Minor code cleanup

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8824 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
Flugente
2020-06-17 22:27:20 +00:00
parent f1bd0f8e8e
commit dd9f2c28e8
4 changed files with 14 additions and 13 deletions
+1 -1
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@@ -9272,7 +9272,7 @@ void AssignmentDone( SOLDIERTYPE *pSoldier, BOOLEAN fSayQuote, BOOLEAN fMeToo )
if ( fSayQuote )
{
if (IS_DOCTOR( pSoldier->bAssignment ) || IS_REPAIR( pSoldier->bAssignment ) ||
IS_PATIENT( pSoldier->bAssignment ) || pSoldier->bAssignment == ASSIGNMENT_HOSPITAL || pSoldier->bAssignment == FORTIFICATION )
IS_PATIENT( pSoldier->bAssignment ) || pSoldier->bAssignment == ASSIGNMENT_HOSPITAL || pSoldier->bAssignment == FORTIFICATION || pSoldier->bAssignment == EXPLORATION )
{
TacticalCharacterDialogue( pSoldier, QUOTE_ASSIGNMENT_COMPLETE );
}
+2 -2
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@@ -3028,11 +3028,11 @@ void HandleBloodCatDeaths( SECTORINFO *pSector )
//must make sure TEX doesnt say the quote
if( bId1 != NOBODY && Menptr[ bId1 ].ubProfile != TEX_UB )
{
TacticalCharacterDialogue( &Menptr[ bId1 ], QUOTE_RENEW_REFUSAL_DUE_TO_LACK_OF_FUNDS );
TacticalCharacterDialogue( &Menptr[ bId1 ], QUOTE_UB_HANDLE_BLOODCATDEATHS );
}
else if( bId2 != NOBODY && Menptr[ bId2 ].ubProfile != TEX_UB )
{
TacticalCharacterDialogue( &Menptr[ bId2 ], QUOTE_RENEW_REFUSAL_DUE_TO_LACK_OF_FUNDS );
TacticalCharacterDialogue( &Menptr[ bId2 ], QUOTE_UB_HANDLE_BLOODCATDEATHS );
}
}
}
+7 -7
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@@ -148,14 +148,14 @@ enum DialogQuoteIDs
QUOTE_DEATH_RATE_RENEWAL, // AIM: refuse to be renew due to high death rate
//100
QUOTE_HATED_1_ON_TEAM_WONT_RENEW, // refuse to renew contract because hated 1 is here
QUOTE_HATED_2_ON_TEAM_WONT_RENEW, // refuse to renew contract because hated 2 is here
QUOTE_LEARNED_TO_HATE_ON_TEAM_WONT_RENEW, // refuse to renew contract because learn to hate is here
QUOTE_HATED_1_ON_TEAM_WONT_RENEW, // AIM: refuse to renew contract because hated 1 is here
QUOTE_HATED_2_ON_TEAM_WONT_RENEW, // AIM: refuse to renew contract because hated 2 is here
QUOTE_LEARNED_TO_HATE_ON_TEAM_WONT_RENEW, // AIM: refuse to renew contract because learn to hate is here
QUOTE_RENEWING_CAUSE_BUDDY_1_ON_TEAM, // renew contract only because buddy 1 is around
QUOTE_RENEWING_CAUSE_BUDDY_2_ON_TEAM, // renew contract only because buddy 2 is around
QUOTE_RENEWING_CAUSE_LEARNED_TO_LIKE_BUDDY_ON_TEAM, // renew contract only because learn to like is around
QUOTE_PRECEDENT_TO_REPEATING_ONESELF_RENEW, // repeat yourself during renewal process
QUOTE_RENEW_REFUSAL_DUE_TO_LACK_OF_FUNDS, // JA2UB: kill bloodcat quest fulfilled
QUOTE_UB_HANDLE_BLOODCATDEATHS, // JA2UB: kill bloodcat quest fulfilled
QUOTE_GREETING, // AIM hiring screen: greet the player
QUOTE_SMALL_TALK, // AIM hiring screen: player says nothing, so do a bit of small talk
@@ -194,9 +194,9 @@ enum DialogQuoteIDs
QUOTE_JOINING_CAUSE_BUDDY_3_ON_TEAM, // agree to contract because buddy 3 is here
QUOTE_JOINING_CAUSE_BUDDY_4_ON_TEAM, // agree to contract because buddy 4 is here
QUOTE_JOINING_CAUSE_BUDDY_5_ON_TEAM, // agree to contract because buddy 5 is here
QUOTE_HATED_3_ON_TEAM_WONT_RENEW, // refuse to renew contract because hated 3 is here
QUOTE_HATED_4_ON_TEAM_WONT_RENEW, // refuse to renew contract because hated 4 is here
QUOTE_HATED_5_ON_TEAM_WONT_RENEW, // refuse to renew contract because hated 5 is here
QUOTE_HATED_3_ON_TEAM_WONT_RENEW, // AIM: refuse to renew contract because hated 3 is here
QUOTE_HATED_4_ON_TEAM_WONT_RENEW, // AIM: refuse to renew contract because hated 4 is here
QUOTE_HATED_5_ON_TEAM_WONT_RENEW, // AIM: refuse to renew contract because hated 5 is here
//140
QUOTE_RENEWING_CAUSE_BUDDY_3_ON_TEAM, // renew contract only because buddy 3 is around
+4 -3
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@@ -3761,7 +3761,8 @@ void INVRenderItem( UINT32 uiBuffer, SOLDIERTYPE * pSoldier, OBJECTTYPE *pObjec
if ( fDirtyLevel == DIRTYLEVEL2 )
{
// TAKE A LOOK AT THE VIDEO OBJECT SIZE ( ONE OF TWO SIZES ) AND CENTER!
GetVideoObject( &hVObject, GetInterfaceGraphicForItem( pItem ) );
UINT32 interfacegraphic = GetInterfaceGraphicForItem( pItem );
GetVideoObject( &hVObject, interfacegraphic );
UINT16 usGraphicNum = g_bUsePngItemImages ? 0 : pItem->ubGraphicNum;
pTrav = &(hVObject->pETRLEObject[ usGraphicNum ] );
usHeight = (UINT32)pTrav->usHeight;
@@ -3774,9 +3775,9 @@ void INVRenderItem( UINT32 uiBuffer, SOLDIERTYPE * pSoldier, OBJECTTYPE *pObjec
// Shadow area
if(gGameSettings.fOptions[ TOPTION_SHOW_ITEM_SHADOW ])
BltVideoObjectOutlineShadowFromIndex( uiBuffer, GetInterfaceGraphicForItem( pItem ), usGraphicNum, sCenX - 2, sCenY + 2 );
BltVideoObjectOutlineShadowFromIndex( uiBuffer, interfacegraphic, usGraphicNum, sCenX - 2, sCenY + 2 );
BltVideoObjectOutlineFromIndex( uiBuffer, GetInterfaceGraphicForItem( pItem ), usGraphicNum, sCenX, sCenY, sOutlineColor, fOutline );
BltVideoObjectOutlineFromIndex( uiBuffer, interfacegraphic, usGraphicNum, sCenX, sCenY, sOutlineColor, fOutline );
if ( uiBuffer == FRAME_BUFFER )
{