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