- 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:
Flugente
2015-05-14 15:28:45 +00:00
parent 51dcf322aa
commit d163df4c13
11 changed files with 38 additions and 28 deletions
+4 -2
View File
@@ -167,10 +167,12 @@ void HandleDisease()
}
}
// if we are infected, this might disgust other people
// 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)
for ( int i = 0; i < NUM_DISEASES; ++i )
{
if ( (Disease[i].usDiseaseProperties & DISEASE_PROPERTY_DISGUSTING) && (pSoldier->sDiseaseFlag[i] & SOLDIERDISEASE_DIAGNOSED) )
if ( (Disease[i].usDiseaseProperties & DISEASE_PROPERTY_DISGUSTING) &&
(pSoldier->sDiseaseFlag[i] & SOLDIERDISEASE_DIAGNOSED) &&
(pSoldier->sDiseaseFlag[i] & SOLDIERDISEASE_OUTBREAK) )
{
HandleDynamicOpinionChange( pSoldier, OPINIONEVENT_DISEASE_DISGUSTING, TRUE, TRUE );
break;
+1 -1
View File
@@ -8095,7 +8095,7 @@ BOOLEAN CreateItem( UINT16 usItem, INT16 bStatus, OBJECTTYPE * pObj )
// Flugente: certain items get the maximum temperature when they are created
if ( HasItemFlag(usItem, POWER_PACK) )
{
(*pObj)[0]->data.bTemperature = (FLOAT)(OVERHEATING_MAX_TEMPERATURE);
(*pObj)[0]->data.bTemperature = OVERHEATING_MAX_TEMPERATURE;
}
//ADB ubWeight has been removed, see comments in OBJECTTYPE
+9 -1
View File
@@ -17647,9 +17647,13 @@ BOOLEAN SOLDIERTYPE::CanUseRadio( BOOLEAN fCheckForAP )
pObj = &(inv[CPACKPOCKPOS]);
else
pObj = GetObjectWithFlag( RADIO_SET );
if ( pObj && HasItemFlag( pObj->usItem, RADIO_SET ) )
{
// if radio set doesn't need batteries, all is fine
if ( !Item[pObj->usItem].needsbatteries )
return TRUE;
//search power pack
attachmentList::iterator iterend = (*pObj)[0]->attachments.end( );
for ( attachmentList::iterator iter = (*pObj)[0]->attachments.begin( ); iter != iterend; ++iter )
@@ -18427,6 +18431,10 @@ void SOLDIERTYPE::DepleteActiveRadioSetEnergy( BOOLEAN fActivation, BOOLEAN fAss
if ( pObj && HasItemFlag( pObj->usItem, RADIO_SET ) )
{
// if radio set doesn't need batteries, all is fine
if ( !Item[pObj->usItem].needsbatteries )
return;
//search power pack
attachmentList::iterator iterend = (*pObj)[0]->attachments.end( );
for ( attachmentList::iterator iter = (*pObj)[0]->attachments.begin( ); iter != iterend; ++iter )
+3 -3
View File
@@ -9188,14 +9188,14 @@ STR16 szTacticalCoverDialogPrintString[]=
STR16 szDynamicDialogueText[39][17] = // TODO.Translate
{
// OPINIONEVENT_FRIENDLYFIRE
L"What the hell! $CAUSE$ shot me!",
L"What the hell! $CAUSE$ attacked me!",
L"",
L"",
L"What? Me? No way, I'm shooting at the enemy!",
L"What? Me? No way, I'm engaging at the enemy!",
L"Oops.",
L"",
L"",
L"$CAUSE$ has shot $VICTIM$. What do you do?",
L"$CAUSE$ has attacked $VICTIM$. What do you do?",
L"Nah, that must have been enemy fire!",
L"Yeah, I saw it too!",
L"Don't play stupid, $CAUSE$. You had a clear line of sight! What side are you on?",
+3 -3
View File
@@ -9199,14 +9199,14 @@ STR16 szTacticalCoverDialogPrintString[]=
STR16 szDynamicDialogueText[39][17] = // TODO.Translate
{
// OPINIONEVENT_FRIENDLYFIRE
L"What the hell! $CAUSE$ shot me!",
L"What the hell! $CAUSE$ attacked me!",
L"",
L"",
L"What? Me? No way, I'm shooting at the enemy!",
L"What? Me? No way, I'm engaging at the enemy!",
L"Oops.",
L"",
L"",
L"$CAUSE$ has shot $VICTIM$. What do you do?",
L"$CAUSE$ has attacked $VICTIM$. What do you do?",
L"Nah, that must have been enemy fire!",
L"Yeah, I saw it too!",
L"Don't play stupid, $CAUSE$. You had a clear line of sight! What side are you on?",
+3 -3
View File
@@ -9237,14 +9237,14 @@ STR16 szTacticalCoverDialogPrintString[]=
STR16 szDynamicDialogueText[39][17] =
{
// OPINIONEVENT_FRIENDLYFIRE
L"What the hell! $CAUSE$ shot me!",
L"What the hell! $CAUSE$ attacked me!",
L"",
L"",
L"What? Me? No way, I'm shooting at the enemy!",
L"What? Me? No way, I'm engaging at the enemy!",
L"Oops.",
L"",
L"",
L"$CAUSE$ has shot $VICTIM$. What do you do?",
L"$CAUSE$ has attacked $VICTIM$. What do you do?",
L"Nah, that must have been enemy fire!",
L"Yeah, I saw it too!",
L"Don't play stupid, $CAUSE$. You had a clear line of sight! What side are you on?",
+3 -3
View File
@@ -9185,14 +9185,14 @@ STR16 szTacticalCoverDialogPrintString[]=
STR16 szDynamicDialogueText[39][17] = // TODO.Translate
{
// OPINIONEVENT_FRIENDLYFIRE
L"What the hell! $CAUSE$ shot me!",
L"What the hell! $CAUSE$ attacked me!",
L"",
L"",
L"What? Me? No way, I'm shooting at the enemy!",
L"What? Me? No way, I'm engaging at the enemy!",
L"Oops.",
L"",
L"",
L"$CAUSE$ has shot $VICTIM$. What do you do?",
L"$CAUSE$ has attacked $VICTIM$. What do you do?",
L"Nah, that must have been enemy fire!",
L"Yeah, I saw it too!",
L"Don't play stupid, $CAUSE$. You had a clear line of sight! What side are you on?",
+3 -3
View File
@@ -9016,14 +9016,14 @@ STR16 szTacticalCoverDialogPrintString[]=
STR16 szDynamicDialogueText[39][17] = // TODO.Translate
{
// OPINIONEVENT_FRIENDLYFIRE
L"What the hell! $CAUSE$ shot me!",
L"What the hell! $CAUSE$ attacked me!",
L"",
L"",
L"What? Me? No way, I'm shooting at the enemy!",
L"What? Me? No way, I'm engaging at the enemy!",
L"Oops.",
L"",
L"",
L"$CAUSE$ has shot $VICTIM$. What do you do?",
L"$CAUSE$ has attacked $VICTIM$. What do you do?",
L"Nah, that must have been enemy fire!",
L"Yeah, I saw it too!",
L"Don't play stupid, $CAUSE$. You had a clear line of sight! What side are you on?",
+3 -3
View File
@@ -9194,14 +9194,14 @@ STR16 szTacticalCoverDialogPrintString[]=
STR16 szDynamicDialogueText[39][17] = // TODO.Translate
{
// OPINIONEVENT_FRIENDLYFIRE
L"What the hell! $CAUSE$ shot me!",
L"What the hell! $CAUSE$ attacked me!",
L"",
L"",
L"What? Me? No way, I'm shooting at the enemy!",
L"What? Me? No way, I'm engaging at the enemy!",
L"Oops.",
L"",
L"",
L"$CAUSE$ has shot $VICTIM$. What do you do?",
L"$CAUSE$ has attacked $VICTIM$. What do you do?",
L"Nah, that must have been enemy fire!",
L"Yeah, I saw it too!",
L"Don't play stupid, $CAUSE$. You had a clear line of sight! What side are you on?",
+3 -3
View File
@@ -9211,14 +9211,14 @@ STR16 szTacticalCoverDialogPrintString[]=
STR16 szDynamicDialogueText[39][17] = // TODO.Translate
{
// OPINIONEVENT_FRIENDLYFIRE
L"What the hell! $CAUSE$ shot me!",
L"What the hell! $CAUSE$ attacked me!",
L"",
L"",
L"What? Me? No way, I'm shooting at the enemy!",
L"What? Me? No way, I'm engaging at the enemy!",
L"Oops.",
L"",
L"",
L"$CAUSE$ has shot $VICTIM$. What do you do?",
L"$CAUSE$ has attacked $VICTIM$. What do you do?",
L"Nah, that must have been enemy fire!",
L"Yeah, I saw it too!",
L"Don't play stupid, $CAUSE$. You had a clear line of sight! What side are you on?",
+3 -3
View File
@@ -9182,14 +9182,14 @@ STR16 szTacticalCoverDialogPrintString[]=
STR16 szDynamicDialogueText[39][17] = // TODO.Translate
{
// OPINIONEVENT_FRIENDLYFIRE
L"What the hell! $CAUSE$ shot me!",
L"What the hell! $CAUSE$ attacked me!",
L"",
L"",
L"What? Me? No way, I'm shooting at the enemy!",
L"What? Me? No way, I'm engaging at the enemy!",
L"Oops.",
L"",
L"",
L"$CAUSE$ has shot $VICTIM$. What do you do?",
L"$CAUSE$ has attacked $VICTIM$. What do you do?",
L"Nah, that must have been enemy fire!",
L"Yeah, I saw it too!",
L"Don't play stupid, $CAUSE$. You had a clear line of sight! What side are you on?",