From 3ab6da635fe60611e775d48d58a07b24e71502c3 Mon Sep 17 00:00:00 2001 From: Wanne Date: Wed, 9 Oct 2013 19:44:15 +0000 Subject: [PATCH] Externalizations (by Buggler) - 'Kingpin wants his money' history log hardcoded location to his actual location - John & Mary sector to disappear on quest completion - Dynamo prison sector for Matt's quest - Joey primary & alternate location to be found - Spike sector relocation when assassins are sent - Weapon cache locations git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@6477 3b4a5df2-a311-0410-b5c6-a8a6f20db521 --- GameSettings.cpp | 67 ++++++++++++++++++++--- GameSettings.h | 79 +++++++++++++++++++++++---- Strategic/Quests.cpp | 3 +- Strategic/Strategic AI.cpp | 20 +++---- Strategic/Strategic Event Handler.cpp | 18 +++--- Tactical/Interface Dialogue.cpp | 6 +- Tactical/Soldier Profile.cpp | 3 +- Utils/_ChineseText.cpp | 4 +- Utils/_DutchText.cpp | 8 +-- Utils/_EnglishText.cpp | 8 +-- Utils/_FrenchText.cpp | 4 +- Utils/_GermanText.cpp | 4 +- Utils/_ItalianText.cpp | 8 +-- Utils/_PolishText.cpp | 8 +-- Utils/_RussianText.cpp | 8 +-- Utils/_TaiwaneseText.cpp | 8 +-- 16 files changed, 182 insertions(+), 74 deletions(-) diff --git a/GameSettings.cpp b/GameSettings.cpp index 800684e0..63441455 100644 --- a/GameSettings.cpp +++ b/GameSettings.cpp @@ -2364,6 +2364,34 @@ void LoadModSettings(){ gModSettings.usCrateTileDef = iniReader.ReadInteger("Rebel Hideout", "CRATE_TILE_DEF", 411); gModSettings.usTrapdoorTileDef = iniReader.ReadInteger("Rebel Hideout", "TRAPDOOR_TILE_DEF", 2041); + gModSettings.ubOmertaDropOffX = iniReader.ReadInteger("Gear Dropoff", "OMERTA_DROPOFF_X", 9); + gModSettings.ubOmertaDropOffY = iniReader.ReadInteger("Gear Dropoff", "OMERTA_DROPOFF_Y", 1); + gModSettings.ubOmertaDropOffZ = iniReader.ReadInteger("Gear Dropoff", "OMERTA_DROPOFF_Z", 0); + gModSettings.iOmertaDropOff = iniReader.ReadInteger("Gear Dropoff", "OMERTA_DROPOFF_GRIDNO", 4868); + + //[Omerta] + + //[Drassen] + gModSettings.ubJohnUnescortSectorX = iniReader.ReadInteger("Drassen", "JOHN_UNESCORT_SECTOR_X", 13); + gModSettings.ubJohnUnescortSectorY = iniReader.ReadInteger("Drassen", "JOHN_UNESCORT_SECTOR_Y", 2); + gModSettings.ubJohnUnescortSectorZ = iniReader.ReadInteger("Drassen", "JOHN_UNESCORT_SECTOR_Z", 0); + + //[Alma] + gModSettings.sRocketRifleGridNo = iniReader.ReadInteger("Alma", "ROCKETRIFLE_POSITION", 10472); + + //[Grumm] + + //[Tixa] + gModSettings.ubDyanmoPrisonSectorX = iniReader.ReadInteger("Tixa", "DYNAMO_PRISON_SECTOR_X", 9); + gModSettings.ubDyanmoPrisonSectorY = iniReader.ReadInteger("Tixa", "DYNAMO_PRISON_SECTOR_Y", 10); + gModSettings.ubDyanmoPrisonSectorZ = iniReader.ReadInteger("Tixa", "DYNAMO_PRISON_SECTOR_Z", 0); + + //[Cambria] + gModSettings.ubHospitalSectorX = iniReader.ReadInteger("Cambria", "HOSPITAL_SECTOR_X", 8); + gModSettings.ubHospitalSectorY = iniReader.ReadInteger("Cambria", "HOSPITAL_SECTOR_Y", 6); + gModSettings.ubHospitalSectorZ = iniReader.ReadInteger("Cambria", "HOSPITAL_SECTOR_Z", 0); + + //[San Mona] gModSettings.usPornShopRoomHans = iniReader.ReadInteger("San Mona", "PORN_SHOP_ROOM_HANS", 49); gModSettings.iHansGridNo = iniReader.ReadInteger("San Mona", "HANS_POSTION", 13523); gModSettings.usPornShopRoomBrenda = iniReader.ReadInteger("San Mona", "PORN_SHOP_ROOM_BRENDA", 47); @@ -2389,16 +2417,39 @@ void LoadModSettings(){ gModSettings.ubKingpinMoneySectorY = iniReader.ReadInteger("San Mona", "KINGPIN_MONEY_SECTOR_Y", 4); gModSettings.ubKingpinMoneySectorZ = iniReader.ReadInteger("San Mona", "KINGPIN_MONEY_SECTOR_Z", 1); - gModSettings.ubOmertaDropOffX = iniReader.ReadInteger("Gear Dropoff", "OMERTA_DROPOFF_X", 9); - gModSettings.ubOmertaDropOffY = iniReader.ReadInteger("Gear Dropoff", "OMERTA_DROPOFF_Y", 1); - gModSettings.ubOmertaDropOffZ = iniReader.ReadInteger("Gear Dropoff", "OMERTA_DROPOFF_Z", 0); - gModSettings.iOmertaDropOff = iniReader.ReadInteger("Gear Dropoff", "OMERTA_DROPOFF_GRIDNO", 4868); + gModSettings.ubJoeyPrimarySectorX = iniReader.ReadInteger("San Mona", "JOEY_PRIMARY_SECTOR_X", 4); + gModSettings.ubJoeyPrimarySectorY = iniReader.ReadInteger("San Mona", "JOEY_PRIMARY_SECTOR_Y", 4); + gModSettings.ubJoeyPrimarySectorZ = iniReader.ReadInteger("San Mona", "JOEY_PRIMARY_SECTOR_Z", 1); - gModSettings.sRocketRifleGridNo = iniReader.ReadInteger("Alma", "ROCKETRIFLE_POSITION", 10472); + gModSettings.ubJoeyAlternateSectorX = iniReader.ReadInteger("San Mona", "JOEY_ALTERNATE_SECTOR_X", 5); + gModSettings.ubJoeyAlternateSectorY = iniReader.ReadInteger("San Mona", "JOEY_ALTERNATE_SECTOR_Y", 3); + gModSettings.ubJoeyAlternateSectorZ = iniReader.ReadInteger("San Mona", "JOEY_ALTERNATE_SECTOR_Z", 0); - gModSettings.ubHospitalSectorX = iniReader.ReadInteger("Cambria", "HOSPITAL_SECTOR_X", 8); - gModSettings.ubHospitalSectorY = iniReader.ReadInteger("Cambria", "HOSPITAL_SECTOR_Y", 6); - gModSettings.ubHospitalSectorZ = iniReader.ReadInteger("Cambria", "HOSPITAL_SECTOR_Z", 0); + gModSettings.ubSpikeNewSectorX = iniReader.ReadInteger("San Mona", "SPIKE_NEW_SECTOR_X", 5); + gModSettings.ubSpikeNewSectorY = iniReader.ReadInteger("San Mona", "SPIKE_NEW_SECTOR_Y", 3); + + //[Estoni] + + //[Orta] + + //[Balime] + + //[Meduna] + + //[Chitzena] + + + gModSettings.ubWeaponCache1X = iniReader.ReadInteger("Weapon Cache", "WEAPON_CACHE_1_X", 11); + gModSettings.ubWeaponCache1Y = iniReader.ReadInteger("Weapon Cache", "WEAPON_CACHE_1_Y", 5); + gModSettings.ubWeaponCache2X = iniReader.ReadInteger("Weapon Cache", "WEAPON_CACHE_2_X", 5); + gModSettings.ubWeaponCache2Y = iniReader.ReadInteger("Weapon Cache", "WEAPON_CACHE_2_Y", 8); + gModSettings.ubWeaponCache3X = iniReader.ReadInteger("Weapon Cache", "WEAPON_CACHE_3_X", 10); + gModSettings.ubWeaponCache3Y = iniReader.ReadInteger("Weapon Cache", "WEAPON_CACHE_3_Y", 8); + gModSettings.ubWeaponCache4X = iniReader.ReadInteger("Weapon Cache", "WEAPON_CACHE_4_X", 12); + gModSettings.ubWeaponCache4Y = iniReader.ReadInteger("Weapon Cache", "WEAPON_CACHE_4_Y", 10); + gModSettings.ubWeaponCache5X = iniReader.ReadInteger("Weapon Cache", "WEAPON_CACHE_5_X", 9); + gModSettings.ubWeaponCache5Y = iniReader.ReadInteger("Weapon Cache", "WEAPON_CACHE_5_Y", 13); + } // silversurfer: load item property modifiers diff --git a/GameSettings.h b/GameSettings.h index 03fd4907..d09e2f67 100644 --- a/GameSettings.h +++ b/GameSettings.h @@ -1693,8 +1693,39 @@ typedef struct INT32 iFinalCrateGrid; UINT16 usCrateTileDef; UINT16 usTrapdoorTileDef; + + //Leave Stuff + UINT8 ubOmertaDropOffX; + UINT8 ubOmertaDropOffY; + UINT8 ubOmertaDropOffZ; + INT32 iOmertaDropOff; - //San Mona C5 + //[Omerta] + + //[Drassen] + //John & Mary disappear if unescort in sector + UINT8 ubJohnUnescortSectorX; + UINT8 ubJohnUnescortSectorY; + UINT8 ubJohnUnescortSectorZ; + + //[Alma] + INT32 sRocketRifleGridNo; + + //[Grumm] + + //[Tixa] + //Dynamo Prison Sector + UINT8 ubDyanmoPrisonSectorX; + UINT8 ubDyanmoPrisonSectorY; + UINT8 ubDyanmoPrisonSectorZ; + + //[Cambria] + //Hospital Sector + UINT8 ubHospitalSectorX; + UINT8 ubHospitalSectorY; + UINT8 ubHospitalSectorZ; + + //[San Mona] //Porn Quest UINT16 usPornShopRoomHans; INT32 iHansGridNo; @@ -1719,23 +1750,47 @@ typedef struct INT32 iBrothelDoor2; INT32 iBrothelDoor3; - // Kingpin Private Stash + //Kingpin Private Stash UINT8 ubKingpinMoneySectorX; UINT8 ubKingpinMoneySectorY; UINT8 ubKingpinMoneySectorZ; - //Leave Stuff - UINT8 ubOmertaDropOffX; - UINT8 ubOmertaDropOffY; - UINT8 ubOmertaDropOffZ; - INT32 iOmertaDropOff; + //Joey Primary Location to be found + UINT8 ubJoeyPrimarySectorX; + UINT8 ubJoeyPrimarySectorY; + UINT8 ubJoeyPrimarySectorZ; - INT32 sRocketRifleGridNo; + //Joey Alternate Location + UINT8 ubJoeyAlternateSectorX; + UINT8 ubJoeyAlternateSectorY; + UINT8 ubJoeyAlternateSectorZ; - //Hospital Sector - UINT8 ubHospitalSectorX; - UINT8 ubHospitalSectorY; - UINT8 ubHospitalSectorZ; + //Spike new location when assassins are sent + UINT8 ubSpikeNewSectorX; + UINT8 ubSpikeNewSectorY; + + //[Estoni] + + //[Orta] + + //[Balime] + + //[Meduna] + + //[Chitzena] + + + //Weapon Cache Locations + UINT8 ubWeaponCache1X; + UINT8 ubWeaponCache1Y; + UINT8 ubWeaponCache2X; + UINT8 ubWeaponCache2Y; + UINT8 ubWeaponCache3X; + UINT8 ubWeaponCache3Y; + UINT8 ubWeaponCache4X; + UINT8 ubWeaponCache4Y; + UINT8 ubWeaponCache5X; + UINT8 ubWeaponCache5Y; }MOD_SETTINGS; diff --git a/Strategic/Quests.cpp b/Strategic/Quests.cpp index c2b430f8..cff0a177 100644 --- a/Strategic/Quests.cpp +++ b/Strategic/Quests.cpp @@ -925,7 +925,8 @@ BOOLEAN CheckFact( UINT16 usFact, UINT8 ubProfileID ) gubFact[usFact] = IsHisMineAtMaxProduction( ubProfileID ); break; case FACT_DYNAMO_IN_J9: - gubFact[usFact] = CheckNPCSector( DYNAMO, 9, MAP_ROW_J, 0 ) && NumEnemiesInAnySector( 9, 10, 0 ); + gubFact[usFact] = CheckNPCSector( DYNAMO, gModSettings.ubDyanmoPrisonSectorX, gModSettings.ubDyanmoPrisonSectorY, gModSettings.ubDyanmoPrisonSectorZ ) && + NumEnemiesInAnySector( gModSettings.ubDyanmoPrisonSectorX, gModSettings.ubDyanmoPrisonSectorY, gModSettings.ubDyanmoPrisonSectorZ ); //( 9, 10, 0 ) break; case FACT_DYNAMO_ALIVE: gubFact[usFact] = ( gMercProfiles[ DYNAMO ].bMercStatus != MERC_IS_DEAD ); diff --git a/Strategic/Strategic AI.cpp b/Strategic/Strategic AI.cpp index 02773c17..610c7850 100644 --- a/Strategic/Strategic AI.cpp +++ b/Strategic/Strategic AI.cpp @@ -1526,7 +1526,7 @@ void InitStrategicAI() case 1: if( ubPicked[0] != ubSector && ubPicked[1] != ubSector ) { - pSector = &SectorInfo[ SEC_E11 ]; + pSector = &SectorInfo[ SECTOR( gModSettings.ubWeaponCache1X, gModSettings.ubWeaponCache1Y ) ]; //SEC_E11 pSector->uiFlags |= SF_USE_ALTERNATE_MAP; pSector->ubNumTroops = (UINT8)(6 + gGameOptions.ubDifficultyLevel * 2); if (ubPicked[0] == 0) @@ -1544,7 +1544,7 @@ void InitStrategicAI() case 2: if( ubPicked[0] != ubSector && ubPicked[1] != ubSector ) { - pSector = &SectorInfo[ SEC_H5 ]; + pSector = &SectorInfo[ SECTOR( gModSettings.ubWeaponCache2X, gModSettings.ubWeaponCache2Y ) ]; //SEC_H5 pSector->uiFlags |= SF_USE_ALTERNATE_MAP; pSector->ubNumTroops = (UINT8)(6 + gGameOptions.ubDifficultyLevel * 2); if (ubPicked[0] == 0) @@ -1562,7 +1562,7 @@ void InitStrategicAI() case 3: if( ubPicked[0] != ubSector && ubPicked[1] != ubSector ) { - pSector = &SectorInfo[ SEC_H10 ]; + pSector = &SectorInfo[ SECTOR( gModSettings.ubWeaponCache3X, gModSettings.ubWeaponCache3Y ) ]; //SEC_H10 pSector->uiFlags |= SF_USE_ALTERNATE_MAP; pSector->ubNumTroops = (UINT8)(6 + gGameOptions.ubDifficultyLevel * 2); if (ubPicked[0] == 0) @@ -1580,7 +1580,7 @@ void InitStrategicAI() case 4: if( ubPicked[0] != ubSector && ubPicked[1] != ubSector ) { - pSector = &SectorInfo[ SEC_J12 ]; + pSector = &SectorInfo[ SECTOR( gModSettings.ubWeaponCache4X, gModSettings.ubWeaponCache4Y ) ]; //SEC_J12 pSector->uiFlags |= SF_USE_ALTERNATE_MAP; pSector->ubNumTroops = (UINT8)(6 + gGameOptions.ubDifficultyLevel * 2); if (ubPicked[0] == 0) @@ -1598,7 +1598,7 @@ void InitStrategicAI() case 5: if( ubPicked[0] != ubSector && ubPicked[1] != ubSector ) { - pSector = &SectorInfo[ SEC_M9 ]; + pSector = &SectorInfo[ SECTOR( gModSettings.ubWeaponCache5X, gModSettings.ubWeaponCache5Y ) ]; //SEC_M9 pSector->uiFlags |= SF_USE_ALTERNATE_MAP; pSector->ubNumTroops = (UINT8)(6 + gGameOptions.ubDifficultyLevel * 2); if (ubPicked[0] == 0) @@ -1622,23 +1622,23 @@ void InitStrategicAI() } else { - pSector = &SectorInfo[ SEC_E11 ]; + pSector = &SectorInfo[ SECTOR( gModSettings.ubWeaponCache1X, gModSettings.ubWeaponCache1Y ) ]; //SEC_E11 pSector->uiFlags |= SF_USE_ALTERNATE_MAP; pSector->ubNumTroops = (UINT8)(6 + gGameOptions.ubDifficultyLevel * 2); - pSector = &SectorInfo[ SEC_H5 ]; + pSector = &SectorInfo[ SECTOR( gModSettings.ubWeaponCache2X, gModSettings.ubWeaponCache2Y ) ]; //SEC_H5 pSector->uiFlags |= SF_USE_ALTERNATE_MAP; pSector->ubNumTroops = (UINT8)(6 + gGameOptions.ubDifficultyLevel * 2); - pSector = &SectorInfo[ SEC_H10 ]; + pSector = &SectorInfo[ SECTOR( gModSettings.ubWeaponCache3X, gModSettings.ubWeaponCache3Y ) ]; //SEC_H10 pSector->uiFlags |= SF_USE_ALTERNATE_MAP; pSector->ubNumTroops = (UINT8)(6 + gGameOptions.ubDifficultyLevel * 2); - pSector = &SectorInfo[ SEC_J12 ]; + pSector = &SectorInfo[ SECTOR( gModSettings.ubWeaponCache4X, gModSettings.ubWeaponCache4Y ) ]; //SEC_J12 pSector->uiFlags |= SF_USE_ALTERNATE_MAP; pSector->ubNumTroops = (UINT8)(6 + gGameOptions.ubDifficultyLevel * 2); - pSector = &SectorInfo[ SEC_M9 ]; + pSector = &SectorInfo[ SECTOR( gModSettings.ubWeaponCache5X, gModSettings.ubWeaponCache5Y ) ]; //SEC_M9 pSector->uiFlags |= SF_USE_ALTERNATE_MAP; pSector->ubNumTroops = (UINT8)(6 + gGameOptions.ubDifficultyLevel * 2); } diff --git a/Strategic/Strategic Event Handler.cpp b/Strategic/Strategic Event Handler.cpp index d27e8953..42896535 100644 --- a/Strategic/Strategic Event Handler.cpp +++ b/Strategic/Strategic Event Handler.cpp @@ -714,7 +714,7 @@ void HandleNPCSystemEvent( UINT32 uiEvent ) #else AddEmail( KING_PIN_LETTER, KING_PIN_LETTER_LENGTH, KING_PIN, GetWorldTotalMin(), -1, -1 , TYPE_EMAIL_EMAIL_EDT ); #endif - StartQuest( QUEST_KINGPIN_MONEY, 5, MAP_ROW_D ); + StartQuest( QUEST_KINGPIN_MONEY, gMercProfiles[ KINGPIN ].sSectorX, gMercProfiles[ KINGPIN ].sSectorY ); // add event to send terrorists two days from now AddFutureDayStrategicEvent( EVENT_SET_BY_NPC_SYSTEM, Random( 120 ), FACT_KINGPIN_KNOWS_MONEY_GONE, 2 ); } @@ -723,8 +723,8 @@ void HandleNPCSystemEvent( UINT32 uiEvent ) // knows money gone, quest is still in progress // event indicates Kingpin can start to send terrorists SetFactTrue( FACT_KINGPIN_CAN_SEND_ASSASSINS ); - gMercProfiles[ SPIKE ].sSectorX = 5; - gMercProfiles[ SPIKE ].sSectorY = MAP_ROW_C; + gMercProfiles[ SPIKE ].sSectorX = gModSettings.ubSpikeNewSectorX; //5 + gMercProfiles[ SPIKE ].sSectorY = gModSettings.ubSpikeNewSectorY; //MAP_ROW_C gTacticalStatus.fCivGroupHostile[ KINGPIN_CIV_GROUP ] = CIV_GROUP_WILL_BECOME_HOSTILE; } } @@ -789,9 +789,9 @@ void HandleNPCSystemEvent( UINT32 uiEvent ) case NPC_ACTION_ADD_JOEY_TO_WORLD: // If Joey is not dead, escorted, or already delivered if ( gMercProfiles[ JOEY ].bMercStatus != MERC_IS_DEAD && !CheckFact( FACT_JOEY_ESCORTED, 0 ) && - gMercProfiles[ JOEY ].sSectorX == 4 && - gMercProfiles[ JOEY ].sSectorY == MAP_ROW_D && - gMercProfiles[ JOEY ].bSectorZ == 1 ) + gMercProfiles[ JOEY ].sSectorX == gModSettings.ubJoeyPrimarySectorX && //4 + gMercProfiles[ JOEY ].sSectorY == gModSettings.ubJoeyPrimarySectorY && //MAP_ROW_D + gMercProfiles[ JOEY ].bSectorZ == gModSettings.ubJoeyPrimarySectorZ ) //1 { SOLDIERTYPE * pJoey; @@ -804,9 +804,9 @@ void HandleNPCSystemEvent( UINT32 uiEvent ) else { // move Joey from caves to San Mona - gMercProfiles[ JOEY ].sSectorX = 5; - gMercProfiles[ JOEY ].sSectorY = MAP_ROW_C; - gMercProfiles[ JOEY ].bSectorZ = 0; + gMercProfiles[ JOEY ].sSectorX = gModSettings.ubJoeyAlternateSectorX; //5 + gMercProfiles[ JOEY ].sSectorY = gModSettings.ubJoeyAlternateSectorY; //MAP_ROW_C + gMercProfiles[ JOEY ].bSectorZ = gModSettings.ubJoeyAlternateSectorZ; //0 } } break; diff --git a/Tactical/Interface Dialogue.cpp b/Tactical/Interface Dialogue.cpp index 5750ba1e..ef608d7b 100644 --- a/Tactical/Interface Dialogue.cpp +++ b/Tactical/Interface Dialogue.cpp @@ -2489,9 +2489,9 @@ void HandleNPCDoAction( UINT8 ubTargetNPC, UINT16 usActionCode, UINT8 ubQuoteNum break; case NPC_ACTION_ADD_JOEY_TO_WORLD: - gMercProfiles[ JOEY ].sSectorX = 4; - gMercProfiles[ JOEY ].sSectorY = MAP_ROW_D; - gMercProfiles[ JOEY ].bSectorZ = 1; + gMercProfiles[ JOEY ].sSectorX = gModSettings.ubJoeyPrimarySectorX; //4 + gMercProfiles[ JOEY ].sSectorY = gModSettings.ubJoeyPrimarySectorY; //MAP_ROW_D + gMercProfiles[ JOEY ].bSectorZ = gModSettings.ubJoeyPrimarySectorZ; //1 AddFutureDayStrategicEvent( EVENT_SET_BY_NPC_SYSTEM, GetWorldMinutesInDay(), NPC_SYSTEM_EVENT_ACTION_PARAM_BONUS + NPC_ACTION_ADD_JOEY_TO_WORLD, 3 ); break; diff --git a/Tactical/Soldier Profile.cpp b/Tactical/Soldier Profile.cpp index a525eb80..d9b8f1a7 100644 --- a/Tactical/Soldier Profile.cpp +++ b/Tactical/Soldier Profile.cpp @@ -1992,7 +1992,8 @@ BOOLEAN UnRecruitEPC( UINT8 ubCharNum ) // update sector values to current // check to see if this person should disappear from the map after this - if ( (ubCharNum == JOHN || ubCharNum == MARY) && pSoldier->sSectorX == 13 && pSoldier->sSectorY == MAP_ROW_B && pSoldier->bSectorZ == 0 ) + if ( (ubCharNum == JOHN || ubCharNum == MARY) && pSoldier->sSectorX == gModSettings.ubJohnUnescortSectorX && + pSoldier->sSectorY == gModSettings.ubJohnUnescortSectorY && pSoldier->bSectorZ == gModSettings.ubJohnUnescortSectorZ ) // ( 13, MAP_ROW_B, 0 ) { gMercProfiles[ ubCharNum ].sSectorX = 0; gMercProfiles[ ubCharNum ].sSectorY = 0; diff --git a/Utils/_ChineseText.cpp b/Utils/_ChineseText.cpp index f9212f56..ca3d592a 100644 --- a/Utils/_ChineseText.cpp +++ b/Utils/_ChineseText.cpp @@ -5728,8 +5728,8 @@ STR16 pMessageStrings[] = // Lock / release mouse in windowed mode (window boundary) L"鼠标已锁定,鼠标移动范围强制限制在游戏窗口内部区域。", // 104 L"鼠标已释放,鼠标移动范围不再受限于游戏窗口内部区域。", // 105 - L"Mercs will move in formation", // TODO.Translate - L"Mercs will gather at destination", + L"Move in Formation ON", // TODO.Translate + L"Move in Formation OFF", }; diff --git a/Utils/_DutchText.cpp b/Utils/_DutchText.cpp index 7334ffdc..26436380 100644 --- a/Utils/_DutchText.cpp +++ b/Utils/_DutchText.cpp @@ -5736,10 +5736,10 @@ STR16 pMessageStrings[] = L"Auto%02d.sav", // 102 L"SaveGame%02d.sav", //103 // Lock / release mouse in windowed mode (window boundary) // TODO.Translate - L"Locking mouse cursor to stay within window boundary.", // 104 - L"Releasing mouse cursor to move outside window boundary.", // 105 - L"Mercs will move in formation", // TODO.Translate - L"Mercs will gather at destination", + L"Lock mouse cursor within game window boundary.", // 104 + L"Release mouse cursor from game window boundary.", // 105 + L"Move in Formation ON", // TODO.Translate + L"Move in Formation OFF", }; diff --git a/Utils/_EnglishText.cpp b/Utils/_EnglishText.cpp index 5b6ce1bc..140a4278 100644 --- a/Utils/_EnglishText.cpp +++ b/Utils/_EnglishText.cpp @@ -5726,10 +5726,10 @@ STR16 pMessageStrings[] = L"Auto%02d.sav", // 102 L"SaveGame%02d.sav", //103 // Lock / release mouse in windowed mode (window boundary) - L"Locking mouse cursor to stay within window boundary.", // 104 - L"Releasing mouse cursor to move outside window boundary.", // 105 - L"Mercs will move in formation", - L"Mercs will gather at destination", + L"Lock mouse cursor within game window boundary.", // 104 + L"Release mouse cursor from game window boundary.", // 105 + L"Move in Formation ON", + L"Move in Formation OFF", }; diff --git a/Utils/_FrenchText.cpp b/Utils/_FrenchText.cpp index 8d6ea99f..596b362f 100644 --- a/Utils/_FrenchText.cpp +++ b/Utils/_FrenchText.cpp @@ -5733,8 +5733,8 @@ STR16 pMessageStrings[] = // Lock / release mouse in windowed mode (window boundary) // TODO.Translate L"Verrouiller le curseur pour qu'il reste dans la fenêtre.", // 104 L"Libérer le curseur pour qu'il se déplace hors de la fenêtre.", // 105 - L"Mercs will move in formation", // TODO.Translate - L"Mercs will gather at destination", + L"Move in Formation ON", // TODO.Translate + L"Move in Formation OFF", }; diff --git a/Utils/_GermanText.cpp b/Utils/_GermanText.cpp index 00a2e151..b9c7df65 100644 --- a/Utils/_GermanText.cpp +++ b/Utils/_GermanText.cpp @@ -5571,8 +5571,8 @@ STR16 pMessageStrings[] = // Lock / release mouse in windowed mode (window boundary) L"Mausberech begrenzen, damit Mauscursor innerhalb des Spielfensters bleibt.", // 104 L"Mausbereich wieder freigeben, um uneingeschränkte Mausbewebung zu erhalten.", // 105 - L"Mercs will move in formation", // TODO.Translate - L"Mercs will gather at destination", + L"Move in Formation ON", // TODO.Translate + L"Move in Formation OFF", }; CHAR16 ItemPickupHelpPopup[][40] = diff --git a/Utils/_ItalianText.cpp b/Utils/_ItalianText.cpp index 17ac159a..cbd6f535 100644 --- a/Utils/_ItalianText.cpp +++ b/Utils/_ItalianText.cpp @@ -5720,10 +5720,10 @@ STR16 pMessageStrings[] = L"Auto%02d.sav", // 102 L"SaveGame%02d.sav", //103 // Lock / release mouse in windowed mode (window boundary) // TODO.Translate - L"Locking mouse cursor to stay within window boundary.", // 104 - L"Releasing mouse cursor to move outside window boundary.", // 105 - L"Mercs will move in formation", // TODO.Translate - L"Mercs will gather at destination", + L"Lock mouse cursor within game window boundary.", // 104 + L"Release mouse cursor from game window boundary.", // 105 + L"Move in Formation ON", // TODO.Translate + L"Move in Formation OFF", }; diff --git a/Utils/_PolishText.cpp b/Utils/_PolishText.cpp index 9c251af0..76e0ce02 100644 --- a/Utils/_PolishText.cpp +++ b/Utils/_PolishText.cpp @@ -5736,10 +5736,10 @@ STR16 pMessageStrings[] = L"Auto%02d.sav", // 102 L"SaveGame%02d.sav", //103 // Lock / release mouse in windowed mode (window boundary) // TODO.Translate - L"Locking mouse cursor to stay within window boundary.", // 104 - L"Releasing mouse cursor to move outside window boundary.", // 105 - L"Mercs will move in formation", // TODO.Translate - L"Mercs will gather at destination", + L"Lock mouse cursor within game window boundary.", // 104 + L"Release mouse cursor from game window boundary.", // 105 + L"Move in Formation ON", // TODO.Translate + L"Move in Formation OFF", }; diff --git a/Utils/_RussianText.cpp b/Utils/_RussianText.cpp index 249744bc..5f23cbf6 100644 --- a/Utils/_RussianText.cpp +++ b/Utils/_RussianText.cpp @@ -5725,10 +5725,10 @@ STR16 pMessageStrings[] = L"Auto%02d.sav", // 102 L"SaveGame%02d.sav", //103 // Lock / release mouse in windowed mode (window boundary) // TODO.Translate - L"Locking mouse cursor to stay within window boundary.", // 104 - L"Releasing mouse cursor to move outside window boundary.", // 105 - L"Mercs will move in formation", // TODO.Translate - L"Mercs will gather at destination", + L"Lock mouse cursor within game window boundary.", // 104 + L"Release mouse cursor from game window boundary.", // 105 + L"Move in Formation ON", // TODO.Translate + L"Move in Formation OFF", }; diff --git a/Utils/_TaiwaneseText.cpp b/Utils/_TaiwaneseText.cpp index 1214b406..72a227ad 100644 --- a/Utils/_TaiwaneseText.cpp +++ b/Utils/_TaiwaneseText.cpp @@ -5737,10 +5737,10 @@ STR16 pMessageStrings[] = L"Auto%02d.sav", // 102 L"SaveGame%02d.sav", //103 // Lock / release mouse in windowed mode (window boundary) // TODO.Translate - L"Locking mouse cursor to stay within window boundary.", // 104 - L"Releasing mouse cursor to move outside window boundary.", // 105 - L"Mercs will move in formation", - L"Mercs will gather at destination", + L"Lock mouse cursor within game window boundary.", // 104 + L"Release mouse cursor from game window boundary.", // 105 + L"Move in Formation ON", + L"Move in Formation OFF", };