Whether a gun shoots fire or fire retardant is now set on the ammo with the <ammoflag>-tag, not the gun.

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@9144 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
Flugente
2021-07-15 18:22:53 +00:00
parent 320328a441
commit e6ea95eb8b
14 changed files with 99 additions and 41 deletions
+34
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@@ -2414,6 +2414,24 @@ void InternalInitEDBTooltipRegion( OBJECTTYPE * gpItemDescObject, UINT32 guiCurr
MSYS_EnableRegion( &gUDBFasthelpRegions[ iFirstDataRegion + cnt ] ); MSYS_EnableRegion( &gUDBFasthelpRegions[ iFirstDataRegion + cnt ] );
cnt++; cnt++;
} }
////////////////// Ammo with white smoke trail
if ( AmmoTypes[Magazine[Item[gpItemDescObject->usItem].ubClassIndex].ubAmmoType].ammoflag & AMMO_TRAIL_WHITESMOKE )
{
swprintf( pStr, L"%s%s", szUDBGenSecondaryStatsTooltipText[49], szUDBGenSecondaryStatsExplanationsTooltipText[49] );
SetRegionFastHelpText( &( gUDBFasthelpRegions[iFirstDataRegion + cnt] ), pStr );
MSYS_EnableRegion( &gUDBFasthelpRegions[iFirstDataRegion + cnt] );
cnt++;
}
////////////////// Ammo with fire trail
if ( AmmoTypes[Magazine[Item[gpItemDescObject->usItem].ubClassIndex].ubAmmoType].ammoflag & AMMO_TRAIL_FIRE )
{
swprintf( pStr, L"%s%s", szUDBGenSecondaryStatsTooltipText[50], szUDBGenSecondaryStatsExplanationsTooltipText[50] );
SetRegionFastHelpText( &( gUDBFasthelpRegions[iFirstDataRegion + cnt] ), pStr );
MSYS_EnableRegion( &gUDBFasthelpRegions[iFirstDataRegion + cnt] );
cnt++;
}
} }
if (Item[ gpItemDescObject->usItem ].usItemClass & IC_EXPLOSV) if (Item[ gpItemDescObject->usItem ].usItemClass & IC_EXPLOSV)
@@ -6108,6 +6126,22 @@ void DrawSecondaryStats( OBJECTTYPE * gpItemDescObject )
BltVideoObjectFromIndex( guiSAVEBUFFER, guiItemInfoSecondaryIcon, 36, gItemDescGenSecondaryRegions[cnt].sLeft+sOffsetX, gItemDescGenSecondaryRegions[cnt].sTop+sOffsetY, VO_BLT_SRCTRANSPARENCY, NULL ); BltVideoObjectFromIndex( guiSAVEBUFFER, guiItemInfoSecondaryIcon, 36, gItemDescGenSecondaryRegions[cnt].sLeft+sOffsetX, gItemDescGenSecondaryRegions[cnt].sTop+sOffsetY, VO_BLT_SRCTRANSPARENCY, NULL );
cnt++; cnt++;
} }
////////////////// Ammo with white smoke trail
if ( ( AmmoTypes[Magazine[Item[gpItemDescObject->usItem].ubClassIndex].ubAmmoType].ammoflag & AMMO_TRAIL_WHITESMOKE && !fComparisonMode ) ||
( fComparisonMode && AmmoTypes[Magazine[Item[gpComparedItemDescObject->usItem].ubClassIndex].ubAmmoType].ammoflag & AMMO_TRAIL_WHITESMOKE ) )
{
BltVideoObjectFromIndex( guiSAVEBUFFER, guiItemInfoSecondaryIcon, 46, gItemDescGenSecondaryRegions[cnt].sLeft + sOffsetX, gItemDescGenSecondaryRegions[cnt].sTop + sOffsetY, VO_BLT_SRCTRANSPARENCY, NULL );
cnt++;
}
////////////////// Ammo with fire trail
if ( ( AmmoTypes[Magazine[Item[gpItemDescObject->usItem].ubClassIndex].ubAmmoType].ammoflag & AMMO_TRAIL_FIRE && !fComparisonMode ) ||
( fComparisonMode && AmmoTypes[Magazine[Item[gpComparedItemDescObject->usItem].ubClassIndex].ubAmmoType].ammoflag & AMMO_TRAIL_FIRE ) )
{
BltVideoObjectFromIndex( guiSAVEBUFFER, guiItemInfoSecondaryIcon, 47, gItemDescGenSecondaryRegions[cnt].sLeft + sOffsetX, gItemDescGenSecondaryRegions[cnt].sTop + sOffsetY, VO_BLT_SRCTRANSPARENCY, NULL );
cnt++;
}
} }
if (Item[ gpItemDescObject->usItem ].usItemClass & (IC_EXPLOSV)) if (Item[ gpItemDescObject->usItem ].usItemClass & (IC_EXPLOSV))
-1
View File
@@ -779,7 +779,6 @@ extern OBJECTTYPE gTempObject;
// extended flagmask to UINT64 // extended flagmask to UINT64
#define EMPTY_BLOOD_BAG 0x0000000100000000 // this item is a empty blood bag #define EMPTY_BLOOD_BAG 0x0000000100000000 // this item is a empty blood bag
#define MEDICAL_SPLINT 0x0000000200000000 // this item is a medical splint that can be applied to some diseases #define MEDICAL_SPLINT 0x0000000200000000 // this item is a medical splint that can be applied to some diseases
#define FIREEXTINGUISHER 0x0000000400000000 // this item is a fire extinguisher, which results in a white trail of smoke when firing
// ---------------------------------------------------------------- // ----------------------------------------------------------------
+24 -24
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@@ -4819,16 +4819,16 @@ INT8 FireBulletGivenTargetNCTH( SOLDIERTYPE * pFirer, FLOAT dEndX, FLOAT dEndY,
{ {
usBulletFlags |= BULLET_FLAG_SMALL_MISSILE; usBulletFlags |= BULLET_FLAG_SMALL_MISSILE;
} }
else if ( usHandItem == FLAMETHROWER ) else if ( AmmoTypes[( *pObjAttHand )[0]->data.gun.ubGunAmmoType].ammoflag & AMMO_TRAIL_WHITESMOKE )
{
usBulletFlags |= BULLET_FLAG_FLAME;
ubSpreadIndex = 2;
}
else if ( Item[usHandItem].usItemFlag & FIREEXTINGUISHER )
{ {
usBulletFlags |= BULLET_FLAG_WHITESMOKE; usBulletFlags |= BULLET_FLAG_WHITESMOKE;
ubSpreadIndex = 2; ubSpreadIndex = 2;
} }
else if ( AmmoTypes[( *pObjAttHand )[0]->data.gun.ubGunAmmoType].ammoflag & AMMO_TRAIL_FIRE )
{
usBulletFlags |= BULLET_FLAG_FLAME;
ubSpreadIndex = 2;
}
// HEADROCK HAM B2.5: Set tracer effect on/off for individual bullets in a Tracer Magazine, as part of the // HEADROCK HAM B2.5: Set tracer effect on/off for individual bullets in a Tracer Magazine, as part of the
// New Tracer System. // New Tracer System.
else if (gGameExternalOptions.ubRealisticTracers > 0 && gGameExternalOptions.ubNumBulletsPerTracer > 0 && (pFirer->bDoAutofire > 0 || pFirer->bDoBurst > 0) else if (gGameExternalOptions.ubRealisticTracers > 0 && gGameExternalOptions.ubNumBulletsPerTracer > 0 && (pFirer->bDoAutofire > 0 || pFirer->bDoBurst > 0)
@@ -5318,16 +5318,16 @@ INT8 FireBulletGivenTarget( SOLDIERTYPE * pFirer, FLOAT dEndX, FLOAT dEndY, FLOA
{ {
usBulletFlags |= BULLET_FLAG_SMALL_MISSILE; usBulletFlags |= BULLET_FLAG_SMALL_MISSILE;
} }
else if ( usHandItem == FLAMETHROWER ) else if ( AmmoTypes[( *pObjAttHand )[0]->data.gun.ubGunAmmoType].ammoflag & AMMO_TRAIL_WHITESMOKE )
{
usBulletFlags |= BULLET_FLAG_FLAME;
ubSpreadIndex = 2;
}
else if ( Item[usHandItem].usItemFlag & FIREEXTINGUISHER )
{ {
usBulletFlags |= BULLET_FLAG_WHITESMOKE; usBulletFlags |= BULLET_FLAG_WHITESMOKE;
ubSpreadIndex = 2; ubSpreadIndex = 2;
} }
else if ( AmmoTypes[( *pObjAttHand )[0]->data.gun.ubGunAmmoType].ammoflag & AMMO_TRAIL_FIRE )
{
usBulletFlags |= BULLET_FLAG_FLAME;
ubSpreadIndex = 2;
}
// HEADROCK HAM B2.5: Set tracer effect on/off for individual bullets in a Tracer Magazine, as part of the // HEADROCK HAM B2.5: Set tracer effect on/off for individual bullets in a Tracer Magazine, as part of the
// New Tracer System. // New Tracer System.
else if (gGameExternalOptions.ubRealisticTracers > 0 && gGameExternalOptions.ubNumBulletsPerTracer > 0 && (pFirer->bDoAutofire > 0 || pFirer->bDoBurst > 0) else if (gGameExternalOptions.ubRealisticTracers > 0 && gGameExternalOptions.ubNumBulletsPerTracer > 0 && (pFirer->bDoAutofire > 0 || pFirer->bDoBurst > 0)
@@ -6004,16 +6004,16 @@ INT8 FireBulletGivenTargetTrapOnly( SOLDIERTYPE* pThrower, OBJECTTYPE* pObj, INT
{ {
usBulletFlags |= BULLET_FLAG_SMALL_MISSILE; usBulletFlags |= BULLET_FLAG_SMALL_MISSILE;
} }
else if ( usItem == FLAMETHROWER ) else if ( AmmoTypes[ammotype].ammoflag & AMMO_TRAIL_WHITESMOKE )
{
usBulletFlags |= BULLET_FLAG_FLAME;
ubSpreadIndex = 2;
}
else if ( Item[usItem].usItemFlag & FIREEXTINGUISHER )
{ {
usBulletFlags |= BULLET_FLAG_WHITESMOKE; usBulletFlags |= BULLET_FLAG_WHITESMOKE;
ubSpreadIndex = 2; ubSpreadIndex = 2;
} }
else if ( AmmoTypes[ammotype].ammoflag & AMMO_TRAIL_FIRE )
{
usBulletFlags |= BULLET_FLAG_FLAME;
ubSpreadIndex = 2;
}
// Flugente: anti-materiel ammo // Flugente: anti-materiel ammo
if ( AmmoTypes[ammotype].ammoflag & AMMO_ANTIMATERIEL ) if ( AmmoTypes[ammotype].ammoflag & AMMO_ANTIMATERIEL )
@@ -6589,16 +6589,16 @@ INT8 FireBulletGivenTarget_NoObjectNoSoldier( UINT16 usItem, UINT8 ammotype, UIN
{ {
usBulletFlags |= BULLET_FLAG_SMALL_MISSILE; usBulletFlags |= BULLET_FLAG_SMALL_MISSILE;
} }
else if ( usItem == FLAMETHROWER ) else if ( AmmoTypes[ammotype].ammoflag & AMMO_TRAIL_WHITESMOKE )
{
usBulletFlags |= BULLET_FLAG_FLAME;
ubSpreadIndex = 2;
}
else if ( Item[usItem].usItemFlag & FIREEXTINGUISHER )
{ {
usBulletFlags |= BULLET_FLAG_WHITESMOKE; usBulletFlags |= BULLET_FLAG_WHITESMOKE;
ubSpreadIndex = 2; ubSpreadIndex = 2;
} }
else if ( AmmoTypes[ammotype].ammoflag & AMMO_TRAIL_FIRE )
{
usBulletFlags |= BULLET_FLAG_FLAME;
ubSpreadIndex = 2;
}
// Flugente: anti-materiel ammo // Flugente: anti-materiel ammo
if ( AmmoTypes[ammotype].ammoflag & AMMO_ANTIMATERIEL ) if ( AmmoTypes[ammotype].ammoflag & AMMO_ANTIMATERIEL )
+4 -2
View File
@@ -5959,8 +5959,10 @@ void SOLDIERTYPE::EVENT_SoldierGotHit( UINT16 usWeaponIndex, INT16 sDamage, INT1
{ {
ubReason = TAKE_DAMAGE_VEHICLE_TRAUMA; ubReason = TAKE_DAMAGE_VEHICLE_TRAUMA;
} }
// Flugente: it would be more reasonable to check for the ammo or gun details, but that's what is used in other locations // Flugente: check the ammo
else if ( usWeaponIndex == FLAMETHROWER ) else if ( ubAttackerID != NOBODY
&& MercPtrs[ubAttackerID]->inv[HANDPOS].exists()
&& AmmoTypes[*&( MercPtrs[ubAttackerID]->inv[HANDPOS] )[0]->data.gun.ubGunAmmoType].ammoflag & AMMO_TRAIL_FIRE )
{ {
ubReason = TAKE_DAMAGE_GAS_FIRE; ubReason = TAKE_DAMAGE_GAS_FIRE;
+3 -3
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@@ -165,10 +165,10 @@ enum
#define AMMO_CRYO 0x00000001 //1 // this ammo shock-freezes target #define AMMO_CRYO 0x00000001 //1 // this ammo shock-freezes target
#define AMMO_BLIND 0x00000002 //2 // this ammo will blind if it hits the head #define AMMO_BLIND 0x00000002 //2 // this ammo will blind if it hits the head
#define AMMO_ANTIMATERIEL 0x00000004 //4 // this ammo is anti-materiel, bullets can destroy structures #define AMMO_ANTIMATERIEL 0x00000004 //4 // this ammo is anti-materiel, bullets can destroy structures
/*#define CONCERTINA 0x00000008 //8 #define AMMO_TRAIL_WHITESMOKE 0x00000008 //8 // this ammo leaves a trail of white smoke
#define WATER_DRUM 0x00000010 //16 // water drums allow to refill canteens in the sector they are in #define AMMO_TRAIL_FIRE 0x00000010 //16 // this ammo leaves a trail of fire
#define MEAT_BLOODCAT 0x00000020 //32 // retrieve this by gutting a bloodcat /*#define MEAT_BLOODCAT 0x00000020 //32 // retrieve this by gutting a bloodcat
#define COW_MEAT 0x00000040 //64 // retrieve this by gutting a cow #define COW_MEAT 0x00000040 //64 // retrieve this by gutting a cow
#define BELT_FED 0x00000080 //128 // item can be fed externally #define BELT_FED 0x00000080 //128 // item can be fed externally
-9
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@@ -298,7 +298,6 @@ itemStartElementHandle(void *userData, const XML_Char *name, const XML_Char **at
strcmp(name, "bloodbag" ) == 0 || strcmp(name, "bloodbag" ) == 0 ||
strcmp(name, "emptybloodbag" ) == 0 || strcmp(name, "emptybloodbag" ) == 0 ||
strcmp(name, "medicalsplint" ) == 0 || strcmp(name, "medicalsplint" ) == 0 ||
strcmp(name, "fireextinguisher" ) == 0 ||
strcmp(name, "sFireResistance" ) == 0 || strcmp(name, "sFireResistance" ) == 0 ||
strcmp(name, "usAdministrationModifier" ) == 0)) strcmp(name, "usAdministrationModifier" ) == 0))
{ {
@@ -1544,13 +1543,6 @@ itemEndElementHandle(void *userData, const XML_Char *name)
if ( (BOOLEAN)atol( pData->szCharData ) ) if ( (BOOLEAN)atol( pData->szCharData ) )
pData->curItem.usItemFlag |= MEDICAL_SPLINT; pData->curItem.usItemFlag |= MEDICAL_SPLINT;
} }
else if ( strcmp( name, "fireextinguisher" ) == 0 )
{
pData->curElement = ELEMENT;
if ( (BOOLEAN)atol( pData->szCharData ) )
pData->curItem.usItemFlag |= FIREEXTINGUISHER;
}
else if ( strcmp( name, "sFireResistance" ) == 0 ) else if ( strcmp( name, "sFireResistance" ) == 0 )
{ {
pData->curElement = ELEMENT; pData->curElement = ELEMENT;
@@ -2200,7 +2192,6 @@ BOOLEAN WriteItemStats()
if ( HasItemFlag( cnt, BLOOD_BAG) ) FilePrintf( hFile, "\t\t<bloodbag>%d</bloodbag>\r\n", 1 ); if ( HasItemFlag( cnt, BLOOD_BAG) ) FilePrintf( hFile, "\t\t<bloodbag>%d</bloodbag>\r\n", 1 );
if ( HasItemFlag( cnt, EMPTY_BLOOD_BAG ) ) FilePrintf( hFile, "\t\t<emptybloodbag>%d</emptybloodbag>\r\n", 1 ); if ( HasItemFlag( cnt, EMPTY_BLOOD_BAG ) ) FilePrintf( hFile, "\t\t<emptybloodbag>%d</emptybloodbag>\r\n", 1 );
if ( HasItemFlag( cnt, MEDICAL_SPLINT ) ) FilePrintf( hFile, "\t\t<medicalsplint>%d</medicalsplint>\r\n", 1 ); if ( HasItemFlag( cnt, MEDICAL_SPLINT ) ) FilePrintf( hFile, "\t\t<medicalsplint>%d</medicalsplint>\r\n", 1 );
if ( HasItemFlag( cnt, FIREEXTINGUISHER ) ) FilePrintf( hFile, "\t\t<fireextinguisher>%d</fireextinguisher>\r\n", 1 );
FilePrintf(hFile,"\t\t<usRiotShieldStrength>%d</usRiotShieldStrength>\r\n", Item[cnt].usRiotShieldStrength ); FilePrintf(hFile,"\t\t<usRiotShieldStrength>%d</usRiotShieldStrength>\r\n", Item[cnt].usRiotShieldStrength );
FilePrintf(hFile,"\t\t<usRiotShieldGraphic>%d</usRiotShieldGraphic>\r\n", Item[cnt].usRiotShieldGraphic ); FilePrintf(hFile,"\t\t<usRiotShieldGraphic>%d</usRiotShieldGraphic>\r\n", Item[cnt].usRiotShieldGraphic );
+6 -2
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@@ -8501,7 +8501,9 @@ STR16 szUDBGenSecondaryStatsTooltipText[]=
L"|防|火|护|甲", //L"|R|e|s|i|s|t|a|n|t |t|o |F|i|r|e", L"|防|火|护|甲", //L"|R|e|s|i|s|t|a|n|t |t|o |F|i|r|e",
L"|管|理|能|力|增|益|器", //L"|A|d|m|i|n|i|s|t|r|a|t|i|o|n |M|o|d|i|f|i|e|r", L"|管|理|能|力|增|益|器", //L"|A|d|m|i|n|i|s|t|r|a|t|i|o|n |M|o|d|i|f|i|e|r",
L"|间|谍|能|力|增|益|器", //L"|H|a|c|k|i|n|g |M|o|d|i|f|i|e|r", L"|间|谍|能|力|增|益|器", //L"|H|a|c|k|i|n|g |M|o|d|i|f|i|e|r",
L"|医|用|夹|板", //L"|M|e|d|i|c|a|l |S|p|l|i|n|t", TODO.Translate L"|医|用|夹|板", //L"|M|e|d|i|c|a|l |S|p|l|i|n|t",
L"|F|i|r|e |R|e|t|a|r|d|a|n|t |A|m|m|o", // 49 TODO.Translate
L"|I|n|c|e|n|d|i|a|r|y |A|m|m|o",
}; };
STR16 szUDBGenSecondaryStatsExplanationsTooltipText[]= STR16 szUDBGenSecondaryStatsExplanationsTooltipText[]=
@@ -8554,7 +8556,9 @@ STR16 szUDBGenSecondaryStatsExplanationsTooltipText[]=
L"\n \n可以降低%i%%的火焰伤害。", //L"\n \nThis armor lowers fire damage by %i%%.", L"\n \n可以降低%i%%的火焰伤害。", //L"\n \nThis armor lowers fire damage by %i%%.",
L"\n \n这个工具可以\n提高%i%%的管理工作的效率。", //L"\n \nThis item makes you more effective at\nadministrative work by %i%%.", L"\n \n这个工具可以\n提高%i%%的管理工作的效率。", //L"\n \nThis item makes you more effective at\nadministrative work by %i%%.",
L"\n \n这个工具可以\n提高%i%%的间谍能力。", //L"\n \nThis item improves your hacking skills by %i%%.", L"\n \n这个工具可以\n提高%i%%的间谍能力。", //L"\n \nThis item improves your hacking skills by %i%%.",
L"\n \n一旦应用, 这个物品可以提高对你的手臂\n或者腿部重伤的治疗速率。", //L"\n \nOnce applied, this item increases the healing\nspeed of severe wounds to either your arms or legs.", TODO.Translate L"\n \n一旦应用, 这个物品可以提高对你的手臂\n或者腿部重伤的治疗速率。", //L"\n \nOnce applied, this item increases the healing\nspeed of severe wounds to either your arms or legs.",
L"\n \nThis ammo can extinguish fire.", // 49 TODO.Translate
L"\n \nThis ammo can cause fire.",
}; };
STR16 szUDBAdvStatsTooltipText[]= STR16 szUDBAdvStatsTooltipText[]=
+4
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@@ -8504,6 +8504,8 @@ STR16 szUDBGenSecondaryStatsTooltipText[]=
L"|A|d|m|i|n|i|s|t|r|a|t|i|o|n |M|o|d|i|f|i|e|r", L"|A|d|m|i|n|i|s|t|r|a|t|i|o|n |M|o|d|i|f|i|e|r",
L"|H|a|c|k|i|n|g |M|o|d|i|f|i|e|r", L"|H|a|c|k|i|n|g |M|o|d|i|f|i|e|r",
L"|M|e|d|i|c|a|l |S|p|l|i|n|t", // TODO.Translate L"|M|e|d|i|c|a|l |S|p|l|i|n|t", // TODO.Translate
L"|F|i|r|e |R|e|t|a|r|d|a|n|t |A|m|m|o", // 49 TODO.Translate
L"|I|n|c|e|n|d|i|a|r|y |A|m|m|o",
}; };
STR16 szUDBGenSecondaryStatsExplanationsTooltipText[]= STR16 szUDBGenSecondaryStatsExplanationsTooltipText[]=
@@ -8557,6 +8559,8 @@ STR16 szUDBGenSecondaryStatsExplanationsTooltipText[]=
L"\n \nThis item makes you more effective at\nadministrative work by %i%%.", L"\n \nThis item makes you more effective at\nadministrative work by %i%%.",
L"\n \nThis item improves your hacking skills by %i%%.", L"\n \nThis item improves your hacking skills by %i%%.",
L"\n \nOnce applied, this item increases the healing\nspeed of severe wounds to either your arms or legs.", // TODO.Translate L"\n \nOnce applied, this item increases the healing\nspeed of severe wounds to either your arms or legs.", // TODO.Translate
L"\n \nThis ammo can extinguish fire.", // 49 TODO.Translate
L"\n \nThis ammo can cause fire.",
}; };
STR16 szUDBAdvStatsTooltipText[]= STR16 szUDBAdvStatsTooltipText[]=
+4
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@@ -8502,6 +8502,8 @@ STR16 szUDBGenSecondaryStatsTooltipText[]=
L"|A|d|m|i|n|i|s|t|r|a|t|i|o|n |M|o|d|i|f|i|e|r", L"|A|d|m|i|n|i|s|t|r|a|t|i|o|n |M|o|d|i|f|i|e|r",
L"|H|a|c|k|i|n|g |M|o|d|i|f|i|e|r", L"|H|a|c|k|i|n|g |M|o|d|i|f|i|e|r",
L"|M|e|d|i|c|a|l |S|p|l|i|n|t", L"|M|e|d|i|c|a|l |S|p|l|i|n|t",
L"|F|i|r|e |R|e|t|a|r|d|a|n|t |A|m|m|o", // 49
L"|I|n|c|e|n|d|i|a|r|y |A|m|m|o",
}; };
STR16 szUDBGenSecondaryStatsExplanationsTooltipText[]= STR16 szUDBGenSecondaryStatsExplanationsTooltipText[]=
@@ -8555,6 +8557,8 @@ STR16 szUDBGenSecondaryStatsExplanationsTooltipText[]=
L"\n \nThis item makes you more effective at\nadministrative work by %i%%.", L"\n \nThis item makes you more effective at\nadministrative work by %i%%.",
L"\n \nThis item improves your hacking skills by %i%%.", L"\n \nThis item improves your hacking skills by %i%%.",
L"\n \nOnce applied, this item increases the healing\nspeed of severe wounds to either your arms or legs.", L"\n \nOnce applied, this item increases the healing\nspeed of severe wounds to either your arms or legs.",
L"\n \nThis ammo can extinguish fire.", // 49
L"\n \nThis ammo can cause fire.",
}; };
STR16 szUDBAdvStatsTooltipText[]= STR16 szUDBAdvStatsTooltipText[]=
+4
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@@ -8491,6 +8491,8 @@ STR16 szUDBGenSecondaryStatsTooltipText[]=
L"|A|d|m|i|n|i|s|t|r|a|t|i|o|n |M|o|d|i|f|i|e|r", L"|A|d|m|i|n|i|s|t|r|a|t|i|o|n |M|o|d|i|f|i|e|r",
L"|H|a|c|k|i|n|g |M|o|d|i|f|i|e|r", L"|H|a|c|k|i|n|g |M|o|d|i|f|i|e|r",
L"|M|e|d|i|c|a|l |S|p|l|i|n|t", // TODO.Translate L"|M|e|d|i|c|a|l |S|p|l|i|n|t", // TODO.Translate
L"|F|i|r|e |R|e|t|a|r|d|a|n|t |A|m|m|o", // 49 TODO.Translate
L"|I|n|c|e|n|d|i|a|r|y |A|m|m|o",
}; };
STR16 szUDBGenSecondaryStatsExplanationsTooltipText[]= STR16 szUDBGenSecondaryStatsExplanationsTooltipText[]=
@@ -8544,6 +8546,8 @@ STR16 szUDBGenSecondaryStatsExplanationsTooltipText[]=
L"\n \nThis item makes you more effective at\nadministrative work by %i%%.", L"\n \nThis item makes you more effective at\nadministrative work by %i%%.",
L"\n \nThis item improves your hacking skills by %i%%.", L"\n \nThis item improves your hacking skills by %i%%.",
L"\n \nOnce applied, this item increases the healing\nspeed of severe wounds to either your arms or legs.", // TODO.Translate L"\n \nOnce applied, this item increases the healing\nspeed of severe wounds to either your arms or legs.", // TODO.Translate
L"\n \nThis ammo can extinguish fire.", // 49 TODO.Translate
L"\n \nThis ammo can cause fire.",
}; };
STR16 szUDBAdvStatsTooltipText[]= STR16 szUDBAdvStatsTooltipText[]=
+4
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@@ -8346,6 +8346,8 @@ STR16 szUDBGenSecondaryStatsTooltipText[]=
L"|A|d|m|i|n|i|s|t|r|a|t|i|o|n |M|o|d|i|f|i|e|r", L"|A|d|m|i|n|i|s|t|r|a|t|i|o|n |M|o|d|i|f|i|e|r",
L"|H|a|c|k|i|n|g |M|o|d|i|f|i|e|r", L"|H|a|c|k|i|n|g |M|o|d|i|f|i|e|r",
L"|M|e|d|i|c|a|l |S|p|l|i|n|t", // TODO.Translate L"|M|e|d|i|c|a|l |S|p|l|i|n|t", // TODO.Translate
L"|F|i|r|e |R|e|t|a|r|d|a|n|t |A|m|m|o", // 49 TODO.Translate
L"|I|n|c|e|n|d|i|a|r|y |A|m|m|o",
}; };
STR16 szUDBGenSecondaryStatsExplanationsTooltipText[]= STR16 szUDBGenSecondaryStatsExplanationsTooltipText[]=
@@ -8399,6 +8401,8 @@ STR16 szUDBGenSecondaryStatsExplanationsTooltipText[]=
L"\n \nThis item makes you more effective at\nadministrative work by %i%%.", L"\n \nThis item makes you more effective at\nadministrative work by %i%%.",
L"\n \nThis item improves your hacking skills by %i%%.", L"\n \nThis item improves your hacking skills by %i%%.",
L"\n \nOnce applied, this item increases the healing\nspeed of severe wounds to either your arms or legs.", // TODO.Translate L"\n \nOnce applied, this item increases the healing\nspeed of severe wounds to either your arms or legs.", // TODO.Translate
L"\n \nThis ammo can extinguish fire.", // 49 TODO.Translate
L"\n \nThis ammo can cause fire.",
}; };
STR16 szUDBAdvStatsTooltipText[]= STR16 szUDBAdvStatsTooltipText[]=
+4
View File
@@ -8494,6 +8494,8 @@ STR16 szUDBGenSecondaryStatsTooltipText[]=
L"|A|d|m|i|n|i|s|t|r|a|t|i|o|n |M|o|d|i|f|i|e|r", L"|A|d|m|i|n|i|s|t|r|a|t|i|o|n |M|o|d|i|f|i|e|r",
L"|H|a|c|k|i|n|g |M|o|d|i|f|i|e|r", L"|H|a|c|k|i|n|g |M|o|d|i|f|i|e|r",
L"|M|e|d|i|c|a|l |S|p|l|i|n|t", // TODO.Translate L"|M|e|d|i|c|a|l |S|p|l|i|n|t", // TODO.Translate
L"|F|i|r|e |R|e|t|a|r|d|a|n|t |A|m|m|o", // 49 TODO.Translate
L"|I|n|c|e|n|d|i|a|r|y |A|m|m|o",
}; };
STR16 szUDBGenSecondaryStatsExplanationsTooltipText[]= STR16 szUDBGenSecondaryStatsExplanationsTooltipText[]=
@@ -8547,6 +8549,8 @@ STR16 szUDBGenSecondaryStatsExplanationsTooltipText[]=
L"\n \nThis item makes you more effective at\nadministrative work by %i%%.", L"\n \nThis item makes you more effective at\nadministrative work by %i%%.",
L"\n \nThis item improves your hacking skills by %i%%.", L"\n \nThis item improves your hacking skills by %i%%.",
L"\n \nOnce applied, this item increases the healing\nspeed of severe wounds to either your arms or legs.", // TODO.Translate L"\n \nOnce applied, this item increases the healing\nspeed of severe wounds to either your arms or legs.", // TODO.Translate
L"\n \nThis ammo can extinguish fire.", // 49 TODO.Translate
L"\n \nThis ammo can cause fire.",
}; };
STR16 szUDBAdvStatsTooltipText[]= STR16 szUDBAdvStatsTooltipText[]=
+4
View File
@@ -8506,6 +8506,8 @@ STR16 szUDBGenSecondaryStatsTooltipText[]=
L"|A|d|m|i|n|i|s|t|r|a|t|i|o|n |M|o|d|i|f|i|e|r", L"|A|d|m|i|n|i|s|t|r|a|t|i|o|n |M|o|d|i|f|i|e|r",
L"|H|a|c|k|i|n|g |M|o|d|i|f|i|e|r", L"|H|a|c|k|i|n|g |M|o|d|i|f|i|e|r",
L"|M|e|d|i|c|a|l |S|p|l|i|n|t", // TODO.Translate L"|M|e|d|i|c|a|l |S|p|l|i|n|t", // TODO.Translate
L"|F|i|r|e |R|e|t|a|r|d|a|n|t |A|m|m|o", // 49 TODO.Translate
L"|I|n|c|e|n|d|i|a|r|y |A|m|m|o",
}; };
STR16 szUDBGenSecondaryStatsExplanationsTooltipText[]= STR16 szUDBGenSecondaryStatsExplanationsTooltipText[]=
@@ -8559,6 +8561,8 @@ STR16 szUDBGenSecondaryStatsExplanationsTooltipText[]=
L"\n \nThis item makes you more effective at\nadministrative work by %i%%.", L"\n \nThis item makes you more effective at\nadministrative work by %i%%.",
L"\n \nThis item improves your hacking skills by %i%%.", L"\n \nThis item improves your hacking skills by %i%%.",
L"\n \nOnce applied, this item increases the healing\nspeed of severe wounds to either your arms or legs.", // TODO.Translate L"\n \nOnce applied, this item increases the healing\nspeed of severe wounds to either your arms or legs.", // TODO.Translate
L"\n \nThis ammo can extinguish fire.", // 49 TODO.Translate
L"\n \nThis ammo can cause fire.",
}; };
STR16 szUDBAdvStatsTooltipText[]= STR16 szUDBAdvStatsTooltipText[]=
+4
View File
@@ -8502,6 +8502,8 @@ STR16 szUDBGenSecondaryStatsTooltipText[]=
L"|A|d|m|i|n|i|s|t|r|a|t|i|o|n |M|o|d|i|f|i|e|r", L"|A|d|m|i|n|i|s|t|r|a|t|i|o|n |M|o|d|i|f|i|e|r",
L"|H|a|c|k|i|n|g |M|o|d|i|f|i|e|r", L"|H|a|c|k|i|n|g |M|o|d|i|f|i|e|r",
L"|M|e|d|i|c|a|l |S|p|l|i|n|t", // TODO.Translate L"|M|e|d|i|c|a|l |S|p|l|i|n|t", // TODO.Translate
L"|F|i|r|e |R|e|t|a|r|d|a|n|t |A|m|m|o", // 49 TODO.Translate
L"|I|n|c|e|n|d|i|a|r|y |A|m|m|o",
}; };
STR16 szUDBGenSecondaryStatsExplanationsTooltipText[]= STR16 szUDBGenSecondaryStatsExplanationsTooltipText[]=
@@ -8555,6 +8557,8 @@ STR16 szUDBGenSecondaryStatsExplanationsTooltipText[]=
L"\n \nThis item makes you more effective at\nadministrative work by %i%%.", L"\n \nThis item makes you more effective at\nadministrative work by %i%%.",
L"\n \nThis item improves your hacking skills by %i%%.", L"\n \nThis item improves your hacking skills by %i%%.",
L"\n \nOnce applied, this item increases the healing\nspeed of severe wounds to either your arms or legs.", // TODO.Translate L"\n \nOnce applied, this item increases the healing\nspeed of severe wounds to either your arms or legs.", // TODO.Translate
L"\n \nThis ammo can extinguish fire.", // 49 TODO.Translate
L"\n \nThis ammo can cause fire.",
}; };
STR16 szUDBAdvStatsTooltipText[]= STR16 szUDBAdvStatsTooltipText[]=