Removed the death messages.
At first I was doing the same thing to them I did to the bragging messages, but when it came to actually thinking of things these characters should say, nothing I liked came up. The main problem is nothing fits the characters' expressions. Add to that the complexity of making this really work right, and it's just not worth it. The Sid death message has also been removed, both for consistency and because of the mismatch of Chris's face with what he said there.
This commit is contained in:
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3c6c41ee49
commit
7578f3814f
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@ -1418,7 +1418,7 @@ void alien_setKlineAttackMethod(object *alien)
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{
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if (alien->shield <= 500)
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{
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setRadioMessage(FS_KLINE, "ENOUGH!! THIS ENDS NOW!!!", 1);
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setRadioMessage(FS_KLINE, "ENOUGH! THIS ENDS NOW!", 1);
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alien->weaponType[0] = W_AIMED_SHOT;
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alien->weaponType[1] = W_MICRO_HOMING_MISSILES;
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alien->flags |= FL_CANCLOAK;
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@ -1427,7 +1427,7 @@ void alien_setKlineAttackMethod(object *alien)
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}
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else if (alien->shield <= 1000)
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{
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setRadioMessage(FS_KLINE, "Your ability to stay alive irritates me!! Try dodging some of these!!", 1);
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setRadioMessage(FS_KLINE, "Your ability to stay alive irritates me! Try dodging some of these!", 1);
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if (game.difficulty == DIFFICULTY_ORIGINAL)
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{
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alien->weaponType[0] = W_DIRSHOCKMISSILE;
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@ -76,7 +76,7 @@ void cargo_becomeCollectable(int i)
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aliens[ALIEN_PHOEBE].active = true;
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aliens[ALIEN_PHOEBE].x = cargo[i].x;
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aliens[ALIEN_PHOEBE].y = cargo[i].y;
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setRadioMessage(FS_PHOEBE, "Thanks!! Watch out, WEAPCO! Phoebe's loose and she's ANGRY!!!", 1);
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setRadioMessage(FS_PHOEBE, "Thanks! Watch out, WEAPCO! Phoebe's loose and she's ANGRY!", 1);
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}
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cargo[i].active = false;
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@ -64,7 +64,7 @@ void events_init()
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events[3].time = 170;
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events[3].face = FS_SID;
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strcpy(events[3].message, "Chris, HURRY!!!");
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strcpy(events[3].message, "Chris, HURRY!");
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events[4].time = 180;
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events[4].face = FS_SID;
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@ -108,7 +108,7 @@ void events_init()
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events[5].time = 100;
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events[5].face = FS_CREW;
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strcpy(events[5].message, "Chris, HELP!! We've lost all system power! We're a sitting duck out here!");
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strcpy(events[5].message, "Chris, HELP! We've lost all system power! We're a sitting duck out here!");
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events[5].entity = ALIEN_FRIEND1;
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events[5].flag = FL_DISABLED;
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@ -139,7 +139,7 @@ void events_init()
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events[1].time = -8;
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events[1].face = FS_PHOEBE;
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strcpy(events[1].message, "DAMMIT! It's a trap! Come on, Chris, we have to leave NOW!!");
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strcpy(events[1].message, "DAMMIT! It's a trap! Come on, Chris, we have to leave NOW!");
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events[2].time = -9;
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events[2].entity = ALIEN_PHOEBE;
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@ -211,7 +211,7 @@ void events_init()
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events[4].time = 93;
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events[4].face = FS_KRASS;
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strcpy(events[4].message, "Keep those things off my back or it'll cost you extra!!!");
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strcpy(events[4].message, "Keep those things off my back or it'll cost you extra!");
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events[5].time = 120;
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events[5].entity = ALIEN_BOSS_PART3;
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41
src/game.cpp
41
src/game.cpp
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@ -25,6 +25,14 @@ static Star stars[STARS_NUM];
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static Uint32 frameLimit = 0;
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static int thirds = 0;
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static const char *klineInsult[] = {
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"Pathetic.", "How very disappointing...", "Heroic. And stupid."
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};
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static const char *klineVenusInsult[] = {
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"Fool.", "And now you're nothing but a DEAD hero."
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};
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void game_init()
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{
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game.system = SYSTEM_SPIRIT;
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@ -394,7 +402,7 @@ static void game_doCollectables()
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weapon[W_PLAYER_WEAPON].reload[0] = rate2reload[5];
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weapon[W_PLAYER_WEAPON].flags |= WF_SPREAD;
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sprintf(temp, "Picked up a Super Charge!!");
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sprintf(temp, "Picked up a Super Charge!");
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}
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else
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{
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@ -1176,8 +1184,8 @@ static void game_doPlayer()
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int shapeToUse;
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float cd;
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float cc;
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bool xmoved = false;
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bool ymoved = false;
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int xmoved = 0;
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int ymoved = 0;
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if (player.shield > -100)
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{
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@ -1206,7 +1214,7 @@ static void game_doPlayer()
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if (player.ammo[1] >= 100)
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{
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player.ammo[1] = 200;
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setInfoLine("Laser Overheat!!", FONT_WHITE);
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setInfoLine("Laser Overheat!", FONT_WHITE);
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}
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}
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}
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@ -1277,14 +1285,14 @@ static void game_doPlayer()
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{
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player.y -= player.speed;
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engine.ssy += 0.1;
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ymoved = true;
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ymoved = 1;
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}
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if (engine.keyState[KEY_DOWN])
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{
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player.y += player.speed;
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engine.ssy -= 0.1;
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ymoved = true;
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ymoved = 1;
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}
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if (engine.keyState[KEY_LEFT])
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@ -1292,7 +1300,7 @@ static void game_doPlayer()
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player.x -= player.speed;
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engine.ssx += 0.1;
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player.face = 1;
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xmoved = true;
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xmoved = 1;
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}
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if (engine.keyState[KEY_RIGHT])
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@ -1300,7 +1308,7 @@ static void game_doPlayer()
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player.x += player.speed;
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engine.ssx -= 0.1;
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player.face = 0;
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xmoved = true;
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xmoved = 1;
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}
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if (engine.keyState[KEY_ESCAPE])
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@ -1324,8 +1332,8 @@ static void game_doPlayer()
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(game.area == MISN_MARS))
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{
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player.face = 0;
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xmoved = true;
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ymoved = true;
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xmoved = 1;
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ymoved = 1;
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}
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if (engine.done == 0)
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@ -1423,8 +1431,17 @@ static void game_doPlayer()
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player.shield--;
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if (player.shield == -1)
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{
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if ((game.hasWingMate1) || (aliens[ALIEN_KLINE].active))
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getPlayerDeathMessage();
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if (aliens[ALIEN_KLINE].active)
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{
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if (game.area == MISN_VENUS)
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setRadioMessage(FS_KLINE, klineVenusInsult[rand() % 2], 1);
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else
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setRadioMessage(FS_KLINE, klineInsult[rand() % 3], 1);
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}
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else if ((aliens[ALIEN_BOSS].active) && (aliens[ALIEN_BOSS].classDef == CD_KRASS))
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{
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setRadioMessage(FS_KRASS, "That was the easiest $90,000,000 I've ever earned! Bwah! Ha! Ha! Ha!", 1);
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}
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// Make it look like the ships are all still moving...
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if (game.area == MISN_ELLESH)
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@ -19,21 +19,12 @@ along with this program. If not, see <http://www.gnu.org/licenses/>.
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#include "Starfighter.h"
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static const char *deathMessage[6] = {
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"Oh my God... No!",
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"NOOOOOOOOOOOOOOOOOOOOOOOOOOO!!!!",
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"Please tell me that didn't just happen...",
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"Chris, answer me!!",
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"What the hell happened?!",
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"Chriiiiiiiiiiiiiiiiiiiiiiiiiiis!!!!",
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};
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static const char *missFireMessage[5] = {
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"I am NOT your enemy!",
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"Hey! Watch it!",
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"What are you doing?! Shoot THEM!",
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"OW!!! I hope that was an accident!",
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"Open your eyes!!",
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"OW! I hope that was an accident!",
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"Open your eyes!",
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};
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static const char *playerHitMessage[3] = {
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@ -42,50 +33,6 @@ static const char *playerHitMessage[3] = {
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"Don't fly into my missiles!",
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};
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const char *getKlineInsult()
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{
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static const char *insult[] = {
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"Pathetic.", "How very disappointing...", "Heroic. And stupid.", "Fool.",
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"And now you're nothing but a DEAD hero."
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};
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if (game.area != MISN_VENUS)
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return (insult[rand() % 3]);
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else
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return (insult[3 + (rand() % 2)]);
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}
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void getPlayerDeathMessage()
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{
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if (aliens[ALIEN_KLINE].active)
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{
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setRadioMessage(FS_KLINE, getKlineInsult(), 1);
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return;
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}
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if ((aliens[ALIEN_BOSS].active) && (aliens[ALIEN_BOSS].classDef == CD_KRASS))
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{
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setRadioMessage(FS_KRASS, "That was the easiest $90,000,000 I've ever earned! Bwwah!! Ha!! Ha!! Ha!!", 1);
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return;
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}
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int faceToUse = FS_PHOEBE;
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if ((game.area == MISN_URUSOR) || (game.area == MISN_POSWIC) ||
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(game.area == MISN_EARTH))
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{
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faceToUse = FS_SID;
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}
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else if (game.hasWingMate2)
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{
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if ((rand() % 2) == 0)
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faceToUse = FS_URSULA;
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}
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setRadioMessage(faceToUse, deathMessage[rand() % 6], 1);
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}
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void getMissFireMessage(object *ally)
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{
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int faceToUse = FS_PHOEBE;
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@ -21,8 +21,6 @@ along with this program. If not, see <http://www.gnu.org/licenses/>.
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#define MESSAGES_H
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extern void getKillMessage(object *ally);
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extern const char *getKlineInsult();
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extern void getPlayerDeathMessage();
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extern void getMissFireMessage(object *ally);
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extern void getPlayerHitMessage(object *ally);
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@ -395,7 +395,7 @@ static void evaluateRequirement(int type, int id, int *completed, int *targetVal
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setRadioMessage(FS_SID, "Dammit, Chris! We just lost her!", 1);
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break;
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case MISN_ALLEZ:
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setRadioMessage(FS_CREW, "Noooo!! Hull bre...", 1);
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setRadioMessage(FS_CREW, "Noooo! Hull bre...", 1);
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break;
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case MISN_URUSOR:
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setRadioMessage(FS_SID, "Chris, we've got to disable them, not destroy them!!", 1);
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@ -435,8 +435,7 @@ void updateMissionRequirements(int type, int id, int value)
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// you will automatically fail the mission(!)
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if ((type == M_DESTROY_TARGET_TYPE) && (id == CD_SID))
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{
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setInfoLine("Sid has been killed!!", FONT_RED);
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setRadioMessage(FS_CHRIS, "Sid... I... I'm sorry...", 1);
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setInfoLine("Sid has been killed!", FONT_RED);
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currentMission.completed1[0] = OB_JUST_FAILED;
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}
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