diff --git a/Tactical/Disease.cpp b/Tactical/Disease.cpp index f396406ea..a51e7e76a 100644 --- a/Tactical/Disease.cpp +++ b/Tactical/Disease.cpp @@ -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; diff --git a/Tactical/Items.cpp b/Tactical/Items.cpp index f68d01e41..63d868dd3 100644 --- a/Tactical/Items.cpp +++ b/Tactical/Items.cpp @@ -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 diff --git a/Tactical/Soldier Control.cpp b/Tactical/Soldier Control.cpp index bb93a750d..f0b821d67 100644 --- a/Tactical/Soldier Control.cpp +++ b/Tactical/Soldier Control.cpp @@ -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 ) diff --git a/Utils/_ChineseText.cpp b/Utils/_ChineseText.cpp index e6d8bb289..b18fe4baa 100644 --- a/Utils/_ChineseText.cpp +++ b/Utils/_ChineseText.cpp @@ -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?", diff --git a/Utils/_DutchText.cpp b/Utils/_DutchText.cpp index 6da2ffe62..62f450057 100644 --- a/Utils/_DutchText.cpp +++ b/Utils/_DutchText.cpp @@ -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?", diff --git a/Utils/_EnglishText.cpp b/Utils/_EnglishText.cpp index 760c9df89..5ea442d49 100644 --- a/Utils/_EnglishText.cpp +++ b/Utils/_EnglishText.cpp @@ -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?", diff --git a/Utils/_FrenchText.cpp b/Utils/_FrenchText.cpp index d9a8c3961..9ced6096c 100644 --- a/Utils/_FrenchText.cpp +++ b/Utils/_FrenchText.cpp @@ -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?", diff --git a/Utils/_GermanText.cpp b/Utils/_GermanText.cpp index dd68e2b13..135984413 100644 --- a/Utils/_GermanText.cpp +++ b/Utils/_GermanText.cpp @@ -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?", diff --git a/Utils/_ItalianText.cpp b/Utils/_ItalianText.cpp index 29a32d27d..58dd6c8cb 100644 --- a/Utils/_ItalianText.cpp +++ b/Utils/_ItalianText.cpp @@ -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?", diff --git a/Utils/_PolishText.cpp b/Utils/_PolishText.cpp index a32395228..0ffe6118e 100644 --- a/Utils/_PolishText.cpp +++ b/Utils/_PolishText.cpp @@ -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?", diff --git a/Utils/_RussianText.cpp b/Utils/_RussianText.cpp index 1e5415b1b..7bfbde8d8 100644 --- a/Utils/_RussianText.cpp +++ b/Utils/_RussianText.cpp @@ -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?",