mirror of
https://github.com/ZDoom/gzdoom.git
synced 2024-11-22 20:21:26 +00:00
- exported the character names of Strife's dialogues.
This commit is contained in:
parent
b1820039d7
commit
e57b16b9e7
2 changed files with 88 additions and 2 deletions
|
@ -370,7 +370,17 @@ static FStrifeDialogueNode *ReadRetailNode (FLevelLocals *Level, const char *nam
|
|||
|
||||
// The speaker's name, if any.
|
||||
speech.Sound[0] = 0; //speech.Name[16] = 0;
|
||||
node->SpeakerName = speech.Name;
|
||||
if (name && speech.Name[0])
|
||||
{
|
||||
FString label = speech.Name;
|
||||
label.ReplaceChars(' ', '_');
|
||||
label.ReplaceChars('\'', '_');
|
||||
node->SpeakerName.Format("$TXT_SPEAKER_%s", label.GetChars());
|
||||
}
|
||||
else
|
||||
{
|
||||
node->SpeakerName = speech.Name;
|
||||
}
|
||||
|
||||
// The item the speaker should drop when killed.
|
||||
node->DropType = GetStrifeType(speech.DropType);
|
||||
|
@ -459,7 +469,17 @@ static FStrifeDialogueNode *ReadTeaserNode (FLevelLocals *Level, const char *nam
|
|||
|
||||
// The speaker's name, if any.
|
||||
speech.Dialogue[0] = 0; //speech.Name[16] = 0;
|
||||
node->SpeakerName = speech.Name;
|
||||
if (name && speech.Name[0])
|
||||
{
|
||||
FString label = speech.Name;
|
||||
label.ReplaceChars(' ', '_');
|
||||
label.ReplaceChars('\'', '_');
|
||||
node->SpeakerName.Format("$TXT_SPEAKER_%s", label.GetChars());
|
||||
}
|
||||
else
|
||||
{
|
||||
node->SpeakerName = speech.Name;
|
||||
}
|
||||
|
||||
// The item the speaker should drop when killed.
|
||||
node->DropType = GetStrifeType (speech.DropType);
|
||||
|
|
|
@ -1219,3 +1219,69 @@ TXT_ILOG1029 = "TO ENTER THE FACTORY, YOU NEED A KEY. WE STOLE ONE, BUT THE AGEN
|
|||
TXT_ILOG1101 = "Find the chalice in the Sanctuary chapel and bring it to harris upstairs in the tavern.";
|
||||
TXT_ILOG1102 = "Find the Governor's mansion and talk to the Governor to get your reward";
|
||||
TXT_ILOG1201 = "Congratulations! You have earned our gratitude. Visit the Medic and Weapons Trainer and they will get you ready for what lies ahead. Feel free to wander around within the base.";
|
||||
|
||||
// Strife's character names
|
||||
|
||||
TXT_SPEAKER_ORDER_SERGEANT = "ORDER SERGEANT";
|
||||
TXT_SPEAKER_ROWAN = "ROWAN";
|
||||
TXT_SPEAKER_FERIS = "FERIS";
|
||||
TXT_SPEAKER_PRISON_GUARD = "PRISON GUARD";
|
||||
TXT_SPEAKER_JUSTIN = "JUSTIN";
|
||||
TXT_SPEAKER_MACIL = "MACIL";
|
||||
TXT_SPEAKER_ASSISTANT = "ASSISTANT";
|
||||
TXT_SPEAKER_KEY_MASTER = "KEY MASTER";
|
||||
TXT_SPEAKER_BODYGUARD = "BODYGUARD";
|
||||
TXT_SPEAKER_INTERROGATOR = "INTERROGATOR";
|
||||
TXT_SPEAKER_WARDEN_MONTAG = "WARDEN MONTAG";
|
||||
TXT_SPEAKER_RICHTER = "RICHTER";
|
||||
TXT_SPEAKER_MACIL_S_ADVISOR = "MACIL'S ADVISOR";
|
||||
TXT_SPEAKER_JUDGE_WOLENICK = "JUDGE WOLENICK";
|
||||
TXT_SPEAKER_TEVICK = "TEVICK";
|
||||
TXT_SPEAKER_HARRIS = "HARRIS";
|
||||
TXT_SPEAKER_FOREMAN = "FOREMAN";
|
||||
TXT_SPEAKER_PRISONER = "PRISONER";
|
||||
TXT_SPEAKER_SAMMIS = "SAMMIS";
|
||||
TXT_SPEAKER_WEAPON_SMITH = "WEAPON SMITH";
|
||||
TXT_SPEAKER_REACTOR_GUARD = "REACTOR GUARD";
|
||||
TXT_SPEAKER_APPRENTICE = "APPRENTICE";
|
||||
TXT_SPEAKER_DOOR_GUARD = "DOOR GUARD";
|
||||
TXT_SPEAKER_MASTER_SMITHY = "MASTER SMITHY";
|
||||
TXT_SPEAKER_WAREHOUSE_GUARD = "WAREHOUSE GUARD";
|
||||
TXT_SPEAKER_BARKEEP = "BARKEEP";
|
||||
TXT_SPEAKER_TIMOTHY = "TIMOTHY";
|
||||
TXT_SPEAKER_JAMES = "JAMES";
|
||||
TXT_SPEAKER_WORNER = "WORNER";
|
||||
TXT_SPEAKER_BAILEY_GUARD = "BAILEY GUARD";
|
||||
TXT_SPEAKER_DRONE = "DRONE";
|
||||
TXT_SPEAKER_FRONT_GUARD = "FRONT GUARD";
|
||||
TXT_SPEAKER_QUINCY = "QUINCY";
|
||||
TXT_SPEAKER_SERGEANT = "SERGEANT";
|
||||
TXT_SPEAKER_TEMPLE_GUARD = "TEMPLE GUARD";
|
||||
TXT_SPEAKER_ORACLE = "ORACLE";
|
||||
TXT_SPEAKER_ULAINE = "ULAINE";
|
||||
TXT_SPEAKER_FRONT_SOLDIER = "FRONT SOLDIER";
|
||||
TXT_SPEAKER_PROGRAMMER = "PROGRAMMER";
|
||||
TXT_SPEAKER_MEDIC = "MEDIC";
|
||||
TXT_SPEAKER_WATCHMAN = "WATCHMAN";
|
||||
TXT_SPEAKER_KETRICK = "KETRICK";
|
||||
TXT_SPEAKER_WERAN = "WERAN";
|
||||
TXT_SPEAKER_ADVISOR = "ADVISOR";
|
||||
TXT_SPEAKER_GEOFF = "GEOFF";
|
||||
TXT_SPEAKER_OVERSEER = "OVERSEER";
|
||||
TXT_SPEAKER_SECURITY_COMPLE = "SECURITY COMPLE";
|
||||
TXT_SPEAKER_COMPUTER_TECH = "COMPUTER TECH";
|
||||
TXT_SPEAKER_MACGUFFIN = "MACGUFFIN";
|
||||
TXT_SPEAKER_ARION = "ARION";
|
||||
TXT_SPEAKER_DOCK_WORKER = "DOCK WORKER";
|
||||
TXT_SPEAKER_IRALE = "IRALE";
|
||||
TXT_SPEAKER_CORE_GUARD = "CORE GUARD";
|
||||
TXT_SPEAKER_SEWER_GUARD = "SEWER GUARD";
|
||||
TXT_SPEAKER_TECHNICIAN = "TECHNICIAN";
|
||||
TXT_SPEAKER_GUARD = "GUARD";
|
||||
TXT_SPEAKER_PEASANT = "PEASANT";
|
||||
TXT_SPEAKER_ARMORER = "ARMORER";
|
||||
TXT_SPEAKER_BELDIN = "BELDIN";
|
||||
TXT_SPEAKER_GERARD = "GERARD";
|
||||
TXT_SPEAKER_GOVERNOR_MOUREL = "GOVERNOR MOUREL";
|
||||
TXT_SPEAKER_BOWYER = "BOWYER";
|
||||
TXT_SPEAKER_DERWIN = "DERWIN";
|
||||
|
|
Loading…
Reference in a new issue