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New feature: food system requires mercs to eat and drink in order to survive
- food and water levels are lowered every hour, eat food to survive - not doing so leads to various penalties and ultimately death - added food items for that purpose. Food can degrade over time. Rotten food poisons. - Mercs automatically consume food if hungry/thirsty and food is in their inventories - for more info, see http://www.bears-pit.com/board/ubbthreads.php/topics/307396/Re_Mercs_need_food_and_water_t.html#Post307396 - this feature requires new STI files from the GameDir trunk. - added a bunch of filler variable to the soldier type, so hopefully savegame compatibility can be maintained easier in the future. WARNING: This will break savegame compatibility git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@5411 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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-3
@@ -1638,12 +1638,13 @@ STR16 pAssignmentStrings[] =
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L"Trainer", // training a teammate
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L"Student", // being trained by someone else
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L"Staff", // operating a strategic facility
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L"Eat", // eating at a facility (cantina etc.)
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L"Rest", // Resting at a facility
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L"Dead", // dead
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L"Incap.", // abbreviation for incapacitated
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L"POW", // Prisoner of war - captured
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L"Hospital", // patient in a hospital
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L"Empty", // Vehicle is empty
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L"Hospital", // patient in a hospital
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L"Empty", // Vehicle is empty
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};
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@@ -1722,6 +1723,7 @@ STR16 pPersonnelAssignmentStrings[] =
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L"Trainer",
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L"Student",
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L"Facility Staff", // Missing
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L"Eat", // eating at a facility (cantina etc.)
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L"Resting at Facility", // Missing
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L"Dead",
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L"Incap.",
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@@ -2926,6 +2928,10 @@ CHAR16 TacticalStr[][ MED_STRING_LENGTH ] =
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// added by Flugente to display health and poisoning
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L"Health: %d/%d\n Poison: %d/%d\nEnergy: %d/%d\nMorale: %s",
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// added by Flugente to display food status
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L"Health: %d/%d\nEnergy: %d/%d\nMorale: %s\nWater: %d%s\nFood: %d%s",
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L"Health: %d/%d\n Poison: %d/%d\nEnergy: %d/%d\nMorale: %s\nWater: %d%s\nFood: %d%s",
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};
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//Varying helptext explains (for the "Go to Sector/Map" checkbox) what will happen given different circumstances in the "exiting sector" interface.
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@@ -3478,6 +3484,8 @@ STR16 pMapScreenStatusStrings[] =
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L"Condition", // the condition of the current vehicle (its "health")
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L"Fuel", // the fuel level of the current vehicle (its "energy")
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L"Poison", // for display of poisoning
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L"Water", // drink level
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L"Food", // food level
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};
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@@ -5335,6 +5343,7 @@ STR16 gzGIOScreenText[] =
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L"New Chance to Hit System",
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L"Improved Interrupt System",
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L"Weapon Overheating",
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L"Food System",
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L"Bobby Ray Quantity",
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};
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@@ -6649,6 +6658,7 @@ STR16 gzFacilityAssignmentStrings[]=
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{
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L"AMBIENT",
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L"Staff",
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L"Eat",
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L"Rest",
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L"Repair Items",
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L"Repair %s", // Vehicle name inserted here
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@@ -7028,6 +7038,8 @@ STR16 szUDBGenSecondaryStatsTooltipText[]=
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L"|F|i|r|s|t |A|i|d |K|i|t",
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L"|M|e|d|i|c|a|l |K|i|t",
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L"|L|o|c|k |B|o|m|b",
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L"|D|r|i|n|k",
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L"|M|e|a|l",
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};
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STR16 szUDBGenSecondaryStatsExplanationsTooltipText[]=
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@@ -7058,6 +7070,8 @@ STR16 szUDBGenSecondaryStatsExplanationsTooltipText[]=
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L"\n \nThis is a basic field medical kit, containing\nitems required to provide basic medical aid.\n \nIt can be used to bandage wounded characters\nand prevent bleeding.\n \nFor actual healing, use a proper Medical Kit\nand/or plenty of rest.",
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L"\n \nThis is a proper medical kit, which can\nbe used in surgery and other serious medicinal\npurposes.\n \nMedical Kits are always required when setting\na character to Doctoring duty.",
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L"\n \nThis item can be used to blast open locked\ndoors and containers.\n \nExplosives skill is required to avoid\npremature detonation.\n \nBlowing locks is a relatively easy way of quickly\ngetting through locked doors. However,\nit is very loud, and dangerous to most characters.",
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L"\n \nThis item will still your thirst\nif you drink it.",
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L"\n \nThis item will still your hunger\nif you eat it.",
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};
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STR16 szUDBAdvStatsTooltipText[]=
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@@ -7272,7 +7286,7 @@ STR16 gzMapInventoryFilterOptions[] =
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L"Hide all",
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};
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// Flugente FTW 1: Temperature-based text similar to HAM 4's condition-based text.
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// Flugente: Temperature-based text similar to HAM 4's condition-based text.
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STR16 gTemperatureDesc[] =
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{
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L"Temperature is ",
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@@ -7288,6 +7302,19 @@ STR16 gTemperatureDesc[] =
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L"."
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};
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// Flugente: food condition texts
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STR16 gFoodDesc[] =
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{
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L"Food is ",
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L"fresh",
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L"good",
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L"ok",
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L"stale",
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L"shabby",
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L"rotting",
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L"."
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};
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CHAR16* ranks[] =
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{ L"", //ExpLevel 0
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L"Pvt. ", //ExpLevel 1
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