diff --git a/Strategic/Assignments.cpp b/Strategic/Assignments.cpp index 81e4d6b1..f34e4105 100644 --- a/Strategic/Assignments.cpp +++ b/Strategic/Assignments.cpp @@ -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 ); } diff --git a/Strategic/Queen Command.cpp b/Strategic/Queen Command.cpp index ccd6cb46..331bcc10 100644 --- a/Strategic/Queen Command.cpp +++ b/Strategic/Queen Command.cpp @@ -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 ); } } } diff --git a/Tactical/Dialogue Control.h b/Tactical/Dialogue Control.h index 73d28a3b..1b469faf 100644 --- a/Tactical/Dialogue Control.h +++ b/Tactical/Dialogue Control.h @@ -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 diff --git a/Tactical/Interface Items.cpp b/Tactical/Interface Items.cpp index 26b7086d..ef5d944b 100644 --- a/Tactical/Interface Items.cpp +++ b/Tactical/Interface Items.cpp @@ -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 ) {