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Development Trunk: https://ja2svn.dyndns.org/source/ja2/branches/Wanne/JA2%201.13%20MP A detailed list of all the features (changes) is visible in the history log of the development trunk: INFO: The source code for the official 2011 release (4870) has been branched here: https://ja2svn.dyndns.org/source/ja2/branches/JA2_rev.4870_2011 This commit contains the following features: *** Externalized Vehicles *** o Now with this feature we can add/remove vehicles o New XML File: TableData\Vehicles.xml o Added a new function parameter to lua file Scripts\Overhead lua to set up the helicopter in method: SetUpHelicopterForPlayer() o Added example mini (Docs\Externalized Vehicles Example.zip) mod which adds 2 additional vehicles (hummer and ice-cream truck to sector A9) *** Up to 255 save slots *** - There is a "Next" and "Prev" button where you can scroll through the save slots - It is now possible to load the automatic save (SAVE_EVERY_N_HOURS) from the load screen. This is the first slot after the quickload slot - Added the 2 alternate players end turn saves (which can be enabled/disabled in option screen) to the save/load game form *** New Feature: Externalized emails from Emails.edt to XML*** o This feature can be enabled/disabled in the Source: --> See email.cpp: If "ReadXMLEmail" == FALSE, then normal way (read from Email.edt) otherwise read from XML files o 2 new XML files: TableData\Email\EmailMercAvailable.xml and EmailMercLevelUp.xml o Renamed SenderNamesList.xml to EmailSenderNamesList.xml and moved from TableData folder to TableData\Email folder o Names for mercenaries are get from the file MercProfiles.xml and different names get from the file EmailSenderNamesList.xml *** Externalized Hidden Towns (Tixa, Orta) *** o Now it is possible to add new hidden towns (locations) o See file: TableData/Map/Cities.xml o New variable in TableData/Map/Cities.xml - hiddenTown: 0 = show on strategy map, 1 = Hide on strategy map - townIcon: 1 = on, 0 = off (This is the icon you see on the strategy map) - szIconFile: The path to the sti icon file (eg: interface\prison.sti, interface\my_icon.sti) - iconPosition: The x,y position of the icon on the strategy map *** Encyclopedia and Briefing Room, reachable from the laptop *** o 2 new ja2_options.ini properties: BRIEFING_ROOM, ENCYCLOPEDIA o demonstration video: http://www.youtube.com/watch?v=7CIXdXWLrAo o Added Example usage of the Briefing Room - Extract it in your JA2 1.13 folder and use the latest development executable - The briefing room can be reached from the laptop. Enter SN5631 for the code and then click the "Exit" button - See "Info_BriefingRoom.txt" and "BriefingRoom_Mission1.png" *** Improved interrupt system (IIS) *** o This system changes the way interrupts work. See: http://www.ja-galaxy-forum.com/board/ubbthreads.php?ubb=showflat&Number=290787#Post290787 o Option system (see ja2_options.ini: IMPROVED_INTERRUPT_SYSTEM) o A few more settings for the interrupt system in ja2_options.ini o INFO: Multiplayer games always use the "old" interrupt system, not matter what the user selects in the ja2_options.ini *** Walking and sidestepping with weapon raised *** o Enable/disable the walking/sidestepping with raised weapon in ja2_options.ini: ALLOW_WALKING_WITH_WEAPON_RAISED o You can set an AP/BP modifier when walking/sidestepping with weapon raised in APBPConstants.ini: AP_MODIFIER_WEAPON_READY o The following feature apply when you walk/sidestep with weapon raised: -> limited angle of view, but you can see more farther when the weapon has a scope -> better change for interrupts if you see an enemy -> less APs and BPs when shooting, because the weapon is already raised -> It should cost more APs when walking. Maybe you can export the additional AP and BP modifier to the APBPConstants.ini *** Increase squad size to 8 (800x600) and 8 and 10 (1024x768) *** o Squad sizes (dependend on the screen resolution) can be selected in the start new game screen o In a multiplayer game, the squad size will always be 6, because it does not work with more soldiers/squad *** Added UB-1.13 source code *** o Merged the UB-1.13 source code (Revision: 4721) from svn: http://subversion.assembla.com/svn/ub-source113 o If you want to build UB-EXE or UB-MapEditor, just enable the 2 defines (JA2UB and JA2UBMAPS) in "builddefines.h" o The UB-Verion reads from "ja2_UB.ini" instead of "ja2.ini" o There are 2 new XML files - Layout\LayoutMainMenu.xml - MapAction\ActionItems.xml o There are 2 new LUA-Script files - Scripts\ExplosionControl.lua - Scripts\InterfaceDialogue.lua *** Hide enemy health text / enemy hit count *** o ja2_options.ini: HIDE_ENEMY_HEALTH_TEXT, HIDE_ENEMY_HIT_COUNT o both new settings only have effect in a singleplayer game o see: http://www.ja-galaxy-forum.com/board/ubbthreads.php?ubb=showflat&Number=128840&page=1 git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@4885 3b4a5df2-a311-0410-b5c6-a8a6f20db521
270 lines
9.8 KiB
C
270 lines
9.8 KiB
C
#ifndef _SPECK_QUOTES_H_
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#define _SPECK_QUOTES_H_
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//Enum,s for all of specks quotes
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#ifdef JA2UB
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enum
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{
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/*
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Ja25: no longer in game
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SPECK_QUOTE_FIRST_TIME_IN_0, //0
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SPECK_QUOTE_FIRST_TIME_IN_1,
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SPECK_QUOTE_FIRST_TIME_IN_2,
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SPECK_QUOTE_FIRST_TIME_IN_3,
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SPECK_QUOTE_FIRST_TIME_IN_4,
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SPECK_QUOTE_FIRST_TIME_IN_5,
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SPECK_QUOTE_FIRST_TIME_IN_6,
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SPECK_QUOTE_FIRST_TIME_IN_7,
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SPECK_QUOTE_FIRST_TIME_IN_8,
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SPECK_QUOTE_THANK_PLAYER_FOR_OPENING_ACCOUNT,
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SPECK_QUOTE_ALTERNATE_OPENING_1_TOUGH_START, //10
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SPECK_QUOTE_ALTERNATE_OPENING_2_BUSINESS_BAD,
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SPECK_QUOTE_ALTERNATE_OPENING_3_BUSINESS_GOOD,
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SPECK_QUOTE_ALTERNATE_OPENING_4_TRYING_TO_RECRUIT,
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SPECK_QUOTE_ALTERNATE_OPENING_5_PLAYER_OWES_SPECK_ACCOUNT_SUSPENDED,
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SPECK_QUOTE_ALTERNATE_OPENING_6_PLAYER_OWES_SPECK_ALMOST_BANKRUPT_1,
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SPECK_QUOTE_ALTERNATE_OPENING_6_PLAYER_OWES_SPECK_ALMOST_BANKRUPT_2,
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SPECK_QUOTE_ALTERNATE_OPENING_7_PLAYER_ACCOUNT_OK,
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SPECK_QUOTE_ALTERNATE_OPENING_8_MADE_PARTIAL_PAYMENT,
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SPECK_QUOTE_ALTERNATE_OPENING_9_FIRST_VISIT_SINCE_SERVER_WENT_DOWN,
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SPECK_QUOTE_ALTERNATE_OPENING_10_GENERIC_OPENING, //20
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SPECK_QUOTE_ALTERNATE_OPENING_10_TAG_FOR_20,
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SPECK_QUOTE_ALTERNATE_OPENING_11_NEW_MERCS_AVAILABLE,
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*/
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SPECK_QUOTE_ALTERNATE_OPENING_12_PLAYERS_LOST_MERCS =23,
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/*
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Ja25: no longer in game
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SPECK_QUOTE_ALTERNATE_OPENING_TAG_PLAYER_OWES_MONEY,
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SPECK_QUOTE_ALTERNATE_OPENING_TAG_PLAYER_CLEARED_DEBT,
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SPECK_QUOTE_ALTERNATE_OPENING_TAG_PLAYER_CLEARED_OVERDUE_ACCOUNT,
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SPECK_QUOTE_ALTERNATE_OPENING_TAG_FIRST_MERC_DIES,
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*/
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SPECK_QUOTE_ALTERNATE_OPENING_TAG_BIFF_IS_DEAD =28,
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SPECK_QUOTE_ALTERNATE_OPENING_TAG_HAYWIRE_IS_DEAD,
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SPECK_QUOTE_ALTERNATE_OPENING_TAG_GASKET_IS_DEAD, //30
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SPECK_QUOTE_ALTERNATE_OPENING_TAG_RAZOR_IS_DEAD,
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SPECK_QUOTE_ALTERNATE_OPENING_TAG_FLO_IS_DEAD_BIFF_ALIVE,
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SPECK_QUOTE_ALTERNATE_OPENING_TAG_FLO_IS_DEAD_BIFF_IS_DEAD,
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/*
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Ja25: no longer in game
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SPECK_QUOTE_ALTERNATE_OPENING_TAG_FLO_MARRIED_A_COUSIN_BIFF_IS_ALIVE,
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*/
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SPECK_QUOTE_ALTERNATE_OPENING_TAG_GUMPY_IS_DEAD =35,
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SPECK_QUOTE_ALTERNATE_OPENING_TAG_LARRY_IS_DEAD,
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SPECK_QUOTE_ALTERNATE_OPENING_TAG_LARRY_RELAPSED,
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SPECK_QUOTE_ALTERNATE_OPENING_TAG_COUGER_IS_DEAD,
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SPECK_QUOTE_ALTERNATE_OPENING_TAG_NUMB_IS_DEAD,
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SPECK_QUOTE_ALTERNATE_OPENING_TAG_BUBBA_IS_DEAD, //40
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SPECK_QUOTE_ALTERNATE_OPENING_TAG_ON_AFTER_OTHER_TAGS_1,
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SPECK_QUOTE_ALTERNATE_OPENING_TAG_ON_AFTER_OTHER_TAGS_2,
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/*
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Ja25: no longer in game
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SPECK_QUOTE_ALTERNATE_OPENING_TAG_ON_AFTER_OTHER_TAGS_3,
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SPECK_QUOTE_ALTERNATE_OPENING_TAG_ON_AFTER_OTHER_TAGS_4,
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SPECK_QUOTE_PLAYER_MAKES_FULL_PAYMENT,
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SPECK_QUOTE_PLAYER_MAKES_PARTIAL_PAYMENT,
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*/
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SPECK_QUOTE_PLAYER_NOT_DOING_ANYTHING_SPECK_SELLS_BIFF =47,
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SPECK_QUOTE_PLAYER_NOT_DOING_ANYTHING_SPECK_SELLS_HAYWIRE,
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SPECK_QUOTE_PLAYER_NOT_DOING_ANYTHING_SPECK_SELLS_GASKET,
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SPECK_QUOTE_PLAYER_NOT_DOING_ANYTHING_SPECK_SELLS_RAZOR, //50
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SPECK_QUOTE_PLAYER_NOT_DOING_ANYTHING_SPECK_SELLS_FLO,
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SPECK_QUOTE_PLAYER_NOT_DOING_ANYTHING_SPECK_SELLS_GUMPY,
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SPECK_QUOTE_PLAYER_NOT_DOING_ANYTHING_SPECK_SELLS_LARRY,
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SPECK_QUOTE_PLAYER_NOT_DOING_ANYTHING_SPECK_SELLS_COUGER,
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SPECK_QUOTE_PLAYER_NOT_DOING_ANYTHING_SPECK_SELLS_NUMB,
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SPECK_QUOTE_PLAYER_NOT_DOING_ANYTHING_SPECK_SELLS_BUBBA,
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/*
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Ja25: no longer in game
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SPECK_QUOTE_PLAYER_NOT_DOING_ANYTHING_TAG_GETTING_MORE_MERCS,
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*/
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SPECK_QUOTE_PLAYER_NOT_DOING_ANYTHING_AIM_SLANDER_1=58,
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SPECK_QUOTE_PLAYER_NOT_DOING_ANYTHING_AIM_SLANDER_2,
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SPECK_QUOTE_PLAYER_NOT_DOING_ANYTHING_AIM_SLANDER_3, //60
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SPECK_QUOTE_PLAYER_NOT_DOING_ANYTHING_AIM_SLANDER_4,
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SPECK_QUOTE_BIFF_UNAVALIABLE,
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SPECK_QUOTE_PLAYERS_HIRES_BIFF_SPECK_PLUGS_LARRY,
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SPECK_QUOTE_PLAYERS_HIRES_BIFF_SPECK_PLUGS_FLO,
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SPECK_QUOTE_PLAYERS_HIRES_HAYWIRE_SPECK_PLUGS_RAZOR,
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SPECK_QUOTE_PLAYERS_HIRES_RAZOR_SPECK_PLUGS_HAYWIRE,
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SPECK_QUOTE_PLAYERS_HIRES_FLO_SPECK_PLUGS_BIFF,
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SPECK_QUOTE_PLAYERS_HIRES_LARRY_SPECK_PLUGS_BIFF,
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SPECK_QUOTE_GENERIC_THANKS_FOR_HIRING_MERCS_1,
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SPECK_QUOTE_GENERIC_THANKS_FOR_HIRING_MERCS_2, //70
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SPECK_QUOTE_PLAYER_TRIES_TO_HIRE_ALREADY_HIRED_MERC,
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SPECK_QUOTE_GOOD_BYE_1,
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SPECK_QUOTE_GOOD_BYE_2,
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SPECK_QUOTE_GOOD_BYE_3,
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/*
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Ja25: no longer in game
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SPECK_QUOTE_GOOD_BYE_TAG_PLAYER_OWES_MONEY,
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*/
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//New Quotes
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SPECK_QUOTE_NEW_INTRO_1=76,
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SPECK_QUOTE_NEW_INTRO_2,
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SPECK_QUOTE_NEW_INTRO_3,
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SPECK_QUOTE_NEW_INTRO_4,
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SPECK_QUOTE_NEW_INTRO_5,//80
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SPECK_QUOTE_NEW_INTRO_6,
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SPECK_QUOTE_NEW_INTRO_7,
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SPECK_QUOTE_DEFAULT_INTRO_HAVENT_HIRED_MERCS,
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SPECK_QUOTE_DEFAULT_INTRO_HAVE_HIRED_MERCS,
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SPECK_QUOTE_BETTER_STARTING_EQPMNT_TAG_ON,
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SPECK_QUOTE_PLAYER_CANT_AFFORD_TO_HIRE_MERC,
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SPECK_QUOTE_ENCOURAGE_SHOP_TAG_ON,
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SPECK_QUOTE_2ND_INTRO_LAPTOP_WORKING_AGAIN_1,
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SPECK_QUOTE_2ND_INTRO_LAPTOP_WORKING_AGAIN_2,
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SPECK_QUOTE_2ND_INTRO_LAPTOP_WORKING_AGAIN_3, //90
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SPECK_QUOTE_2ND_INTRO_LAPTOP_WORKING_AGAIN_4,
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SPECK_QUOTE_2ND_INTRO_LAPTOP_WORKING_AGAIN_5,
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SPECK_QUOTE_2ND_INTRO_LAPTOP_WORKING_AGAIN_6,
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SPECK_QUOTE_ADVERTISE_GASTON,
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SPECK_QUOTE_ADVERTISE_STOGIE,
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SPECK_QUOTE_GASTON_DEAD,
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SPECK_QUOTE_STOGIE_DEAD,
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SPECK_QUOTE_PLAYER_HIRES_GASTON,
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SPECK_QUOTE_PLAYER_HIRES_STOGIE,
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SPECK_QUOTE_RANDOM_CHIT_CHAT_1, //100
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SPECK_QUOTE_RANDOM_CHIT_CHAT_2,
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SPECK_QUOTE_RANDOM_CHIT_CHAT_3,
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SPECK_QUOTE_BIFF_DEAD_WHEN_IMPORTING,
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/*
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SPECK_QUOTE_,
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SPECK_QUOTE_,
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SPECK_QUOTE_,
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SPECK_QUOTE_,
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SPECK_QUOTE_,
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SPECK_QUOTE_,
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*/
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};
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#else
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enum
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{
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SPECK_QUOTE_FIRST_TIME_IN_0, //0
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SPECK_QUOTE_FIRST_TIME_IN_1,
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SPECK_QUOTE_FIRST_TIME_IN_2,
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SPECK_QUOTE_FIRST_TIME_IN_3,
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SPECK_QUOTE_FIRST_TIME_IN_4,
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SPECK_QUOTE_FIRST_TIME_IN_5,
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SPECK_QUOTE_FIRST_TIME_IN_6,
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SPECK_QUOTE_FIRST_TIME_IN_7,
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SPECK_QUOTE_FIRST_TIME_IN_8,
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SPECK_QUOTE_THANK_PLAYER_FOR_OPENING_ACCOUNT,
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SPECK_QUOTE_ALTERNATE_OPENING_1_TOUGH_START, //10
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SPECK_QUOTE_ALTERNATE_OPENING_2_BUSINESS_BAD,
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SPECK_QUOTE_ALTERNATE_OPENING_3_BUSINESS_GOOD,
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SPECK_QUOTE_ALTERNATE_OPENING_4_TRYING_TO_RECRUIT,
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SPECK_QUOTE_ALTERNATE_OPENING_5_PLAYER_OWES_SPECK_ACCOUNT_SUSPENDED,
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SPECK_QUOTE_ALTERNATE_OPENING_6_PLAYER_OWES_SPECK_ALMOST_BANKRUPT_1,
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SPECK_QUOTE_ALTERNATE_OPENING_6_PLAYER_OWES_SPECK_ALMOST_BANKRUPT_2,
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SPECK_QUOTE_ALTERNATE_OPENING_7_PLAYER_ACCOUNT_OK,
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SPECK_QUOTE_ALTERNATE_OPENING_8_MADE_PARTIAL_PAYMENT,
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SPECK_QUOTE_ALTERNATE_OPENING_9_FIRST_VISIT_SINCE_SERVER_WENT_DOWN,
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SPECK_QUOTE_ALTERNATE_OPENING_10_GENERIC_OPENING, //20
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SPECK_QUOTE_ALTERNATE_OPENING_10_TAG_FOR_20,
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SPECK_QUOTE_ALTERNATE_OPENING_11_NEW_MERCS_AVAILABLE,
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SPECK_QUOTE_ALTERNATE_OPENING_12_PLAYERS_LOST_MERCS,
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SPECK_QUOTE_ALTERNATE_OPENING_TAG_PLAYER_OWES_MONEY,
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SPECK_QUOTE_ALTERNATE_OPENING_TAG_PLAYER_CLEARED_DEBT,
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SPECK_QUOTE_ALTERNATE_OPENING_TAG_PLAYER_CLEARED_OVERDUE_ACCOUNT,
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SPECK_QUOTE_ALTERNATE_OPENING_TAG_FIRST_MERC_DIES,
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SPECK_QUOTE_ALTERNATE_OPENING_TAG_BIFF_IS_DEAD,
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SPECK_QUOTE_ALTERNATE_OPENING_TAG_HAYWIRE_IS_DEAD,
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SPECK_QUOTE_ALTERNATE_OPENING_TAG_GASKET_IS_DEAD, //30
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SPECK_QUOTE_ALTERNATE_OPENING_TAG_RAZOR_IS_DEAD,
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SPECK_QUOTE_ALTERNATE_OPENING_TAG_FLO_IS_DEAD_BIFF_ALIVE,
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SPECK_QUOTE_ALTERNATE_OPENING_TAG_FLO_IS_DEAD_BIFF_IS_DEAD,
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SPECK_QUOTE_ALTERNATE_OPENING_TAG_FLO_MARRIED_A_COUSIN_BIFF_IS_ALIVE,
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SPECK_QUOTE_ALTERNATE_OPENING_TAG_GUMPY_IS_DEAD,
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SPECK_QUOTE_ALTERNATE_OPENING_TAG_LARRY_IS_DEAD,
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SPECK_QUOTE_ALTERNATE_OPENING_TAG_LARRY_RELAPSED,
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SPECK_QUOTE_ALTERNATE_OPENING_TAG_COUGER_IS_DEAD,
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SPECK_QUOTE_ALTERNATE_OPENING_TAG_NUMB_IS_DEAD,
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SPECK_QUOTE_ALTERNATE_OPENING_TAG_BUBBA_IS_DEAD, //40
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SPECK_QUOTE_ALTERNATE_OPENING_TAG_ON_AFTER_OTHER_TAGS_1,
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SPECK_QUOTE_ALTERNATE_OPENING_TAG_ON_AFTER_OTHER_TAGS_2,
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SPECK_QUOTE_ALTERNATE_OPENING_TAG_ON_AFTER_OTHER_TAGS_3,
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SPECK_QUOTE_ALTERNATE_OPENING_TAG_ON_AFTER_OTHER_TAGS_4,
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SPECK_QUOTE_PLAYER_MAKES_FULL_PAYMENT,
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SPECK_QUOTE_PLAYER_MAKES_PARTIAL_PAYMENT,
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SPECK_QUOTE_PLAYER_NOT_DOING_ANYTHING_SPECK_SELLS_BIFF,
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SPECK_QUOTE_PLAYER_NOT_DOING_ANYTHING_SPECK_SELLS_HAYWIRE,
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SPECK_QUOTE_PLAYER_NOT_DOING_ANYTHING_SPECK_SELLS_GASKET,
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SPECK_QUOTE_PLAYER_NOT_DOING_ANYTHING_SPECK_SELLS_RAZOR, //50
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SPECK_QUOTE_PLAYER_NOT_DOING_ANYTHING_SPECK_SELLS_FLO,
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SPECK_QUOTE_PLAYER_NOT_DOING_ANYTHING_SPECK_SELLS_GUMPY,
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SPECK_QUOTE_PLAYER_NOT_DOING_ANYTHING_SPECK_SELLS_LARRY,
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SPECK_QUOTE_PLAYER_NOT_DOING_ANYTHING_SPECK_SELLS_COUGER,
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SPECK_QUOTE_PLAYER_NOT_DOING_ANYTHING_SPECK_SELLS_NUMB,
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SPECK_QUOTE_PLAYER_NOT_DOING_ANYTHING_SPECK_SELLS_BUBBA,
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SPECK_QUOTE_PLAYER_NOT_DOING_ANYTHING_TAG_GETTING_MORE_MERCS,
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SPECK_QUOTE_PLAYER_NOT_DOING_ANYTHING_AIM_SLANDER_1,
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SPECK_QUOTE_PLAYER_NOT_DOING_ANYTHING_AIM_SLANDER_2,
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SPECK_QUOTE_PLAYER_NOT_DOING_ANYTHING_AIM_SLANDER_3, //60
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SPECK_QUOTE_PLAYER_NOT_DOING_ANYTHING_AIM_SLANDER_4,
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SPECK_QUOTE_BIFF_UNAVALIABLE,
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SPECK_QUOTE_PLAYERS_HIRES_BIFF_SPECK_PLUGS_LARRY,
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SPECK_QUOTE_PLAYERS_HIRES_BIFF_SPECK_PLUGS_FLO,
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SPECK_QUOTE_PLAYERS_HIRES_HAYWIRE_SPECK_PLUGS_RAZOR,
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SPECK_QUOTE_PLAYERS_HIRES_RAZOR_SPECK_PLUGS_HAYWIRE,
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SPECK_QUOTE_PLAYERS_HIRES_FLO_SPECK_PLUGS_BIFF,
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SPECK_QUOTE_PLAYERS_HIRES_LARRY_SPECK_PLUGS_BIFF,
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SPECK_QUOTE_GENERIC_THANKS_FOR_HIRING_MERCS_1,
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SPECK_QUOTE_GENERIC_THANKS_FOR_HIRING_MERCS_2, //70
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SPECK_QUOTE_PLAYER_TRIES_TO_HIRE_ALREADY_HIRED_MERC,
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SPECK_QUOTE_GOOD_BYE_1,
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SPECK_QUOTE_GOOD_BYE_2,
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SPECK_QUOTE_GOOD_BYE_3,
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SPECK_QUOTE_GOOD_BYE_TAG_PLAYER_OWES_MONEY,
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//TODO: Madd - don't forget the sounds for these
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SPECK_QUOTE_ADVERTISE_GASTON, //76
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SPECK_QUOTE_ADVERTISE_STOGIE,
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SPECK_QUOTE_GASTON_DEAD,
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SPECK_QUOTE_STOGIE_DEAD,
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SPECK_QUOTE_PLAYER_HIRES_GASTON,
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SPECK_QUOTE_PLAYER_HIRES_STOGIE,
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SPECK_QUOTE_RANDOM_CHIT_CHAT_1,
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SPECK_QUOTE_RANDOM_CHIT_CHAT_2,
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/*
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SPECK_QUOTE_,
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SPECK_QUOTE_,
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SPECK_QUOTE_,
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SPECK_QUOTE_,
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SPECK_QUOTE_, //80
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SPECK_QUOTE_,
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SPECK_QUOTE_,
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SPECK_QUOTE_,
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SPECK_QUOTE_,
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SPECK_QUOTE_,
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SPECK_QUOTE_,
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SPECK_QUOTE_,
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SPECK_QUOTE_,
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*/
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};
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#endif
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#endif |