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@ -34,6 +34,7 @@
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#include "interface_v3/inventory_manager.h"
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#include "interface_v3/inventory_manager.h"
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#include "motion/user_controls.h"
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#include "motion/user_controls.h"
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#include "sheet_manager.h"
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#include "sheet_manager.h"
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#include "connection.h"
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// GAME SHARE
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// GAME SHARE
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#include "game_share/constants.h"
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#include "game_share/constants.h"
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#include "game_share/properties.h"
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#include "game_share/properties.h"
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@ -141,6 +142,9 @@ void CGameContextMenu::init(const std::string &srcMenuId)
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_TextQuitTeam = "ui:interface:" + menuId + ":quit_team";
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_TextQuitTeam = "ui:interface:" + menuId + ":quit_team";
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_TextAddToFriendList = "ui:interface:" + menuId + ":add_to_friend_list";
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_TextAddToFriendList = "ui:interface:" + menuId + ":add_to_friend_list";
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_TextTalk = "ui:interface:" + menuId + ":talk";
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_TextTalk = "ui:interface:" + menuId + ":talk";
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_TextInvisible = "ui:interface:" + menuId + ":invisible";
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_TextInvulnerable = "ui:interface:" + menuId + ":invulnerable";
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_TextGod = "ui:interface:" + menuId + ":god";
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// Mission DB and Text link
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// Mission DB and Text link
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@ -257,6 +261,18 @@ void CGameContextMenu::update()
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setupContextMenuCantTalk(); // can't talk by default
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setupContextMenuCantTalk(); // can't talk by default
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bool showGMOptions = (hasPrivilegeDEV() || hasPrivilegeSGM() || hasPrivilegeGM() || hasPrivilegeVG() || hasPrivilegeSG() || hasPrivilegeEM() || hasPrivilegeEG() || hasPrivilegeOBSERVER());
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if (_TextInvisible)
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_TextInvisible->setActive(showGMOptions);
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if (_TextInvulnerable)
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_TextInvulnerable->setActive(showGMOptions);
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if (_TextGod)
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_TextGod->setActive(showGMOptions);
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// If mode Combat (no talk, no give, no mount, no extract_rm)
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// If mode Combat (no talk, no give, no mount, no extract_rm)
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if(UserEntity->isFighting())
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if(UserEntity->isFighting())
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{
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{
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@ -391,7 +407,7 @@ void CGameContextMenu::update()
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if(_TextExchange)
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if(_TextExchange)
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{
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{
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// Action possible only if the client is not already busy and the selection is able to do this with you..
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// Action possible only if the client is not already busy and the selection is able to do this with you..
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if(selection && selection->properties().canExchangeItem())
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if(selection && selection->isPlayer() && selection->properties().canExchangeItem())
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_TextExchange->setActive(!UserEntity->isBusy());
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_TextExchange->setActive(!UserEntity->isBusy());
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else
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else
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_TextExchange->setActive(false);
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_TextExchange->setActive(false);
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@ -415,6 +431,9 @@ void CGameContextMenu::update()
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if (_TextAttack)
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if (_TextAttack)
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_TextAttack->setActive(canAttack());
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_TextAttack->setActive(canAttack());
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if (_TextNews)
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_TextNews->setActive(!canAttack());
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if (_TextDuel && _TextUnDuel)
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if (_TextDuel && _TextUnDuel)
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{
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{
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if ((!UserEntity->isRiding()) && (_ServerInDuel->getValue8() != 0))
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if ((!UserEntity->isRiding()) && (_ServerInDuel->getValue8() != 0))
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@ -494,7 +513,7 @@ void CGameContextMenu::update()
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{
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{
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bool invitable = false;
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bool invitable = false;
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// User should not be flagged as invitable by himself, so no need to check that selection is not the user
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// User should not be flagged as invitable by himself, so no need to check that selection is not the user
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if(selection && selection->properties().invitable() && propValidation.invitable() )
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if(selection && selection->isPlayer() && selection->properties().invitable() && propValidation.invitable() )
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{
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{
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invitable = true;
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invitable = true;
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}
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}
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@ -605,6 +624,7 @@ void CGameContextMenu::update()
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// Apply real activation of Talk Texts.
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// Apply real activation of Talk Texts.
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applyTextTalk();
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applyTextTalk();
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}
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}
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// ***************************************************************************
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// ***************************************************************************
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@ -715,9 +735,16 @@ void CGameContextMenu::updateContextMenuMissionsOptions( bool forceHide )
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{
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{
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result = NLMISC::CI18N::get("uiMissionOptionNotReceived");
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result = NLMISC::CI18N::get("uiMissionOptionNotReceived");
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}
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}
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if (result == ucstring("Qui etes-vous ?"))
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{
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pVTM->setActive(false);
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}
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else
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{
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pVTM->setText(result);
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pVTM->setText(result);
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pVTM->setActive(true);
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pVTM->setActive(true);
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}
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}
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}
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else
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else
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{
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{
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pVTM->setText(ucstring(""));
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pVTM->setText(ucstring(""));
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@ -856,7 +883,7 @@ void CGameContextMenu::updateContextMenuTalkEntries(uint options)
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options = std::numeric_limits<uint>::max(); // in local mode, force all options to be shown (for debug)
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options = std::numeric_limits<uint>::max(); // in local mode, force all options to be shown (for debug)
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}
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}
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// news
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// news
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_OkTextNews= ((options & (1 << BOTCHATTYPE::NewsFlag)));
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_OkTextNews= true; //((options & (1 << BOTCHATTYPE::NewsFlag)));
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// trade
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// trade
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_OkTextTradeItem= ((options & (1 << BOTCHATTYPE::TradeItemFlag)) != 0);
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_OkTextTradeItem= ((options & (1 << BOTCHATTYPE::TradeItemFlag)) != 0);
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_OkTextTradeTeleport= ((options & (1 << BOTCHATTYPE::TradeTeleportFlag)) != 0);
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_OkTextTradeTeleport= ((options & (1 << BOTCHATTYPE::TradeTeleportFlag)) != 0);
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@ -907,7 +934,6 @@ void CGameContextMenu::setupContextMenuTalkWithPlayer()
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// ***************************************************************************
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// ***************************************************************************
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void CGameContextMenu::applyTextTalk()
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void CGameContextMenu::applyTextTalk()
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{
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{
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if (_TextNews) _TextNews->setActive(_OkTextNews);
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if (_TextTradeItem) _TextTradeItem->setActive(_OkTextTradeItem);
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if (_TextTradeItem) _TextTradeItem->setActive(_OkTextTradeItem);
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if (_TextTradeTeleport) _TextTradeTeleport->setActive(_OkTextTradeTeleport);
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if (_TextTradeTeleport) _TextTradeTeleport->setActive(_OkTextTradeTeleport);
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if (_TextTradeFaction) _TextTradeFaction->setActive(_OkTextTradeFaction);
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if (_TextTradeFaction) _TextTradeFaction->setActive(_OkTextTradeFaction);
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