VICTIM$. What do you do?",
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L"$CAUSE$ has attacked $VICTIM$. What do you do?",
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L"Nah, that must have been enemy fire!",
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L"Yeah, I saw it too!",
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L"Don't play stupid, $CAUSE$. You had a clear line of sight! What side are you on?",
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@@ -9185,14 +9185,14 @@ STR16 szTacticalCoverDialogPrintString[]=
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STR16 szDynamicDialogueText[39][17] = // TODO.Translate
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{
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// OPINIONEVENT_FRIENDLYFIRE
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L"What the hell! $CAUSE$ shot me!",
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L"What the hell! $CAUSE$ attacked me!",
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L"",
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L"",
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L"What? Me? No way, I'm shooting at the enemy!",
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L"What? Me? No way, I'm engaging at the enemy!",
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L"Oops.",
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L"",
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L"",
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L"$CAUSE$ has shot $VICTIM$. What do you do?",
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L"$CAUSE$ has attacked $VICTIM$. What do you do?",
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L"Nah, that must have been enemy fire!",
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L"Yeah, I saw it too!",
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L"Don't play stupid, $CAUSE$. You had a clear line of sight! What side are you on?",
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@@ -9016,14 +9016,14 @@ STR16 szTacticalCoverDialogPrintString[]=
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STR16 szDynamicDialogueText[39][17] = // TODO.Translate
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{
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// OPINIONEVENT_FRIENDLYFIRE
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L"What the hell! $CAUSE$ shot me!",
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L"What the hell! $CAUSE$ attacked me!",
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L"",
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L"",
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L"What? Me? No way, I'm shooting at the enemy!",
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L"What? Me? No way, I'm engaging at the enemy!",
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L"Oops.",
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L"",
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L"",
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L"$CAUSE$ has shot $VICTIM$. What do you do?",
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L"$CAUSE$ has attacked $VICTIM$. What do you do?",
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L"Nah, that must have been enemy fire!",
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L"Yeah, I saw it too!",
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L"Don't play stupid, $CAUSE$. You had a clear line of sight! What side are you on?",
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@@ -9194,14 +9194,14 @@ STR16 szTacticalCoverDialogPrintString[]=
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STR16 szDynamicDialogueText[39][17] = // TODO.Translate
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{
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// OPINIONEVENT_FRIENDLYFIRE
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L"What the hell! $CAUSE$ shot me!",
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L"What the hell! $CAUSE$ attacked me!",
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L"",
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L"",
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L"What? Me? No way, I'm shooting at the enemy!",
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L"What? Me? No way, I'm engaging at the enemy!",
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L"Oops.",
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L"",
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L"",
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L"$CAUSE$ has shot $VICTIM$. What do you do?",
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L"$CAUSE$ has attacked $VICTIM$. What do you do?",
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L"Nah, that must have been enemy fire!",
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L"Yeah, I saw it too!",
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L"Don't play stupid, $CAUSE$. You had a clear line of sight! What side are you on?",
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@@ -9211,14 +9211,14 @@ STR16 szTacticalCoverDialogPrintString[]=
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STR16 szDynamicDialogueText[39][17] = // TODO.Translate
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{
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// OPINIONEVENT_FRIENDLYFIRE
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L"What the hell! $CAUSE$ shot me!",
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L"What the hell! $CAUSE$ attacked me!",
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L"",
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L"",
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L"What? Me? No way, I'm shooting at the enemy!",
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L"What? Me? No way, I'm engaging at the enemy!",
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L"Oops.",
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L"",
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L"",
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L"$CAUSE$ has shot $VICTIM$. What do you do?",
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L"$CAUSE$ has attacked $VICTIM$. What do you do?",
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L"Nah, that must have been enemy fire!",
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L"Yeah, I saw it too!",
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L"Don't play stupid, $CAUSE$. You had a clear line of sight! What side are you on?",
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@@ -9182,14 +9182,14 @@ STR16 szTacticalCoverDialogPrintString[]=
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STR16 szDynamicDialogueText[39][17] = // TODO.Translate
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{
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// OPINIONEVENT_FRIENDLYFIRE
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L"What the hell! $CAUSE$ shot me!",
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L"What the hell! $CAUSE$ attacked me!",
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L"",
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L"",
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L"What? Me? No way, I'm shooting at the enemy!",
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L"What? Me? No way, I'm engaging at the enemy!",
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L"Oops.",
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L"",
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L"",
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L"$CAUSE$ has shot $VICTIM$. What do you do?",
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L"$CAUSE$ has attacked $VICTIM$. What do you do?",
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L"Nah, that must have been enemy fire!",
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L"Yeah, I saw it too!",
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L"Don't play stupid, $CAUSE$. You had a clear line of sight! What side are you on?",
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