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@ -5210,14 +5210,15 @@ void SyncObjectAnim(int o)
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void GetObjectStr(int i) |
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{ |
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switch (object[i]._otype) { |
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case OBJ_CRUX1: |
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case OBJ_CRUX2: |
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case OBJ_CRUX3: |
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strcpy(infostr, "Crucified Skeleton"); |
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break; |
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case OBJ_LEVER: |
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case OBJ_FLAMELVR: |
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strcpy(infostr, "Lever"); |
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break; |
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case OBJ_CHEST1: |
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case OBJ_TCHEST1: |
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strcpy(infostr, "Small Chest"); |
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break; |
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case OBJ_L1LDOOR: |
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case OBJ_L1RDOOR: |
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case OBJ_L2LDOOR: |
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@ -5246,7 +5247,10 @@ void GetObjectStr(int i)
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case OBJ_BOOK2R: |
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strcpy(infostr, "Mythical Book"); |
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break; |
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case OBJ_CHEST1: |
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case OBJ_TCHEST1: |
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strcpy(infostr, "Small Chest"); |
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break; |
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case OBJ_CHEST2: |
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case OBJ_TCHEST2: |
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strcpy(infostr, "Chest"); |
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@ -5256,39 +5260,34 @@ void GetObjectStr(int i)
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case OBJ_SIGNCHEST: |
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strcpy(infostr, "Large Chest"); |
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break; |
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case OBJ_CRUX1: |
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case OBJ_CRUX2: |
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case OBJ_CRUX3: |
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strcpy(infostr, "Crucified Skeleton"); |
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break; |
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case OBJ_SARC: |
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strcpy(infostr, "Sarcophagus"); |
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break; |
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case OBJ_BOOKSHELF: |
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strcpy(infostr, "Bookshelf"); |
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break; |
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case OBJ_BOOKCASEL: |
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case OBJ_BOOKCASER: |
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strcpy(infostr, "Bookcase"); |
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break; |
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case OBJ_BARREL: |
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case OBJ_BARRELEX: |
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#ifdef HELLFIRE |
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if (currlevel > 16 && currlevel < 21) // for hive levels
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strcpy(infostr, "Pod"); //Then a barrel is called a pod
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else if (currlevel > 20 && currlevel < 25) // for crypt levels
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strcpy(infostr, "Urn"); //Then a barrel is called an urn
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if (currlevel >= 17 && currlevel <= 20) // for hive levels
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strcpy(infostr, "Pod"); //Then a barrel is called a pod
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else if (currlevel >= 21 && currlevel <= 24) // for crypt levels
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strcpy(infostr, "Urn"); //Then a barrel is called an urn
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else |
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#endif |
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strcpy(infostr, "Barrel"); |
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break; |
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case OBJ_SKELBOOK: |
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strcpy(infostr, "Skeleton Tome"); |
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break; |
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case OBJ_SHRINEL: |
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case OBJ_SHRINER: |
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sprintf(tempstr, "%s Shrine", shrinestrs[object[i]._oVar1]); |
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strcpy(infostr, tempstr); |
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break; |
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case OBJ_BOOKCASEL: |
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case OBJ_BOOKCASER: |
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strcpy(infostr, "Bookcase"); |
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case OBJ_SKELBOOK: |
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strcpy(infostr, "Skeleton Tome"); |
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break; |
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case OBJ_BOOKSTAND: |
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strcpy(infostr, "Library Book"); |
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@ -5305,9 +5304,6 @@ void GetObjectStr(int i)
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case OBJ_BLOODBOOK: |
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strcpy(infostr, "Book of Blood"); |
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break; |
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case OBJ_PEDISTAL: |
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strcpy(infostr, "Pedestal of Blood"); |
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break; |
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case OBJ_PURIFYINGFTN: |
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strcpy(infostr, "Purifying Spring"); |
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break; |
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@ -5315,6 +5311,9 @@ void GetObjectStr(int i)
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case OBJ_WARARMOR: |
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strcpy(infostr, "Armor"); |
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break; |
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case OBJ_WARWEAP: |
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strcpy(infostr, "Weapon Rack"); |
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break; |
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case OBJ_GOATSHRINE: |
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strcpy(infostr, "Goat Shrine"); |
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break; |
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@ -5330,10 +5329,12 @@ void GetObjectStr(int i)
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case OBJ_STEELTOME: |
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strcpy(infostr, "Steel Tome"); |
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break; |
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case OBJ_PEDISTAL: |
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strcpy(infostr, "Pedestal of Blood"); |
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break; |
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case OBJ_STORYBOOK: |
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strcpy(infostr, StoryBookName[object[i]._oVar3]); |
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break; |
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case OBJ_WARWEAP: |
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case OBJ_WEAPONRACK: |
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strcpy(infostr, "Weapon Rack"); |
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break; |
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