Source v1.13 Mod High Resolution version from 2006-04-16

*********************************************************
*	2006/04/16					*
*	RoWa21						*
*	Developed in VS 2003				*
*********************************************************

- Updated the language files in the utils project from lalienxx

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@26 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
lalien
2006-04-19 18:29:45 +00:00
parent 8d448f9c64
commit 1dc64849d3
16 changed files with 574 additions and 107 deletions
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+1 -1
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@@ -42,7 +42,7 @@
<Tool
Name="VCLinkerTool"
AdditionalDependencies="libexpatMT.lib mss32.lib winmm.lib smackw32.lib"
OutputFile="C:\games\Jagged Alliance 2 Gold\ja2_debug.exe"
OutputFile="C:\games\Jagged Alliance 2 v1.13\ja2_v113_debug.exe"
LinkIncremental="2"
SuppressStartupBanner="TRUE"
AdditionalLibraryDirectories=".\..\..\Standard Gaming Platform\"
+1 -1
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@@ -1244,7 +1244,7 @@ void Print8CharacterOnlyString( void )
BOOLEAN CheckCharacterInputForEgg( void )
{
// MERC_HIRE_STRUCT HireMercStruct;
MERC_HIRE_STRUCT HireMercStruct;
#ifndef JA2BETAVERSION
return( FALSE );
+223 -92
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@@ -1317,9 +1317,9 @@ FontTranslationTable *CreateEnglishTransTable( )
pTable = (FontTranslationTable *)MemAlloc(sizeof(FontTranslationTable));
#ifdef JA2
// ha ha, we have more than Wizardry now (again)
pTable->usNumberOfSymbols = 172;
pTable->usNumberOfSymbols = 255;
#else
pTable->usNumberOfSymbols = 155;
pTable->usNumberOfSymbols = 255;
#endif
pTable->DynamicArrayOf16BitValues = (UINT16 *)MemAlloc(pTable->usNumberOfSymbols * 2);
temp = pTable->DynamicArrayOf16BitValues;
@@ -1512,6 +1512,8 @@ FontTranslationTable *CreateEnglishTransTable( )
temp++;
#ifdef JA2
#ifdef GERMAN
*temp = 196; // "A" umlaut
temp++;
*temp = 214; // "O" umlaut
@@ -1526,110 +1528,86 @@ FontTranslationTable *CreateEnglishTransTable( )
temp++;
*temp = 223; // double-s that looks like a beta/B // 100
temp++;
// START OF FUNKY RUSSIAN STUFF
*temp = 1101;
#else
*temp = 0; // "A" umlaut
temp++;
*temp = 1102;
*temp = 0; // "O" umlaut
temp++;
*temp = 1103;
*temp = 0; // "U" umlaut
temp++;
*temp = 1104;
*temp = 0; // "a" umlaut
temp++;
*temp = 1105;
*temp = 0; // "o" umlaut
temp++;
*temp = 1106;
*temp = 0; // "u" umlaut
temp++;
*temp = 1107;
temp++;
*temp = 1108;
temp++;
*temp = 1109;
temp++;
*temp = 1110;
temp++;
*temp = 1111;
temp++;
*temp = 1112;
temp++;
*temp = 1113;
temp++;
*temp = 1114;
temp++;
*temp = 1115;
temp++;
*temp = 1116;
temp++;
*temp = 1117;
temp++;
*temp = 1118;
temp++;
*temp = 1119;
temp++;
*temp = 1120;
temp++;
*temp = 1121;
temp++;
*temp = 1122;
temp++;
*temp = 1123;
temp++;
*temp = 1124;
temp++;
*temp = 1125;
temp++;
*temp = 1126;
temp++;
*temp = 1127;
temp++;
*temp = 1128;
temp++;
*temp = 1129;
temp++;
*temp = 1130; // 130
temp++;
*temp = 1131;
temp++;
*temp = 1132;
temp++;
// END OF FUNKY RUSSIAN STUFF
*temp = 196; // Ä
*temp = 0; // double-s that looks like a beta/B // 100
temp++;
#endif
*temp = 192; // À
temp++;
*temp = 193; // Á
temp++;
*temp = 194; // Â
*temp = 194; // Ã
temp++;
*temp = 195; // Ä
temp++;
*temp = 196; // Å
temp++;
*temp = 197; // ¨
temp++;
*temp = 198; // Æ
temp++;
*temp = 199; // Ç
temp++;
*temp = 203; // Ë
*temp = 200; // È 140
temp++;
*temp = 200; // È
temp++;
*temp = 201; // É 140
*temp = 201; // É
temp++;
*temp = 202; // Ê
temp++;
*temp = 203; // Ë
temp++;
*temp = 204; // Ì
temp++;
*temp = 205; // Í
temp++;
*temp = 206; // Î
temp++;
*temp = 207; // Ï
temp++;
*temp = 214; // Ö
*temp = 208; // Ð
temp++;
*temp = 210; // Ò
*temp = 209; // Ñ
temp++;
*temp = 210; // Ò 150
temp++;
*temp = 211; // Ó
temp++;
*temp = 212; // Ô
temp++;
*temp = 220; // Ü
*temp = 213; // Õ
temp++;
*temp = 214; // Ö
temp++;
*temp = 215; // ×
temp++;
*temp = 216; // Ø
temp++;
*temp = 217; // Ù
temp++;
*temp = 218; // Ú
temp++;
*temp = 219; // Û 150
*temp = 219; // Û
temp++;
*temp = 228; // ä
*temp = 220; // Ü 160
temp++;
*temp = 221; // Ý
temp++;
*temp = 222; // Þ
temp++;
*temp = 223; // ß
temp++;
*temp = 224; // à
temp++;
@@ -1637,41 +1615,194 @@ FontTranslationTable *CreateEnglishTransTable( )
temp++;
*temp = 226; // â
temp++;
*temp = 231; // ç
*temp = 227; // ã
temp++;
*temp = 235; // ë
*temp = 228; // ä
temp++;
*temp = 232; // è
*temp = 229; // å
temp++;
*temp = 233; // é
*temp = 230; // ¸ 170
temp++;
*temp = 234; // ê
*temp = 231; // æ
temp++;
*temp = 239; // ï 160
*temp = 232; // ç
temp++;
*temp = 246; // ö
*temp = 233; // è
temp++;
*temp = 242; // ò
*temp = 234; // é
temp++;
*temp = 243; // ó
*temp = 235; // ê
temp++;
*temp = 244; // ô
*temp = 236; // ë
temp++;
*temp = 252; // ü
*temp = 237; // ì
temp++;
*temp = 249; // ù
*temp = 238; // í
temp++;
*temp = 250; // ú
*temp = 239; // î 170
temp++;
*temp = 251; // û
*temp = 240; // ï
temp++;
*temp = 204; // Ì
*temp = 241; // ð
temp++;
*temp = 206; // Î 170
*temp = 242; // ñ
temp++;
*temp = 236; // ì
*temp = 243; // ò
temp++;
*temp = 238; // î
*temp = 244; // ó
temp++;
*temp = 245; // ô
temp++;
*temp = 246; // õ
temp++;
*temp = 247; // ö
temp++;
*temp = 248; // ÷
temp++;
*temp = 249; // ø 170
temp++;
*temp = 250; // ù
temp++;
*temp = 251; // ú
temp++;
*temp = 252; // û
temp++;
*temp = 253; // ü 170
temp++;
*temp = 254; // ý
temp++;
*temp = 255; // þ
temp++;
*temp = 256; // ÿ
temp++;
// START OF FUNKY RUSSIAN STUFF
*temp = 1041;
temp++;
*temp = 1042;
temp++;
*temp = 1043;
temp++;
*temp = 1044;
temp++;
*temp = 1045;
temp++;
*temp = 1046;
temp++;
*temp = 1047;
temp++;
*temp = 1048;
temp++;
*temp = 1049; //110
temp++;
*temp = 1050;
temp++;
*temp = 1051;
temp++;
*temp = 1052;
temp++;
*temp = 1053;
temp++;
*temp = 1054;
temp++;
*temp = 1055;
temp++;
*temp = 1056;
temp++;
*temp = 1057;
temp++;
*temp = 1058;
temp++;
*temp = 1059; //120
temp++;
*temp = 1060;
temp++;
*temp = 1061;
temp++;
*temp = 1062;
temp++;
*temp = 1063;
temp++;
*temp = 1064;
temp++;
*temp = 1065;
temp++;
*temp = 1066;
temp++;
*temp = 1067;
temp++;
*temp = 1068;
temp++;
*temp = 1069; // 130
temp++;
*temp = 1070;
temp++;
*temp = 1071;
temp++;
*temp = 1072; // Ä
temp++;
*temp = 1073; // À
temp++;
*temp = 1074; // Á
temp++;
*temp = 1075; // Â
temp++;
*temp = 1076; // Ã
temp++;
*temp = 1077; // Å
temp++;
*temp = 1078; // ¨
temp++;
*temp = 1079; // Ç 140
temp++;
*temp = 1080; // Ë
temp++;
*temp = 1081; // È
temp++;
*temp = 1082; // É 140
temp++;
*temp = 1083; // Ê
temp++;
*temp = 1084; // Ï
temp++;
*temp = 1085; // Ö
temp++;
*temp = 1086; // Ò
temp++;
*temp = 1087; // Ó
temp++;
*temp = 1088; // Ô
temp++;
*temp = 1089; // Ü 150
temp++;
*temp = 1090; // Ù
temp++;
*temp = 1091; // Ú
temp++;
*temp = 1092; // Û 150
temp++;
*temp = 1093; // ä
temp++;
*temp = 1094; // à
temp++;
*temp = 1095; // á
temp++;
*temp = 1096; // â
temp++;
*temp = 1097; // ç
temp++;
*temp = 1098; // ë
temp++;
*temp = 1099; // è 160
temp++;
*temp = 1100; // é
temp++;
*temp = 1101; // ê
temp++;
*temp = 1102; // ï 160
temp++;
*temp = 1103; // ö
temp++;
#else
+6 -6
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@@ -755,8 +755,8 @@ DebugMsg (TOPIC_JA2,DBG_LEVEL_3,"QueenCommand");
#ifdef JA2BETAVERSION
if( !pGroup->pEnemyGroup->ubNumElites )
{
swprintf( str, L"Enemy elite killed with ubGroupID of %d, but the group doesn't contain elites!", pGroup->ubGroupID );
DoScreenIndependantMessageBox( str, MSG_BOX_FLAG_OK, NULL );
//swprintf( str, L"Enemy elite killed with ubGroupID of %d, but the group doesn't contain elites!", pGroup->ubGroupID );
//DoScreenIndependantMessageBox( str, MSG_BOX_FLAG_OK, NULL );
break;
}
if( guiCurrentScreen == GAME_SCREEN )
@@ -781,8 +781,8 @@ DebugMsg (TOPIC_JA2,DBG_LEVEL_3,"QueenCommand");
#ifdef JA2BETAVERSION
if( !pGroup->pEnemyGroup->ubNumTroops )
{
swprintf( str, L"Enemy troop killed with ubGroupID of %d, but the group doesn't contain elites!", pGroup->ubGroupID );
DoScreenIndependantMessageBox( str, MSG_BOX_FLAG_OK, NULL );
//swprintf( str, L"Enemy troop killed with ubGroupID of %d, but the group doesn't contain elites!", pGroup->ubGroupID );
//DoScreenIndependantMessageBox( str, MSG_BOX_FLAG_OK, NULL );
break;
}
if( guiCurrentScreen == GAME_SCREEN )
@@ -807,8 +807,8 @@ DebugMsg (TOPIC_JA2,DBG_LEVEL_3,"QueenCommand");
#ifdef JA2BETAVERSION
if( !pGroup->pEnemyGroup->ubNumAdmins )
{
swprintf( str, L"Enemy administrator killed with ubGroupID of %d, but the group doesn't contain elites!", pGroup->ubGroupID );
DoScreenIndependantMessageBox( str, MSG_BOX_FLAG_OK, NULL );
//swprintf( str, L"Enemy administrator killed with ubGroupID of %d, but the group doesn't contain elites!", pGroup->ubGroupID );
//DoScreenIndependantMessageBox( str, MSG_BOX_FLAG_OK, NULL );
break;
}
if( guiCurrentScreen == GAME_SCREEN )
+1 -1
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@@ -244,7 +244,7 @@ BOOLEAN GetMLGFilename( SGPFILENAME filename, UINT16 usMLGGraphicID )
#elif defined( POLISH )
sprintf( zLanguage, "POLISH" );
#elif defined( RUSSIAN )
sprintf( zLanguage, "RUSSIAN" );
sprintf( (char *)zLanguage, "RUSSIAN" );
#elif defined( SPANISH )
sprintf( zLanguage, "SPANISH" );
#elif defined( TAIWANESE )
+30
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@@ -599,6 +599,36 @@ STR16 pAssignMenuStrings[] =
L"Stop", // cancel this menu
};
//lal
STR16 pMilitiaControlMenuStrings[] =
{
L"Attack", // set militia to aggresive
L"Hold Position", // set militia to stationary
L"Retreat", // retreat militia
L"Come to me", // retreat militia
L"Get down", // retreat militia
L"Take cover",
L"All: Attack",
L"All: Hold Position",
L"All: Retreat",
L"All: Come to me",
L"All: Get down",
L"All: Take cover",
L"All: Find items",
L"Cancel", // cancel this menu
};
//STR16 pTalkToAllMenuStrings[] =
//{
// L"Attack", // set militia to aggresive
// L"Hold Position", // set militia to stationary
// L"Retreat", // retreat militia
// L"Come to me", // retreat militia
// L"Get down", // retreat militia
// L"Cancel", // cancel this menu
//};
STR16 pRemoveMercStrings[] =
{
L"Verw.Huurl.", // remove dead merc from current team
+31 -4
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@@ -297,8 +297,6 @@ UINT16 Message[][STRING_LENGTH] =
L"Bloodcats' turn",
L"full auto",
L"no full auto",
L"accurate",
L"inaccurate",
};
@@ -613,6 +611,35 @@ STR16 pAssignMenuStrings[] =
L"Cancel", // cancel this menu
};
//lal
STR16 pMilitiaControlMenuStrings[] =
{
L"Attack", // set militia to aggresive
L"Hold Position", // set militia to stationary
L"Retreat", // retreat militia
L"Come to me", // retreat militia
L"Get down", // retreat militia
L"Take cover",
L"All: Attack",
L"All: Hold Position",
L"All: Retreat",
L"All: Come to me",
L"All: Get down",
L"All: Take cover",
L"All: Find items",
L"Cancel", // cancel this menu
};
//STR16 pTalkToAllMenuStrings[] =
//{
// L"Attack", // set militia to aggresive
// L"Hold Position", // set militia to stationary
// L"Retreat", // retreat militia
// L"Come to me", // retreat militia
// L"Get down", // retreat militia
// L"Cancel", // cancel this menu
//};
STR16 pRemoveMercStrings[] =
{
L"Remove Merc", // remove dead merc from current team
@@ -1907,7 +1934,7 @@ STR16 pMapErrorString[] =
L"needs an escort to move. Place her on a squad with one.", // for a female
L"Merc hasn't yet arrived in Arulco!",
L"Looks like there's some contract negotiations to settle first.",
L"Cannot give a movement order. Air raid is going on.", // WANNE 2
L"",
//11-15
L"Movement orders? There's a battle going on!",
L"You have been ambushed by bloodcats in sector %s!",
@@ -4010,4 +4037,4 @@ STR16 gzLateLocalizedString[] =
#endif //ENGLISH
#endif //ENGLISH
+29
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@@ -605,6 +605,35 @@ STR16 pAssignMenuStrings[] =
L"Annuler", // cancel this menu
};
//lal
STR16 pMilitiaControlMenuStrings[] =
{
L"Attack", // set militia to aggresive
L"Hold Position", // set militia to stationary
L"Retreat", // retreat militia
L"Come to me", // retreat militia
L"Get down", // retreat militia
L"Take cover",
L"All: Attack",
L"All: Hold Position",
L"All: Retreat",
L"All: Come to me",
L"All: Get down",
L"All: Take cover",
L"All: Find items",
L"Cancel", // cancel this menu
};
//STR16 pTalkToAllMenuStrings[] =
//{
// L"Attack", // set militia to aggresive
// L"Hold Position", // set militia to stationary
// L"Retreat", // retreat militia
// L"Come to me", // retreat militia
// L"Get down", // retreat militia
// L"Cancel", // cancel this menu
//};
STR16 pRemoveMercStrings[] =
{
L"Enlever Merc", // remove dead merc from current team
+29 -2
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@@ -588,6 +588,35 @@ STR16 pAssignMenuStrings[] =
L"Abbrechen", // cancel this menu
};
//lal
STR16 pMilitiaControlMenuStrings[] =
{
L"Attack", // set militia to aggresive
L"Hold Position", // set militia to stationary
L"Retreat", // retreat militia
L"Come to me", // retreat militia
L"Get down", // retreat militia
L"Take cover",
L"All: Attack",
L"All: Hold Position",
L"All: Retreat",
L"All: Come to me",
L"All: Get down",
L"All: Take cover",
L"All: Find items",
L"Cancel", // cancel this menu
};
//STR16 pTalkToAllMenuStrings[] =
//{
// L"Attack", // set militia to aggresive
// L"Hold Position", // set militia to stationary
// L"Retreat", // retreat militia
// L"Come to me", // retreat militia
// L"Get down", // retreat militia
// L"Cancel", // cancel this menu
//};
STR16 pRemoveMercStrings[] ={
L"Söldner entfernen", // remove dead merc from current team
L"Abbrechen",
@@ -3109,8 +3138,6 @@ STR16 zMarksMapScreenText[] =
L"%s ist voller Milizen.",
L"Söldner hat begrenzten Vertrag.",
L"Vertrag des Söldners ist nicht versichert",
// WANNE 2
L"Kartenübersicht", // 24
};
STR16 pLandMarkInSectorString[] =
+29
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@@ -598,6 +598,35 @@ STR16 pAssignMenuStrings[] =
L"Annulla", // cancel this menu
};
//lal
STR16 pMilitiaControlMenuStrings[] =
{
L"Attack", // set militia to aggresive
L"Hold Position", // set militia to stationary
L"Retreat", // retreat militia
L"Come to me", // retreat militia
L"Get down", // retreat militia
L"Take cover",
L"All: Attack",
L"All: Hold Position",
L"All: Retreat",
L"All: Come to me",
L"All: Get down",
L"All: Take cover",
L"All: Find items",
L"Cancel", // cancel this menu
};
//STR16 pTalkToAllMenuStrings[] =
//{
// L"Attack", // set militia to aggresive
// L"Hold Position", // set militia to stationary
// L"Retreat", // retreat militia
// L"Come to me", // retreat militia
// L"Get down", // retreat militia
// L"Cancel", // cancel this menu
//};
STR16 pRemoveMercStrings[] =
{
L"Rimuovi Mercenario", // remove dead merc from current team
+22
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@@ -40,6 +40,28 @@ L"Dies ist ein IRON MAN-Spiel, und es kann nicht gespeichert werden, wenn sich G
L"Um den Editor zu benutzen, müssen Sie eine andere als die Standardkampgane auswählen.",
};
//these strings match up with the defines in IMP Skill trait.cpp
STR16 gzIMPSkillTraitsText[]=
{
L"Lock picking",
L"Hand to hand combat",
L"Electronics",
L"Night operations",
L"Throwing",
L"Teaching",
L"Heavy Weapons",
L"Auto Weapons",
L"Stealth",
L"Ambidextrous",
L"Knifing",
L"Rooftop Sniping",
L"Camouflage",
L"Martial Arts",
L"None",
L"I.M.P. Specialties",
};
//@@@: New string as of March 3, 2000.
STR16 gzIronManModeWarningText[]=
{
+71
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@@ -0,0 +1,71 @@
#ifdef PRECOMPILEDHEADERS
#include "Utils All.h"
#include "_Ja25RussianText.h"
#else
#include "Language Defines.h"
#ifdef ENGLISH
#include "text.h"
#include "Fileman.h"
#endif
#endif
#ifdef RUSSIAN
// VERY TRUNCATED FILE COPIED FROM JA2.5 FOR ITS FEATURES FOR JA2 GOLD
STR16 zNewTacticalMessages[]=
{
L"Range to target: %d tiles, Brightness = %d/%d",
L"Attaching the transmitter to your laptop computer.",
L"You cannot afford to hire %s",
L"For a limited time, the above fee covers the cost of the entire mission and includes the equipment listed below.",
L"Hire %s now and take advantage of our unprecedented 'one fee covers all' pricing. Also included in this unbelievable offer is the mercenary's personal equipment at no charge.",
L"Fee",
L"There is someone else in the sector...",
L"Gun Range: %d tiles, Chance to hit: %d percent",
L"Display Cover",
L"Line of Sight",
L"New Recruits cannot arrive there.",
L"Since your laptop has no transmitter, you won't be able to hire new team members. Perhaps this would be a good time to load a saved game or start over!",
L"%s hears the sound of crumpling metal coming from underneath Jerry's body. It sounds disturbingly like your laptop antenna being crushed.", //the %s is the name of a merc. @@@ Modified
L"After scanning the note left behind by Deputy Commander Morris, %s senses an oppurtinity. The note contains the coordinates for launching missiles against different towns in Arulco. It also gives the coodinates of the origin - the missile facility.",
L"Noticing the control panel, %s figures the numbers can be reveresed, so that the missile might destroy this very facility. %s needs to find an escape route. The elevator appears to offer the fastest solution...",
L"This is an IRON MAN game and you cannot save when enemies are around.", // @@@ new text
L"(Cannot save during combat)", //@@@@ new text
L"The current campaign name is greater than 30 characters.", // @@@ new text
L"The current campaign cannot be found.", // @@@ new text
L"Campaign: Default ( %S )", // @@@ new text
L"Campaign: %S", // @@@ new text
L"You have selected the campaign %S. This campaign is a player-modified version of the original Unfinished Business campaign. Are you sure you wish to play the %S campaign?", // @@@ new text
L"In order to use the editor, please select a campaign other than the default.", ///@@new
};
//these strings match up with the defines in IMP Skill trait.cpp
STR16 gzIMPSkillTraitsText[]=
{
L"Lock picking",
L"Hand to hand combat",
L"Electronics",
L"Night operations",
L"Throwing",
L"Teaching",
L"Heavy Weapons",
L"Auto Weapons",
L"Stealth",
L"Ambidextrous",
L"Knifing",
L"Rooftop Sniping",
L"Camouflage",
L"Martial Arts",
L"None",
L"I.M.P. Specialties",
};
//@@@: New string as of March 3, 2000.
STR16 gzIronManModeWarningText[]=
{
L"You have chosen IRON MAN mode. This setting makes the game considerably more challenging as you will not be able to save your game when in a sector occupied by enemies. This setting will affect the entire course of the game. Are you sure want to play in IRON MAN mode?",
};
#endif
+43
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@@ -0,0 +1,43 @@
#ifndef _JA25ENGLISHTEXT__H_
#define _JA25ENGLISHTEXT__H_
enum
{
TCTL_MSG__RANGE_TO_TARGET,
TCTL_MSG__ATTACH_TRANSMITTER_TO_LAPTOP,
TACT_MSG__CANNOT_AFFORD_MERC,
TACT_MSG__AIMMEMBER_FEE_TEXT,
TACT_MSG__AIMMEMBER_ONE_TIME_FEE,
TACT_MSG__FEE,
TACT_MSG__SOMEONE_ELSE_IN_SECTOR,
TCTL_MSG__GUN_RANGE_AND_CTH,
TCTL_MSG__DISPLAY_COVER,
TCTL_MSG__LOS,
TCTL_MSG__INVALID_DROPOFF_SECTOR,
TCTL_MSG__PLAYER_LOST_SHOULD_RESTART,
TCTL_MSG__JERRY_BREAKIN_LAPTOP_ANTENA,
TCTL_MSG__END_GAME_POPUP_TXT_1,
TCTL_MSG__END_GAME_POPUP_TXT_2,
TCTL_MSG__IRON_MAN_CANT_SAVE_NOW,
TCTL_MSG__CANNOT_SAVE_DURING_COMBAT,
TCTL_MSG__CAMPAIGN_NAME_TOO_LARGE,
TCTL_MSG__CAMPAIGN_DOESN_T_EXIST,
TCTL_MSG__DEFAULT_CAMPAIGN_LABEL,
TCTL_MSG__CAMPAIGN_LABEL,
TCTL_MSG__NEW_CAMPAIGN_CONFIRM,
TCTL_MSG__CANT_EDIT_DEFAULT,
};
extern STR16 zNewTacticalMessages[];
extern STR16 gzIMPSkillTraitsText[];
enum
{
IMM__IRON_MAN_MODE_WARNING_TEXT,
};
extern STR16 gzIronManModeWarningText[];
#endif
+29
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@@ -599,6 +599,35 @@ STR16 pAssignMenuStrings[] =
L"Anuluj", // cancel this menu
};
//lal
STR16 pMilitiaControlMenuStrings[] =
{
L"Attack", // set militia to aggresive
L"Hold Position", // set militia to stationary
L"Retreat", // retreat militia
L"Come to me", // retreat militia
L"Get down", // retreat militia
L"Take cover",
L"All: Attack",
L"All: Hold Position",
L"All: Retreat",
L"All: Come to me",
L"All: Get down",
L"All: Take cover",
L"All: Find items",
L"Cancel", // cancel this menu
};
//STR16 pTalkToAllMenuStrings[] =
//{
// L"Attack", // set militia to aggresive
// L"Hold Position", // set militia to stationary
// L"Retreat", // retreat militia
// L"Come to me", // retreat militia
// L"Get down", // retreat militia
// L"Cancel", // cancel this menu
//};
STR16 pRemoveMercStrings[] =
{
L"Usuñ najemnika", // remove dead merc from current team
+29
View File
@@ -598,6 +598,35 @@ STR16 pAssignMenuStrings[] =
L"Îòìåíà", // cancel this menu
};
//lal
STR16 pMilitiaControlMenuStrings[] =
{
L"Attack", // set militia to aggresive
L"Hold Position", // set militia to stationary
L"Retreat", // retreat militia
L"Come to me", // retreat militia
L"Get down", // retreat militia
L"Take cover",
L"All: Attack",
L"All: Hold Position",
L"All: Retreat",
L"All: Come to me",
L"All: Get down",
L"All: Take cover",
L"All: Find items",
L"Cancel", // cancel this menu
};
//STR16 pTalkToAllMenuStrings[] =
//{
// L"Attack", // set militia to aggresive
// L"Hold Position", // set militia to stationary
// L"Retreat", // retreat militia
// L"Come to me", // retreat militia
// L"Get down", // retreat militia
// L"Cancel", // cancel this menu
//};
STR16 pRemoveMercStrings[] =
{
L"Óáðàòü ìåðòâåöà", // remove dead merc from current team