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New feature: additional dialogue allows modders to play additional dialogue on man occasions, including reactions to other people speaking
For more info, see http://thepit.ja-galaxy-forum.com/index.php?t=tree&goto=351982&#msg_351982 and for a demonstration http://thepit.ja-galaxy-forum.com/index.php?t=tree&goto=351981&#msg_351981 Requires GameDir >= r2400 git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8516 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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@@ -32,6 +32,7 @@
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#include "environment.h"
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#include "GameSettings.h"
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#include "Buildings.h"
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#include "Dialogue Control.h" // added by Flugente
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#endif
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#include "Campaign.h"
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@@ -2710,6 +2711,13 @@ void HandleArmedObjectImpact( REAL_OBJECT *pObject )
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fDoImpact = TRUE;
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}
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// Flugente: additional dialogue
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// any merc nearby that can see this can warn us
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if ( ( *pObj )[0]->data.misc.bDelay > 0 && pObject->ubOwner != NOBODY )//&& MercPtrs[pObject->ubOwner]->bTeam != gbPlayerNum )
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{
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AdditionalTacticalCharacterDialogue_AllInSectorRadiusCall( NO_PROFILE, ADE_GRENADEWARNING, 0, 0, 0, pObject->sGridNo, 5 );
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}
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if ( fDoImpact )
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{
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if ( Item[pObject->Obj.usItem].flare )
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