diff --git a/Strategic/Strategic Movement.cpp b/Strategic/Strategic Movement.cpp index ade7ba8c..233bdd20 100644 --- a/Strategic/Strategic Movement.cpp +++ b/Strategic/Strategic Movement.cpp @@ -100,7 +100,7 @@ BOOLEAN gfRandomizingPatrolGroup = FALSE; UINT8 gubNumGroupsArrivedSimultaneously = 0; -//Doesn't require text localization. This is for debug strings only. +//Doesn't require text localization. This is for debug strings only. UINT8 gszTerrain[NUM_TRAVTERRAIN_TYPES][15] = { "TOWN", "ROAD", "PLAINS", "SAND", "SPARSE", "DENSE", "SWAMP", @@ -163,7 +163,7 @@ BOOLEAN gfWaitingForInput = FALSE; //Player grouping functions //......................... -//Creates a new player group, returning the unique ID of that group. This is the first +//Creates a new player group, returning the unique ID of that group. This is the first //step before adding waypoints and members to the player group. UINT8 CreateNewPlayerGroupDepartingFromSector( UINT8 ubSectorX, UINT8 ubSectorY ) { @@ -397,7 +397,7 @@ BOOLEAN RemovePlayerFromGroup( UINT8 ubGroupID, SOLDIERTYPE *pSoldier ) //KM : August 6, 1999 Patch fix // Because the release build has no assertions, it was still possible for the group to be null, - // causing a crash. Instead of crashing, it'll simply return false. + // causing a crash. Instead of crashing, it'll simply return false. if( !pGroup ) { return FALSE; @@ -436,14 +436,14 @@ BOOLEAN GroupReversingDirectionsBetweenSectors( GROUP *pGroup, UINT8 ubSectorX, if ( pGroup->usGroupTeam == OUR_TEAM ) { // ARM: because we've changed the group's ubSectoryX and ubSectorY, we must now also go and change the sSectorX and - // sSectorY of all the soldiers in this group so that they stay in synch. Otherwise pathing and movement problems + // sSectorY of all the soldiers in this group so that they stay in synch. Otherwise pathing and movement problems // will result since the group is in one place while the merc is in another... SetLocationOfAllPlayerSoldiersInGroup( pGroup, pGroup->ubSectorX, pGroup->ubSectorY, 0 ); } - // IMPORTANT: The traverse time doesn't change just because we reverse directions! It takes the same time no matter - // which direction you're going in! This becomes critical in case the player reverse directions again before moving! + // IMPORTANT: The traverse time doesn't change just because we reverse directions! It takes the same time no matter + // which direction you're going in! This becomes critical in case the player reverse directions again before moving! // The time it takes to arrive there will be exactly the amount of time we have been moving away from it. SetGroupArrivalTime( pGroup, pGroup->uiTraverseTime - pGroup->uiArrivalTime + GetWorldTotalMin() * 2 ); @@ -470,7 +470,7 @@ BOOLEAN GroupReversingDirectionsBetweenSectors( GROUP *pGroup, UINT8 ubSectorX, // To handle this situation, RebuildWayPointsForGroupPath() will issue it's own call after it's ready for it. if ( !fBuildingWaypoints ) { - // never really left. Must set check for battle TRUE in order for HandleNonCombatGroupArrival() to run! + // never really left. Must set check for battle TRUE in order for HandleNonCombatGroupArrival() to run! GroupArrivedAtSector( pGroup->ubGroupID, TRUE, TRUE ); } } @@ -518,7 +518,7 @@ BOOLEAN GroupBetweenSectorsAndSectorXYIsInDifferentDirection( GROUP *pGroup, UIN return FALSE; } - // Compare the dx/dy's. If they're exactly the same, group is travelling in the same direction as before, so we're not + // Compare the dx/dy's. If they're exactly the same, group is travelling in the same direction as before, so we're not // changing directions. // Note that 90-degree orthogonal changes are considered changing direction, as well as the full 180-degree reversal. // That's because the party must return to the previous sector in each of those cases, too. @@ -531,7 +531,7 @@ BOOLEAN GroupBetweenSectorsAndSectorXYIsInDifferentDirection( GROUP *pGroup, UIN } -//Appends a waypoint to the end of the list. Waypoint MUST be on the +//Appends a waypoint to the end of the list. Waypoint MUST be on the //same horizontal or vertical level as the last waypoint added. BOOLEAN AddWaypointToPGroup( GROUP* pGroup, UINT8 ubSectorX, UINT8 ubSectorY ) //Same, but overloaded { @@ -546,7 +546,7 @@ BOOLEAN AddWaypointToPGroup( GROUP* pGroup, UINT8 ubSectorX, UINT8 ubSectorY ) / if( !pGroup ) return FALSE; - //At this point, we have the group, and a valid coordinate. Now we must + //At this point, we have the group, and a valid coordinate. Now we must //determine that this waypoint will be aligned exclusively to either the x or y axis of //the last waypoint in the list. pWay = pGroup->pWaypoints; @@ -560,10 +560,10 @@ BOOLEAN AddWaypointToPGroup( GROUP* pGroup, UINT8 ubSectorX, UINT8 ubSectorY ) / AddSectorToFrontOfMercPathForAllSoldiersInGroup( pGroup, pGroup->ubSectorX, pGroup->ubSectorY ); } - //Very special case that requiring specific coding. Check out the comments + //Very special case that requiring specific coding. Check out the comments //at the above function for more information. fReversingDirection = TRUE; - // ARM: Kris - new rulez. Must still fall through and add a waypoint anyway!!! + // ARM: Kris - new rulez. Must still fall through and add a waypoint anyway!!! } else { //No waypoints, so compare against the current location. @@ -754,9 +754,9 @@ GROUP* CreateNewEnemyGroupDepartingFromSector( UINT32 uiSector, UINT8 ubNumAdmin CHAR16 str[ 512 ]; if ( PlayerMercsInSector( pNew->ubSectorX, pNew->ubSectorY, 0 ) || NumNonPlayerTeamMembersInSector( pNew->ubSectorX, pNew->ubSectorY, MILITIA_TEAM ) ) { - swprintf( str, L"Attempting to send enemy troops from player occupied location. " + swprintf( str, L"Attempting to send enemy troops from player occupied location. " L"Please ALT+TAB out of the game before doing anything else and send 'Strategic Decisions.txt' " - L"and this message. You'll likely need to revert to a previous save. If you can reproduce this " + L"and this message. You'll likely need to revert to a previous save. If you can reproduce this " L"with a save close to this event, that would really help me! -- KM:0" ); DoScreenIndependantMessageBox( str, MSG_BOX_FLAG_OK, NULL ); } @@ -764,8 +764,8 @@ GROUP* CreateNewEnemyGroupDepartingFromSector( UINT32 uiSector, UINT8 ubNumAdmin * Not valid else if( pNew->ubGroupSize > 25 ) { - swprintf( str, L"Strategic AI warning: Creating an enemy group containing %d soldiers " - L"(%d admins, %d troops, %d elites) in sector %c%d. This message is a temporary test message " + swprintf( str, L"Strategic AI warning: Creating an enemy group containing %d soldiers " + L"(%d admins, %d troops, %d elites) in sector %c%d. This message is a temporary test message " L"to evaluate a potential problems with very large enemy groups.", pNew->ubGroupSize, ubNumAdmins, ubNumTroops, ubNumElites, pNew->ubSectorY + 'A' - 1, pNew->ubSectorX ); @@ -831,9 +831,9 @@ GROUP* CreateNewMilitiaGroupDepartingFromSector( UINT32 uiSector, UINT8 ubNumAdm /*CHAR16 str[512]; if ( PlayerMercsInSector( pNew->ubSectorX, pNew->ubSectorY, 0 ) || NumNonPlayerTeamMembersInSector( pNew->ubSectorX, pNew->ubSectorY, MILITIA_TEAM ) ) { - swprintf( str, L"Attempting to send enemy troops from player occupied location. " + swprintf( str, L"Attempting to send enemy troops from player occupied location. " L"Please ALT+TAB out of the game before doing anything else and send 'Strategic Decisions.txt' " - L"and this message. You'll likely need to revert to a previous save. If you can reproduce this " + L"and this message. You'll likely need to revert to a previous save. If you can reproduce this " L"with a save close to this event, that would really help me! -- KM:0" ); DoScreenIndependantMessageBox( str, MSG_BOX_FLAG_OK, NULL ); }*/ @@ -841,8 +841,8 @@ GROUP* CreateNewMilitiaGroupDepartingFromSector( UINT32 uiSector, UINT8 ubNumAdm * Not valid else if( pNew->ubGroupSize > 25 ) { - swprintf( str, L"Strategic AI warning: Creating an enemy group containing %d soldiers " - L"(%d admins, %d troops, %d elites) in sector %c%d. This message is a temporary test message " + swprintf( str, L"Strategic AI warning: Creating an enemy group containing %d soldiers " + L"(%d admins, %d troops, %d elites) in sector %c%d. This message is a temporary test message " L"to evaluate a potential problems with very large enemy groups.", pNew->ubGroupSize, ubNumAdmins, ubNumTroops, ubNumElites, pNew->ubSectorY + 'A' - 1, pNew->ubSectorX ); @@ -1003,8 +1003,8 @@ void HandleImportantPBIQuote( SOLDIERTYPE *pSoldier, GROUP *pInitiatingBattleGro } } -//If this is called, we are setting the game up to bring up the prebattle interface. Before doing so, -//one of the involved mercs will pipe up. When he is finished, we automatically go into the mapscreen, +//If this is called, we are setting the game up to bring up the prebattle interface. Before doing so, +//one of the involved mercs will pipe up. When he is finished, we automatically go into the mapscreen, //regardless of the mode we are in. void PrepareForPreBattleInterface( GROUP *pPlayerDialogGroup, GROUP *pInitiatingBattleGroup ) { @@ -1022,7 +1022,7 @@ void PrepareForPreBattleInterface( GROUP *pPlayerDialogGroup, GROUP *pInitiating { // WDS Note: This can validly happen when multiple teams retreat and then immediately return to a sector. // Just returning causes no problems. -// AssertMsg( 0, "fDisableMapInterfaceDueToBattle is set before attempting to bring up PBI. Please send PRIOR save if possible and details on anything that just happened before this battle." ); +// AssertMsg( 0, "fDisableMapInterfaceDueToBattle is set before attempting to bring up PBI. Please send PRIOR save if possible and details on anything that just happened before this battle." ); return; } @@ -1151,7 +1151,7 @@ BOOLEAN CheckConditionsForBattle( GROUP *pGroup ) if( gfWorldLoaded ) { - //look for people arriving in the currently loaded sector. This handles reinforcements. + //look for people arriving in the currently loaded sector. This handles reinforcements. curr = FindMovementGroupInSector( (UINT8)gWorldSectorX, (UINT8)gWorldSectorY, OUR_TEAM ); if( !gbWorldSectorZ && PlayerMercsInSector( (UINT8)gWorldSectorX, (UINT8)gWorldSectorY, gbWorldSectorZ ) && @@ -1193,8 +1193,8 @@ BOOLEAN CheckConditionsForBattle( GROUP *pGroup ) (!IsGroupTheHelicopterGroup( curr ) || !fHelicopterIsAirBorne) && (!curr->fVehicle || NumberMercsInVehicleGroup( curr )) ) { - //Now, a player group is in this sector. Determine if the group contains any mercs that can fight. - //Vehicles, EPCs and the robot doesn't count. Mercs below OKLIFE do. + //Now, a player group is in this sector. Determine if the group contains any mercs that can fight. + //Vehicles, EPCs and the robot doesn't count. Mercs below OKLIFE do. pPlayer = curr->pPlayerList; while( pPlayer ) { @@ -1296,17 +1296,17 @@ BOOLEAN CheckConditionsForBattle( GROUP *pGroup ) if( !fAliveMerc && !fMilitiaPresent ) { - //empty vehicle, everyone dead, don't care. Enemies don't care. + //empty vehicle, everyone dead, don't care. Enemies don't care. return FALSE; } if( fBattlePending ) { //A battle is pending, but the players could be all unconcious or dead. - //Go through every group until we find at least one concious merc. The looping will determine - //if there are any live mercs and/or concious ones. If there are no concious mercs, but alive ones, + //Go through every group until we find at least one concious merc. The looping will determine + //if there are any live mercs and/or concious ones. If there are no concious mercs, but alive ones, //then we will go straight to autoresolve, where the enemy will likely annihilate them or capture them. - //If there are no alive mercs, then there is nothing anybody can do. The enemy will completely ignore + //If there are no alive mercs, then there is nothing anybody can do. The enemy will completely ignore //this, and continue on. // WANNE: ValidateGroups now returns a BOOLEAN Value (TRUE/FALSE) if the attacking is valid. @@ -1460,7 +1460,7 @@ void CalculateNextMoveIntention( GROUP *pGroup ) case CIRCULAR: wp = wp->next; if( !wp ) - { //reached the end of the patrol route. Set to the first waypoint in list, indefinately. + { //reached the end of the patrol route. Set to the first waypoint in list, indefinately. //NOTE: If the last waypoint isn't exclusively aligned to the x or y axis of the first // waypoint, there will be an assertion failure inside the waypoint movement code. pGroup->ubNextWaypointID = 0; @@ -1848,7 +1848,7 @@ void GroupArrivedAtSector( UINT8 ubGroupID, BOOLEAN fCheckForBattle, BOOLEAN fNe if( pGroup->pPlayerList == NULL ) { // nobody here, better just get out now - AssertMsg( 0, String( "Player group %d arrived in sector empty. KM 0", ubGroupID ) ); + AssertMsg( 0, String( "Player group %d arrived in sector empty. KM 0", ubGroupID ) ); return; } } @@ -1887,7 +1887,7 @@ void GroupArrivedAtSector( UINT8 ubGroupID, BOOLEAN fCheckForBattle, BOOLEAN fNe #else if( AreInMeanwhile() ) { - pGroup->uiArrivalTime ++; //tack on only 1 minute if we are in a meanwhile scene. This effectively + pGroup->uiArrivalTime ++; //tack on only 1 minute if we are in a meanwhile scene. This effectively //prevents any battle from occurring while inside a meanwhile scene. } else @@ -1946,10 +1946,10 @@ void GroupArrivedAtSector( UINT8 ubGroupID, BOOLEAN fCheckForBattle, BOOLEAN fNe SOLDIERTYPE *pSoldier; INT32 iVehicleID; iVehicleID = GivenMvtGroupIdFindVehicleId( pGroup->ubGroupID ); - AssertMsg( iVehicleID != -1, "GroupArrival for vehicle group. Invalid iVehicleID. " ); + AssertMsg( iVehicleID != -1, "GroupArrival for vehicle group. Invalid iVehicleID. " ); pSoldier = GetSoldierStructureForVehicle( iVehicleID ); - AssertMsg( pSoldier, "GroupArrival for vehicle group. Invalid soldier pointer." ); + AssertMsg( pSoldier, "GroupArrival for vehicle group. Invalid soldier pointer." ); SpendVehicleFuel( pSoldier, (INT16)(pGroup->uiTraverseTime*6) ); @@ -2217,7 +2217,7 @@ void GroupArrivedAtSector( UINT8 ubGroupID, BOOLEAN fCheckForBattle, BOOLEAN fNe { //Determine if a battle should start. //if a battle does start, or get's delayed, then we will keep the group in memory including - //all waypoints, until after the battle is resolved. At that point, we will continue the processing. + //all waypoints, until after the battle is resolved. At that point, we will continue the processing. if( fCheckForBattle && !CheckConditionsForBattle( pGroup ) && !gfWaitingForInput ) { GROUP *next; @@ -2463,7 +2463,7 @@ void HandleOtherGroupsArrivingSimultaneously( UINT8 ubSectorX, UINT8 ubSectorY, } } -//The user has just approved to plan a simultaneous arrival. So we will syncronize all of the involved +//The user has just approved to plan a simultaneous arrival. So we will syncronize all of the involved //groups so that they arrive at the same time (which is the time the final group would arrive). void PrepareGroupsForSimultaneousArrival() { @@ -2515,7 +2515,7 @@ void PrepareGroupsForSimultaneousArrival() pGroup = pGroup->next; } - //We still have the first group that has arrived. Because they are set up to be in the destination + //We still have the first group that has arrived. Because they are set up to be in the destination //sector, we will "warp" them back to the last sector, and also setup a new arrival time for them. pGroup = gpPendingSimultaneousGroup; pGroup->ubNextX = pGroup->ubSectorX; @@ -2553,8 +2553,8 @@ void PrepareGroupsForSimultaneousArrival() DelayEnemyGroupsIfPathsCross( pGroup ); } -//See if there are other groups OTW. If so, and if we haven't asked the user yet to plan -//a simultaneous attack, do so now, and readjust the groups accordingly. If it is possible +//See if there are other groups OTW. If so, and if we haven't asked the user yet to plan +//a simultaneous attack, do so now, and readjust the groups accordingly. If it is possible //to do so, then we will set up the gui, and postpone the prebattle interface. BOOLEAN PossibleToCoordinateSimultaneousGroupArrivals( GROUP *pFirstGroup ) { @@ -2618,7 +2618,7 @@ BOOLEAN PossibleToCoordinateSimultaneousGroupArrivals( GROUP *pFirstGroup ) //header, sector, singular/plural str, confirmation string. //Ex: Enemies have been detected in sector J9 and another squad is - // about to arrive. Do you wish to coordinate a simultaneous arrival? + // about to arrive. Do you wish to coordinate a simultaneous arrival? swprintf( str, pStr, pEnemyType, //Enemy type (Enemies or bloodcats) 'A' + gpPendingSimultaneousGroup->ubSectorY - 1, gpPendingSimultaneousGroup->ubSectorX ); //Sector location @@ -2939,7 +2939,7 @@ void RemoveGroupWaypoints( UINT8 ubGroupID ) void RemovePGroupWaypoints( GROUP *pGroup ) { WAYPOINT* wp; - //if there aren't any waypoints to delete, then return. This also avoids setting + //if there aren't any waypoints to delete, then return. This also avoids setting //the fWaypointsCancelled flag. if( !pGroup->pWaypoints ) return; @@ -2954,7 +2954,7 @@ void RemovePGroupWaypoints( GROUP *pGroup ) pGroup->pWaypoints = NULL; //By setting this flag, it acknowledges the possibility that the group is currently between sectors, - //and will continue moving until it reaches the next sector. If the user decides to change directions, + //and will continue moving until it reaches the next sector. If the user decides to change directions, //during this process, the arrival event must be modified to send the group back. //pGroup->fWaypointsCancelled = TRUE; } @@ -3358,7 +3358,7 @@ INT32 GetSectorMvtTimeForGroup( UINT8 ubSector, UINT8 ubDirection, GROUP *pGroup // THIS FUNCTION WAS WRITTEN TO HANDLE MOVEMENT TYPES WHERE MORE THAN ONE TRANSPORTAION TYPE IS AVAILABLE. - //Determine the group's method(s) of tranportation. If more than one, + //Determine the group's method(s) of tranportation. If more than one, //we will always use the highest time. // WANNE: If we have an old savegame (from the dev. trunk, where the skyrider can only move on roads), just change the "pGroup->ubTransportationMask" to 16 for the heli to fix it in the savegame fFoot = (UINT8)(pGroup->ubTransportationMask & FOOT); @@ -3372,9 +3372,9 @@ INT32 GetSectorMvtTimeForGroup( UINT8 ubSector, UINT8 ubDirection, GROUP *pGroup if( ubTraverseType == EDGEOFWORLD ) return 0xffffffff; //can't travel here! - // ARM: Made air-only travel take its normal time per sector even through towns. Because Skyrider charges by the sector, + // ARM: Made air-only travel take its normal time per sector even through towns. Because Skyrider charges by the sector, // not by flying time, it's annoying when his default route detours through a town to save time, but costs extra money. - // This isn't exactly unrealistic, since the chopper shouldn't be faster flying over a town anyway... Not that other + // This isn't exactly unrealistic, since the chopper shouldn't be faster flying over a town anyway... Not that other // kinds of travel should be either - but the towns represents a kind of warping of our space-time scale as it is... if( ( ubTraverseType == TOWN ) && ( pGroup->ubTransportationMask != AIR ) ) return 5; //very fast, and vehicle types don't matter. @@ -3411,7 +3411,7 @@ INT32 GetSectorMvtTimeForGroup( UINT8 ubSector, UINT8 ubDirection, GROUP *pGroup { pSoldier = curr->pSoldier; if( pSoldier->bAssignment != VEHICLE ) - { //Soldier is on foot and travelling. Factor encumbrance into movement rate. + { //Soldier is on foot and travelling. Factor encumbrance into movement rate. iEncumbrance = CalculateCarriedWeight( pSoldier ); if( iEncumbrance > iHighestEncumbrance ) { @@ -3779,7 +3779,7 @@ BOOLEAN PlayersBetweenTheseSectors( INT16 sSource, INT16 sDest, INT32 *iCountEnt // Assert( gfPreBattleInterfaceActive ); } - // get number of characters entering/existing between these two sectors. Special conditions during + // get number of characters entering/existing between these two sectors. Special conditions during // pre-battle interface to return where this function is used to show potential retreating directions instead! // check all groups @@ -4582,7 +4582,7 @@ void RetreatGroupToPreviousSector( GROUP *pGroup ) } } else - { //Group doesn't have a previous sector. Create one, then recurse + { //Group doesn't have a previous sector. Create one, then recurse CalculateGroupRetreatSector( pGroup ); RetreatGroupToPreviousSector( pGroup ); } @@ -4682,7 +4682,7 @@ BOOLEAN GroupAtFinalDestination( GROUP *pGroup ) wp = GetFinalWaypoint( pGroup ); if( !wp ) - { //no waypoints, so the group is at it's destination. This happens when + { //no waypoints, so the group is at it's destination. This happens when //an enemy group is created in the destination sector (which is legal for //staging groups which always stop adjacent to their real sector destination) return TRUE; @@ -4717,7 +4717,7 @@ WAYPOINT *GetFinalWaypoint( GROUP *pGroup ) } -//The sector supplied resets ALL enemy groups in the sector specified. See comments in +//The sector supplied resets ALL enemy groups in the sector specified. See comments in //ResetMovementForNonPlayerGroup() for more details on what the resetting does. void ResetMovementForNonPlayerGroupsInLocation( UINT8 ubSectorX, UINT8 ubSectorY ) { @@ -4742,9 +4742,9 @@ void ResetMovementForNonPlayerGroupsInLocation( UINT8 ubSectorX, UINT8 ubSectorY //This function is used to reset the location of the enemy group if they are -//currently between sectors. If they were 50% of the way from sector A10 to A11, +//currently between sectors. If they were 50% of the way from sector A10 to A11, //then after this function is called, then that group would be 0% of the way from -//sector A10 to A11. In no way does this function effect the strategic path for +//sector A10 to A11. In no way does this function effect the strategic path for //the group. void ResetMovementForNonPlayerGroup( GROUP *pGroup ) { @@ -4813,8 +4813,8 @@ void ResetMovementForNonPlayerGroup( GROUP *pGroup ) //Calculate the new arrival time (all data pertaining to movement should be valid) if( pGroup->uiTraverseTime > 400 ) - { //The group was likely sleeping which makes for extremely long arrival times. Shorten it - //arbitrarily. Doesn't really matter if this isn't accurate. + { //The group was likely sleeping which makes for extremely long arrival times. Shorten it + //arbitrarily. Doesn't really matter if this isn't accurate. pGroup->uiTraverseTime = 90; } SetGroupArrivalTime( pGroup, GetWorldTotalMin() + pGroup->uiTraverseTime ); @@ -4898,7 +4898,7 @@ void UpdatePersistantGroupsFromOldSave( UINT32 uiSavedGameVersion ) } //Determines if any particular group WILL be moving through a given sector given it's current -//position in the route and the pGroup->ubMoveType must be ONE_WAY. If the group is currently +//position in the route and the pGroup->ubMoveType must be ONE_WAY. If the group is currently //IN the sector, or just left the sector, it will return FALSE. BOOLEAN GroupWillMoveThroughSector( GROUP *pGroup, UINT8 ubSectorX, UINT8 ubSectorY ) { @@ -4907,7 +4907,7 @@ BOOLEAN GroupWillMoveThroughSector( GROUP *pGroup, UINT8 ubSectorX, UINT8 ubSect UINT8 ubOrigX, ubOrigY; Assert( pGroup ); - AssertMsg( pGroup->ubMoveType == ONE_WAY, String( "GroupWillMoveThroughSector() -- Attempting to test group with an invalid move type. ubGroupID: %d, ubMoveType: %d, sector: %c%d -- KM:0", + AssertMsg( pGroup->ubMoveType == ONE_WAY, String( "GroupWillMoveThroughSector() -- Attempting to test group with an invalid move type. ubGroupID: %d, ubMoveType: %d, sector: %c%d -- KM:0", pGroup->ubGroupID, pGroup->ubMoveType, pGroup->ubSectorY + 'A' - 1, pGroup->ubSectorX ) ); //Preserve the original sector values, as we will be temporarily modifying the group's ubSectorX/Y values @@ -5038,7 +5038,7 @@ void AddFuelToVehicle( SOLDIERTYPE *pSoldier, SOLDIERTYPE *pVehicle ) { #ifdef JA2BETAVERSION CHAR16 str[ 100 ]; - swprintf( str, L"%s is supposed to have gas can in hand. ATE:0", pSoldier->name ); + swprintf( str, L"%s is supposed to have gas can in hand. ATE:0", pSoldier->name ); DoScreenIndependantMessageBox( str, MSG_BOX_FLAG_OK, NULL ); #endif return; @@ -5118,7 +5118,7 @@ void SetLocationOfAllPlayerSoldiersInGroup( GROUP *pGroup, INT16 sSectorX, INT16 pSoldier = GetSoldierStructureForVehicle( iVehicleId ); Assert ( pSoldier ); - // these are apparently unnecessary, since vehicles are part of the pPlayerList in a vehicle group. Oh well. + // these are apparently unnecessary, since vehicles are part of the pPlayerList in a vehicle group. Oh well. pSoldier->sSectorX = sSectorX; pSoldier->sSectorY = sSectorY; pSoldier->bSectorZ = bSectorZ; @@ -5183,7 +5183,7 @@ void RandomizePatrolGroupLocation( GROUP *pGroup ) wp = wp->next; } - //logic error if this fails. We should have a null value for ubChosen + //logic error if this fails. We should have a null value for ubChosen Assert( !ubChosen ); Assert( wp ); @@ -5259,7 +5259,7 @@ BOOLEAN TestForBloodcatAmbush( GROUP *pGroup ) // Bloodcats still exist here, but aren't at the optimal number? if( pSector->bBloodCats > 0 && pSector->bBloodCats < pSector->bBloodCatPlacements ) { - //Slowly have them recuperate if we haven't been here for a long time. The population will + //Slowly have them recuperate if we haven't been here for a long time. The population will //come back up to the maximum if left long enough. INT32 iBloodCatDiff; iBloodCatDiff = pSector->bBloodCatPlacements - pSector->bBloodCats; @@ -5446,7 +5446,7 @@ void PlaceGroupInSector( UINT8 ubGroupID, INT16 sPrevX, INT16 sPrevY, INT16 sNex -// ARM: centralized it so we can do a comprehensive Assert on it. Causing problems with helicopter group! +// ARM: centralized it so we can do a comprehensive Assert on it. Causing problems with helicopter group! void SetGroupArrivalTime( GROUP *pGroup, UINT32 uiArrivalTime ) { // PLEASE CENTRALIZE ALL CHANGES TO THE ARRIVAL TIMES OF GROUPS THROUGH HERE, ESPECIALLY THE HELICOPTER GROUP!!! @@ -5456,7 +5456,7 @@ void SetGroupArrivalTime( GROUP *pGroup, UINT32 uiArrivalTime ) // the chopper groups must NEVER be delayed for any reason - it gets excluded from simultaneous arrival logic // Also note that non-chopper groups can currently be delayed such that this assetion would fail - enemy groups by - // DelayEnemyGroupsIfPathsCross(), and player groups via PrepareGroupsForSimultaneousArrival(). So we skip the assert. + // DelayEnemyGroupsIfPathsCross(), and player groups via PrepareGroupsForSimultaneousArrival(). So we skip the assert. if ( IsGroupTheHelicopterGroup( pGroup ) ) { @@ -5540,8 +5540,8 @@ void PlayerGroupArrivedSafelyInSector( GROUP *pGroup, BOOLEAN fCheckForNPCs ) // NOTE: Of course, it would be better if they continued onwards once everyone was ready to go again, in which // case we'd want to preserve the plotted path, but since the player can mess with the squads, etc. - // in the mean-time, that just seemed to risky to try to support. They could get into a fight and be too - // injured to move, etc. Basically, we'd have run a complete CanCharacterMoveInStrategic(0 check on all of them. + // in the mean-time, that just seemed to risky to try to support. They could get into a fight and be too + // injured to move, etc. Basically, we'd have run a complete CanCharacterMoveInStrategic(0 check on all of them. // It's a wish list task for AM... // stop time so player can react if group was already on the move and suddenly halts @@ -5833,14 +5833,14 @@ BOOLEAN ValidateGroups( GROUP *pGroup ) CHAR16 str[ 512 ]; if( pGroup->ubSectorIDOfLastReassignment == 255 ) { - swprintf( str, L"Enemy group found with 0 troops in it. This is illegal and group will be deleted." + swprintf( str, L"Enemy group found with 0 troops in it. This is illegal and group will be deleted." L" Group %d in sector %c%d originated from sector %c%d.", pGroup->ubGroupID, pGroup->ubSectorY + 'A' - 1, pGroup->ubSectorX, SECTORY( pGroup->ubCreatedSectorID ) + 'A' - 1, SECTORX( pGroup->ubCreatedSectorID ) ); } else { - swprintf( str, L"Enemy group found with 0 troops in it. This is illegal and group will be deleted." + swprintf( str, L"Enemy group found with 0 troops in it. This is illegal and group will be deleted." L" Group %d in sector %c%d originated from sector %c%d and last reassignment location was %c%d.", pGroup->ubGroupID, pGroup->ubSectorY + 'A' - 1, pGroup->ubSectorX, SECTORY( pGroup->ubCreatedSectorID ) + 'A' - 1, SECTORX( pGroup->ubCreatedSectorID ), @@ -5974,8 +5974,8 @@ void CheckCombatInSectorDueToUnusualEnemyArrival( UINT8 aTeam, INT16 sX, INT16 s (!IsGroupTheHelicopterGroup( curr ) || !fHelicopterIsAirBorne) && (!curr->fVehicle || NumberMercsInVehicleGroup( curr )) ) { - //Now, a player group is in this sector. Determine if the group contains any mercs that can fight. - //Vehicles, EPCs and the robot doesn't count. Mercs below OKLIFE do. + //Now, a player group is in this sector. Determine if the group contains any mercs that can fight. + //Vehicles, EPCs and the robot doesn't count. Mercs below OKLIFE do. pPlayer = curr->pPlayerList; while ( pPlayer ) { @@ -6057,10 +6057,10 @@ void CheckCombatInSectorDueToUnusualEnemyArrival( UINT8 aTeam, INT16 sX, INT16 s if ( fBattlePending ) { //A battle is pending, but the players could be all unconcious or dead. - //Go through every group until we find at least one concious merc. The looping will determine - //if there are any live mercs and/or concious ones. If there are no concious mercs, but alive ones, + //Go through every group until we find at least one concious merc. The looping will determine + //if there are any live mercs and/or concious ones. If there are no concious mercs, but alive ones, //then we will go straight to autoresolve, where the enemy will likely annihilate them or capture them. - //If there are no alive mercs, then there is nothing anybody can do. The enemy will completely ignore + //If there are no alive mercs, then there is nothing anybody can do. The enemy will completely ignore //this, and continue on. StopTimeCompression( ); diff --git a/Utils/_EnglishText.cpp b/Utils/_EnglishText.cpp index f96c1199..646817e9 100644 --- a/Utils/_EnglishText.cpp +++ b/Utils/_EnglishText.cpp @@ -497,7 +497,7 @@ STR16 QuestDescText[] = L"Rescue Maria", L"Chitzena Chalice", L"Held in Alma", - L"Interogation", + L"Interrogation", L"Hillbilly Problem", //10 L"Find Scientist", @@ -538,11 +538,11 @@ STR16 FactDescText[] = L"Orta Liberated", //10 L"Meduna Liberated", - L"Pacos approched", + L"Pacos approached", L"Fatima Read note", L"Fatima Walked away from player", L"Dimitri (#60) is dead", - L"Fatima responded to Dimitri's supprise", + L"Fatima responded to Dimitri's surprise", L"Carlo's exclaimed 'no one moves'", L"Fatima described note", L"Fatima arrives at final dest", @@ -600,7 +600,7 @@ STR16 FactDescText[] = L"Dynamo asked for first aid", L"Dynamo can be recruited", L"Npc is bleeding", - L"Shank wnts to join", + L"Shank wants to join", L"NPC is bleeding", //70 L"Player Team has head & Carmen in San Mona", diff --git a/Utils/_RussianText.cpp b/Utils/_RussianText.cpp index cf75d80e..cdb17cab 100644 --- a/Utils/_RussianText.cpp +++ b/Utils/_RussianText.cpp @@ -155,7 +155,7 @@ STR16 pOtherButtonsText[] = STR16 pOtherButtonsHelpText[] = { L"Инструктаж", - L"Принять миссии", + L"Принять задания", }; @@ -173,7 +173,7 @@ STR16 pSectorPageText[] = L">>", L"Тип: ", L"Нет данных", - L"Missing of defined missions. Add missions to the file TableData\\BriefingRoom\\BriefingRoom.xml. First mission has to be visible. Put value Hidden = 0.", + L"Нет поставленных заданий. Добавьте задания в файл TableData\\BriefingRoom\\BriefingRoom.xml. Первое задание должно быть видимым. Чтобы скрыть задание, установите значение = 0.", L"Брифинг-зал. Пожалуйста, нажмите кнопку 'Войти'.", }; @@ -220,7 +220,7 @@ STR16 pEncyclopediaShortCharacterText[] = STR16 pEncyclopediaHelpText[] = { - L"Показать все", + L"Показать всё", L"Показать города", L"Показать базы ПВО", L"Показать другие места", @@ -235,7 +235,7 @@ STR16 pEncyclopediaHelpText[] = STR16 pEncyclopediaSkrotyText[] = { - L"Все", + L"Всё", L"Город", L"ПВО", L"Друг.", @@ -251,7 +251,7 @@ STR16 pEncyclopediaSkrotyText[] = STR16 pEncyclopediaFilterLocationText[] = {//major location filter button text max 7 chars //..L"------v" - L"Все",//0 + L"Всё",//0 L"Города", L"ПВО", L"Шахты", @@ -262,7 +262,7 @@ STR16 pEncyclopediaFilterLocationText[] = L"Другое", //filter button tooltip //..L"---------------------------------------------------------------------v" - L"Показать все",//facility index + 1 + L"Показать всё",//facility index + 1 L"Показать города", L"Показать базы ПВО", L"Показать шахты", @@ -302,8 +302,8 @@ STR16 pEncyclopediaFilterCharText[] = L"Показать наёмников из A.I.M.", L"Показать наёмников из M.E.R.C", L"Показать повстанцев", - L"Показать ненанимаемых персонажей", - L"Показать созданных игроком персонажей", + L"Показать неигровых персонажей", + L"Показать персонажей игрока", L"Показать другое\n[|Л|К|М] переключить фильтр\n[|П|К|М] сбросить фильтр", }; @@ -324,7 +324,7 @@ STR16 pEncyclopediaSubFilterCharText[] = STR16 pEncyclopediaFilterItemText[] = {//major item filter button text max 7 chars //..L"------v" - L"Все",//0 + L"Всё",//0 L"Оружие", L"Патроны", L"Броня", @@ -333,7 +333,7 @@ STR16 pEncyclopediaFilterItemText[] = L"Разное",//add new filter buttons before misc //filter button tooltip //..L"---------------------------------------------------------------------v" - L"Показать все",//misc index + 1 + L"Показать всё",//misc index + 1 L"Показать оружие\n[|Л|К|М] переключить фильтр\n[|П|К|М] сбросить фильтр", L"Показать боеприпасы\n[|Л|К|М] переключить фильтр\n[|П|К|М] сбросить фильтр", L"Показать броню\n[|Л|К|М] переключить фильтр\n[|П|К|М] сбросить фильтр", @@ -385,8 +385,8 @@ STR16 pEncyclopediaSubFilterItemText[] = L"Оптика", L"Доп.", L"Дуло", - L"Внешн.", - L"Внутр.", + L"Съёмн.", + L"Встроен.", L"Другое", L"",//reserved. insert new attachment filters above! //Misc......v" @@ -413,7 +413,7 @@ STR16 pEncyclopediaFilterQuestText[] = //..L"---------------------------------------------------------------------v" L"Показать все",//misc index + 1 L"Показать активные квесты", - L"Показать завершенные квесты", + L"Показать завершённые квесты", }; STR16 pEncyclopediaSubFilterQuestText[] = @@ -423,10 +423,9 @@ STR16 pEncyclopediaSubFilterQuestText[] = L"",//reserved. insert new completed quest subfilters above! }; - STR16 pEncyclopediaShortInventoryText[] = { - L"Все", //0 + L"Всё", //0 L"Оружие", L"Патроны", L"Разгр.", @@ -487,156 +486,154 @@ STR16 BoxFilter[] = L"Разное", //34 }; -// TODO.Translate -STR16 QuestDescText[] = +STR16 QuestDescText[] = { - L"Deliver Letter", - L"Food Route", - L"Terrorists", - L"Kingpin Chalice", - L"Kingpin Money", - L"Runaway Joey", - L"Rescue Maria", - L"Chitzena Chalice", - L"Held in Alma", - L"Interogation", + L"Доставка письма", + L"Поставка еды", + L"Террористы", + L"Кубок Босса", + L"Деньги Босса", + L"Беглец Джои", + L"Спасение Марии", + L"Кубок Читзены", + L"Пленники в Альме", + L"Допрос", - L"Hillbilly Problem", //10 - L"Find Scientist", - L"Deliver Video Camera", - L"Blood Cats", - L"Find Hermit", - L"Creatures", - L"Find Chopper Pilot", - L"Escort SkyRider", - L"Free Dynamo", - L"Escort Tourists", + L"Проблемные фермеры", //10 + L"Найти учёного", + L"Принести видеокамеру", + L"Кошки-убийцы", + L"Найти отшельника", + L"Твари в шахте", + L"Найти пилота вертолёта", + L"Сопроводить Всадника", + L"Освободить Динамо", + L"Сопроводить туристов", - L"Doreen", //20 - L"Leather Shop Dream", - L"Escort Shank", + L"Проверить Дорин", //20 + L"Мечта о магазине", + L"Сопроводить Шенка", L"No 23 Yet", L"No 24 Yet", - L"Kill Deidranna", + L"Убить Дейдрану", L"No 26 Yet", L"No 27 Yet", L"No 28 Yet", L"No 29 Yet", }; -// TODO.Translate -STR16 FactDescText[] = +STR16 FactDescText[] = { - L"Omerta Liberated", - L"Drassen Liberated", - L"Sanmona Liberated", - L"Cambria Liberated", - L"Alma Liberated", - L"Grumm Liberated", - L"Tixa Liberated", - L"Chitzena Liberated", - L"Estoni Liberated", - L"Balime Liberated", + L"Омерта освобождена", + L"Драссен освобождён", + L"Сан-Мона освобождена", + L"Камбрия освобождена", + L"Альма освобождена", + L"Грам освобождён", + L"Тикса освобождена", + L"Читзена освобождена", + L"Эстони освобождён", + L"Балайм освобождён", - L"Orta Liberated", //10 - L"Meduna Liberated", - L"Pacos approched", - L"Fatima Read note", - L"Fatima Walked away from player", - L"Dimitri (#60) is dead", - L"Fatima responded to Dimitri's supprise", - L"Carlo's exclaimed 'no one moves'", - L"Fatima described note", - L"Fatima arrives at final dest", + L"Орта освобождена", //10 + L"Медуна освобождена", + L"Поговорили с Пакосом", + L"Фатима прочла письмо", + L"Фатима сбежала от игрока", + L"Димитрий (#60) мёртв", + L"Фатима ответила на удивление Димитрия", + L"Карлос крикнул 'никому не двигаться'", + L"Фатима рассказала о письме", + L"Фатима пришла в место назначения", - L"Dimitri said Fatima has proof", //20 - L"Miguel overheard conversation", - L"Miguel asked for letter", - L"Miguel read note", - L"Ira comment on Miguel reading note", - L"Rebels are enemies", - L"Fatima spoken to before given note", - L"Start Drassen quest", - L"Miguel offered Ira", - L"Pacos hurt/Killed", + L"Димитрий сказал, что у Фатимы есть доказательства", //20 + L"Мигель выслушал доводы", + L"Мигель попросил письмо", + L"Мигель прочёл письмо", + L"Айра прокоментировала письмо Мигелю", + L"Повстанцы наши враги", + L"Разговор Фатимы до передачи письма", + L"Получено задание с Драссеном", + L"Мигель предложил Айру", + L"Пакос ранен или убит", - L"Pacos is in A10", //30 - L"Current Sector is safe", - L"Bobby R Shpmnt in transit", - L"Bobby R Shpmnt in Drassen", - L"33 is TRUE and it arrived within 2 hours", - L"33 is TRUE 34 is false more then 2 hours", - L"Player has realized part of shipment is missing", - L"36 is TRUE and Pablo was injured by player", - L"Pablo admitted theft", - L"Pablo returned goods, set 37 false", + L"Пакос в A10", //30 + L"В секотре безопасно", + L"Посылка от БР в пути", + L"Посылка от БР в Драссене", + L"33 - ВЕРНО и прибыло в течение 2 часов", + L"33 - ВЕРНО 34 - ЛОЖЬ, более чем 2 часа", + L"Игрок заметил что часть груза пропала", + L"36 - ВЕРНО и Пабло был избит игроком", + L"Пабло проворовался", + L"Пабло вернул украденное, set 37 false", - L"Miguel will join team", //40 - L"Gave some cash to Pablo", - L"Skyrider is currently under escort", - L"Skyrider is close to his chopper in Drassen", - L"Skyrider explained deal", - L"Player has clicked on Heli in Mapscreen at least once", - L"NPC is owed money", - L"Npc is wounded", - L"Npc was wounded by Player", - L"Father J.Walker was told of food shortage", + L"Мигель присоединится к команде", //40 + L"Дали Пабло немного денег", + L"Небесного всадника сопровождают в город", + L"Небесный Всадник уже близок к своему вертолёту в Драссене", + L"Небесный всадник оговорил условия контракта", + L"Игрок выбрал вертолёт на стратегическом экране как минимум один раз", + L"Неигровому персонажу должны денег", + L"Неигровой персонаж ранен", + L"Неигровой персонаж ранен игроком", + L"Отцу Джону Уолкеру сказали о нехватке продовольствия", - L"Ira is not in sector", //50 - L"Ira is doing the talking", - L"Food quest over", - L"Pablo stole something from last shpmnt", - L"Last shipment crashed", - L"Last shipment went to wrong airport", - L"24 hours elapsed since notified that shpment went to wrong airport", - L"Lost package arrived with damaged goods. 56 to False", - L"Lost package is lost permanently. Turn 56 False", - L"Next package can (random) be lost", + L"Айра не в секторе", //50 + L"Айра ведёт беседу", + L"Задание с продовольствием выполнено", + L"Пабло что-то украл с последней посылки", + L"Последнее отправление повреждено", + L"Последнее отправление отправлено не туда", + L"Прошло 24 часа с момента сообщения, что отправление отправлено не в тот аэропорт", + L"Потерянная посылка пришла с повреждённым грузом. 56 to False", + L"Потерянная посылка пропала бесследно. Turn 56 False", + L"Следующее отправление может быть (random) потеряно", - L"Next package can(random) be delayed", //60 - L"Package is medium sized", - L"Package is largesized", - L"Doreen has conscience", - L"Player Spoke to Gordon", - L"Ira is still npc and in A10-2(hasnt joined)", - L"Dynamo asked for first aid", - L"Dynamo can be recruited", - L"Npc is bleeding", - L"Shank wnts to join", + L"Следующее отправление может быть (random) задержано", //60 + L"Отправление среднего размера", + L"Отправление большого размера", + L"У Дорин проснулась совесть", + L"Игрок поговорил с Гордоном", + L"Айра до сих пор неигровой персонаж и находится в A10-2(не присоединилась)", + L"Динамо просит оказать ему первую помощь", + L"Динамо можно нанять", + L"Неигровой персонаж истекает кровью", + L"Шенк хочет присоединиться", - L"NPC is bleeding", //70 - L"Player Team has head & Carmen in San Mona", - L"Player Team has head & Carmen in Cambria", - L"Player Team has head & Carmen in Drassen", - L"Father is drunk", - L"Player has wounded mercs within 8 tiles of NPC", - L"1 & only 1 merc wounded within 8 tiles of NPC", - L"More then 1 wounded merc within 8 tiles of NPC", - L"Brenda is in the store ", - L"Brenda is Dead", + L"Неигровой персонаж истекает кровью", //70 + L"У игрока есть голова и Кармен в Сан-Мона", + L"У игрока есть голова и Кармен в Камбрии", + L"У игрока есть голова и Кармен в Драссене", + L"Отец пьян", + L"Раненые бойцы игрока находятся ближе 8 тайлов от неигрового персонажа", + L"1 и только 1 раненый боец ближе 8 тайлов от неигрового персонажа", + L"Больше одного раненного бойца ближе 8 тайлов от неигрового персонажа", + L"Бренда в магазине ", + L"Бренда мертва", - L"Brenda is at home", //80 - L"NPC is an enemy", - L"Speaker Strength >= 84 and < 3 males present", - L"Speaker Strength >= 84 and at least 3 males present", - L"Hans lets ou see Tony", - L"Hans is standing on 13523", - L"Tony isnt available Today", - L"Female is speaking to NPC", - L"Player has enjoyed the Brothel", - L"Carla is available", + L"Бренда у себя дома", //80 + L"Неигровой персонаж - враг", + L"Уровень разговора >= 84 и < 3 мужчин присутствует", + L"Уровень разговора >= 84 и хотя бы 3 мужчины присутствует", + L"Ганс позволил нам встретиться с Тони", + L"Ганс стоит на позиции 13523", + L"Сегодня Тони нет", + L"Женщина разговаривает с неигровым персонажем", + L"Игрок развлекался в борделе", + L"Карла доступна", - L"Cindy is available", //90 - L"Bambi is available", - L"No girls is available", - L"Player waited for girls", - L"Player paid right amount of money", + L"Синди доступна", //90 + L"Бэмби доступна", + L"Свободных девочек нет", + L"Игрок ожидал девочек", + L"Игрок заплатил правильную сумму денег", L"Mercs walked by goon", L"More thean 1 merc present within 3 tiles of NPC", L"At least 1 merc present withing 3 tiles of NPC", - L"Kingping expectingh visit from player", - L"Darren expecting money from player", + L"Босс ожидает визита игрока", + L"Дэррен ожидает денег от игрока", L"Player within 5 tiles and NPC is visible", // 100 L"Carmen is in San Mona", @@ -1080,6 +1077,7 @@ STR16 FactDescText[] = L"", L"", //500 }; + //----------- // Editor @@ -2804,7 +2802,7 @@ STR16 pTraitSkillsMenuDescStrings[] = STR16 pTraitSkillsDenialStrings[] = { L"Требуется:\n", - L" - %d AP\n", + L" - %d ОД\n", L" - %s\n", L" - %s или выше\n", L" - %s или выше или\n", @@ -2814,7 +2812,7 @@ STR16 pTraitSkillsDenialStrings[] = L" - одержимость бесами", }; -STR16 pSkillMenuStrings[] = // TODO.Translate +STR16 pSkillMenuStrings[] = { L"Ополчение", L"Другие отряды", @@ -3643,7 +3641,7 @@ STR16 gzMoneyAmounts[6] = L"Взять", }; -// short words meaning "Advantages" for "Pros" and "Disadvantages" for "Cons." +// short words meaning "Advantages" for "Pros" and "Disadvantages" for "Cons." CHAR16 gzProsLabel[10] = { L"+", @@ -5550,7 +5548,7 @@ STR16 BobbyRFilter[] = L"Головные", L"Разгр.с-мы", L"Прицелы", // Madd: new BR filters - L"Рукоят./ЛЦУ", + L"Рукоят/ЛЦУ", L"Дул.насад.", L"Приклады", L"Маг./спуск.", @@ -6840,7 +6838,7 @@ STR16 pMilitiaButtonsHelpText[] = L"Убрать (|R|i|g|h|t |C|l|i|c|k)\nДобавить (|L|e|f|t |C|l|i|c|k)\nНовобранцы", // button help text informing player they can pick up or drop militia with this button L"Убрать (|R|i|g|h|t |C|l|i|c|k)\nДобавить (|L|e|f|t |C|l|i|c|k)\nРядовые", L"Убрать (|R|i|g|h|t |C|l|i|c|k)\nДобавить (|L|e|f|t |C|l|i|c|k)\nВетераны", - L"Равномерно распределить ополчение по доступным секторам", + L"Равномерно распределить ополчение\nпо доступным секторам", }; STR16 pMapScreenJustStartedHelpText[] = @@ -8593,30 +8591,32 @@ STR16 gzMapInventoryFilterOptions[] = L"Скрыть всё", }; +// MercCompare (MeLoDy) +// TODO.Translate STR16 gzMercCompare[] = { L"???", - L"Base opinion:", + L"Первое мнение:", - L"Dislikes %s %s", - L"Likes %s %s", + L"Не нравятся %s %s", + L"Симпатизирует %s %s", - L"Strongly hates %s", - L"Hates %s", // 5 + L"Люто ненавидит %s", + L"Ненавидит %s", // 5 - L"Deep racism against %s", - L"Racism against %s", + L"Лютый расист в отношении к %s", + L"Расист в отношении к %s", - L"Cares deeply about looks", - L"Cares about looks", + L"Излишне заботится о внешности", + L"Заботится о внешности", - L"Very sexist", // 10 - L"Sexist", + L"Лютый сексист", // 10 + L"Сексист", L"Dislikes other background", L"Dislikes other backgrounds", - L"Past grievances", + L"Затаил обиду", L"____", // 15 L"/", }; @@ -9111,14 +9111,14 @@ STR16 szCareLevelText[]= { L"не", L"немного", - L"очень", + L"сильно", }; STR16 szRacistText[]= { L"не", L"немного", - L"очень", + L"сильно", }; STR16 szSexistText[]= @@ -9302,10 +9302,10 @@ STR16 szCampaignHistoryWebpageString[]= L"Повышеный", L"Общий", - L"Детальный", - L"Предыдущий", + L"Полный", + L"Назад", - L"Следующий", + L"Далее", L"Эпизод", L"День", }; @@ -9641,24 +9641,24 @@ STR16 szMercCompareWebSite[] = L" Парные сравнения", L" Отзывы клиентов", - L" Если выш бизнес предполагает инновационные решения для критических приложений, работающих в режиме реального времени, возможно некоторые из этих наблюдений будут вам знакомы:", + L" Если ваш бизнес предполагает инновационные решения для критических приложений, работающих в режиме реального времени, возможно, некоторые из этих наблюдений будут вам знакомы:", L"Ваша команда борется сама с собой.", L"Ваши сотрудники тратят время мешая друг другу.", L"В вашем коллективе большая текучесть кадров.", L"Вы постоянно получаете низкие оценки по удовлетворенности персонала работой.", - L" Если вы столкнулись хотя бы с одной из этих ситуаций, то, возможно, в вашем бизнесе есть проблемы. И скорее всего, ваши сотрудники не станут работать в полную силу. Но благодаря нашей запатентованной и простой для понимания системе \"БоЛТиК\", вы сможете вернуть производительность и счастливые улыбки на лицах всех ваших сотрудников в мгновение ока!", + L" Если вы столкнулись хотя бы с одной из этих ситуаций, то, возможно, в вашем деле есть проблемы. И скорее всего, ваши сотрудники не станут работать в полную силу. Но благодаря нашей запатентованной и простой для понимания системе \"БоЛТиК\", вы сможете вернуть производительность и счастливые улыбки на лицах всех ваших сотрудников в мгновение ока!", // customer quotes - L"Несколько цитат наших довольных клиентов:", + L"Несколько цитат наших благодарных клиентов:", L"Мои прошлые отношения были просто ужасны. Я винила во всём себя... но теперь то я знаю. Все мужчины заслуживают смерти! Спасибо тебе, \"БоЛТиК\", за моё прозрение!", L"-Луиза Г., романист-", - L"Я никогда не ладили со своими братьями, а в последнее время отношения совсем стали из рук вон плохими. Вы показали мне, что постыдное недоверие к отцу виной всему. Спасибо вам за это! Я должен открыто всё сказать отцу.", + L"Я никогда не ладил со своими братьями, а в последнее время отношения совсем стали из рук вон плохими. Вы показали мне, что постыдное недоверие к отцу виной всему. Спасибо вам за это! Я должен открыто всё сказать отцу.", L"-Конрад C., Исправительное учреждение-", - L"Я одиночка по жизни и работа в команде для меня была просто пыткой. Ваши представления показали мне как стать частью команды. Ваш вклад просто неоценим!", + L"Я одиночка по жизни, и работа в команде была просто пыткой. Но методика \"БоЛТиК\" показала мне как стать частью команды. Этот вклад просто неоценим!", L"-Грант В., Заклинатель змей-", L"В моей работе необходимо доверять каждому члену команды на все 100 процентов. Вот почему мы обратились к экспертам, вот почему мы обратились к компании \"БоЛТиК\".", L"-Халлэ Л., СПК-", - L"Прежде всего хочу признать, что наш коллектив был весьма разношерстым, из-за чего были частые конфликты. Но мы научились уважать друг друга, и в настоящее время дополнем друг друга.", + L"Прежде всего хочу признать, что наш коллектив был весьма разношерстым, из-за чего были частые конфликты. Но мы научились уважать друг друга, и в настоящее время дополняем друг друга.", L"-Майкл C., НАСА-", L"Рекоммендую отдать предпочтение этому сайту!", L"-Каспар Х., Логистическая компания H&C-", @@ -10888,17 +10888,17 @@ STR16 szIMPGearDropDownNoneText[] = STR16 szMilitiaStrategicMovementText[] = { - L"We cannot relay orders to this sector, militia command not possible.", - L"Unassigned", - L"Group No.", - L"Next", + L"Нельзя отдавать приказы в этом секторе, команды ополчению невозможны.", + L"Незадействованы", + L"Группа №", + L"Далее", - L"ETA", - L"Group %d (new)", - L"Group %d", + L"РВП", + L"Группа %d (новая)", + L"Группа %d", L"Final", - L"Militia Volunteers: %d (+%5.3f)", + L"Ополченцы добровольцы: %d (+%5.3f)", }; STR16 szEnemyHeliText[] = // TODO.Translate