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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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-2
@@ -1638,6 +1638,7 @@ STR16 pAssignmentStrings[] =
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L"Тренер", // training a teammate
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L"Ученик", // being trained by someone else
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L"Штат", // operating a strategic facility //Staff
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L"Eat", // eating at a facility (cantina etc.) // TODO. Translate
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L"Отдых", // Resting at a facility //Rest
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L"Мертв", // dead
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L"Недеесп.", // abbreviation for incapacitated
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@@ -1722,6 +1723,7 @@ STR16 pPersonnelAssignmentStrings[] =
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L"Тренер",
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L"Ученик",
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L"Работает с населением", //Facility Staff
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L"Eat", // eating at a facility (cantina etc.) // TODO. Translate
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L"Отдыхает", //Resting at Facility
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L"Мертв",
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L"Недеесп.",
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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 // TODO.Translate
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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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@@ -3479,7 +3485,9 @@ STR16 pMapScreenStatusStrings[] =
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L"Боевой дух",
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L"Состояние", // the condition of the current vehicle (its "health")
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L"Бензин", // the fuel level of the current vehicle (its "energy")
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L"Posion", // TODO.Translate
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L"Poison", // TODO.Translate
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L"Water", // drink level
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L"Food", // food level
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};
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@@ -5318,6 +5326,7 @@ 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",//TODO.Translate
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L"Bobby Ray Quantity",
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};
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@@ -6625,6 +6634,7 @@ STR16 gzFacilityAssignmentStrings[]=
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{
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L"AMBIENT",
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L"Штат", //Staff
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L"Eat",// TODO. Translate
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L"Отдых",
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L"Ремонт вещей",
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L"Ремонт %s", // Vehicle name inserted here
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@@ -7002,6 +7012,8 @@ STR16 szUDBGenSecondaryStatsTooltipText[]=
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L"|А|п|т|е|ч к|а |п|е|р|в|о|й |п|о|м|о|щ|и",
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L"|М|е|д|и|ц|и|нс|к|и|й |н|а|б|о|р",
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L"|Б|о|м|б|а |д|л|я |з|а|м|к|о|в",
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L"|D|r|i|n|k",// TODO. Translate
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L"|M|e|a|l",
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};
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STR16 szUDBGenSecondaryStatsExplanationsTooltipText[]=
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@@ -7032,6 +7044,8 @@ 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.",// TODO. Translate
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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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@@ -7247,7 +7261,7 @@ 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[] = // TODO.Translate
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{
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L"Temperature is ",
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@@ -7263,6 +7277,20 @@ STR16 gTemperatureDesc[] = // TODO.Translate
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L"."
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};
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// TODO.Translate
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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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// TODO.Translate
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CHAR16* ranks[] =
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{ L"", //ExpLevel 0
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