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EDB now displays the spread pattern of shotguns on the description tab.
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@7859 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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@@ -200,9 +200,12 @@ void InitEDBCoords(OBJECTTYPE * pObject)
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// CONS text
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gItemDescTextRegions[6].sLeft = 50 + UDBOffsetX; gItemDescTextRegions[6].sTop = 292 + UDBOffsetY; gItemDescTextRegions[6].sRight = 230 + UDBOffsetX; gItemDescTextRegions[6].sBottom = 300 + UDBOffsetY;
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// Flugente FTW 1: Temperature. Is displayed between Weight and the PROS label, so the indexes should be moved... but it is unclear if this description is needed, anyway
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// silversurfer: spread patterns. Is displayed above the Pros label.
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gItemDescTextRegions[7].sLeft = 20 + UDBOffsetX; gItemDescTextRegions[7].sTop = 254 + UDBOffsetY; gItemDescTextRegions[7].sRight = 230 + UDBOffsetX; gItemDescTextRegions[7].sBottom = 262 + UDBOffsetY;
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// Flugente FTW 1: Temperature. Is displayed between Weight and the PROS label, so the indexes should be moved... but it is unclear if this description is needed, anyway
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gItemDescTextRegions[8].sLeft = 20 + UDBOffsetX; gItemDescTextRegions[8].sTop = 266 + UDBOffsetY; gItemDescTextRegions[8].sRight = 230 + UDBOffsetX; gItemDescTextRegions[8].sBottom = 274 + UDBOffsetY;
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////////////////// MONEY TEXT COORDINATES
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gMoneyStats[0].sX = 20 + UDBOffsetX; gMoneyStats[0].sY = 230 + UDBOffsetY; // Money
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gMoneyStats[1].sX = 63 + UDBOffsetX; gMoneyStats[1].sY = 230 + UDBOffsetY; // Remaining
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@@ -576,7 +576,7 @@ INV_DESC_REGIONS gItemDescGenHeaderRegions[3]; // Header text regions for variou
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INV_DESC_REGIONS gItemDescGenIndexRegions[3][4]; // Index text regions for various parts of the General Tab
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INV_DESC_REGIONS gItemDescGenRegions[NUM_UDB_GEN_LINES * 2][4]; // Data regions, 4 sub-columns each
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INV_DESC_REGIONS gItemDescGenSecondaryRegions[26]; // Secondary data regions, 3x5
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INV_DESC_REGIONS gItemDescTextRegions[8]; // Main description regions
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INV_DESC_REGIONS gItemDescTextRegions[9]; // Main description regions
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INV_DESC_REGIONS gItemDescAdvIndexRegions[1][4];
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INV_DESC_REGIONS gItemDescAdvRegions[NUM_UDB_ADV_LINES][4]; // Advanced data regions, 4 sub-columns each
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@@ -7178,11 +7178,25 @@ void RenderItemDescriptionBox( )
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////////// label
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if (UsingEDBSystem())
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{
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// silversurfer: spread pattern for shotguns
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if ( Item[ gpItemDescObject->usItem ].usItemClass == IC_GUN && Weapon[ gpItemDescObject->usItem ].ubWeaponType == GUN_SHOTGUN )
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{
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int regionindex = 7;
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// print label
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mprintf( gItemDescTextRegions[regionindex].sLeft, gItemDescTextRegions[regionindex].sTop, gWeaponStatsDesc[20] );
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// print value
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SetFontForeground( 5 );
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MultiByteToWideChar( CP_UTF8, 0, gpSpreadPattern[GetSpreadPattern( gpItemDescObject )].Name, -1, pStr, sizeof(pStr)/sizeof(pStr[0]) );
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FindFontRightCoordinates( gItemDescTextRegions[regionindex].sLeft, gItemDescTextRegions[regionindex].sTop, gItemDescTextRegions[regionindex].sRight - gItemDescTextRegions[regionindex].sLeft ,gItemDescTextRegions[regionindex].sBottom - gItemDescTextRegions[regionindex].sTop ,pStr, BLOCKFONT2, &usX, &usY);
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mprintf( usX, usY, pStr );
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}
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// Flugente: display temperature string
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if ( gGameExternalOptions.fWeaponOverheating && ( Item[ gpItemDescObject->usItem ].usItemClass == IC_GUN || Item[gpItemDescObject->usItem].usItemClass == IC_LAUNCHER || Item[gpItemDescObject->usItem].barrel == TRUE ) )
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{
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// UDB system displays a string with colored condition text.
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int regionindex = 7;
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int regionindex = 8;
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SetFontForeground( ForegroundColor );
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swprintf( pStr, L"%s", gTemperatureDesc[0] ); // "Temperature is "
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mprintf( gItemDescTextRegions[regionindex].sLeft, gItemDescTextRegions[regionindex].sTop, pStr );
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@@ -14486,29 +14500,29 @@ void UpdateMercBodyRegionHelpText( )
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// person (health/energy/morale)
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GetMoraleString( pSoldier, pMoraleStr );
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if ( pSoldier->bPoisonSum )
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{
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INT8 bPoisonBandaged = pSoldier->bPoisonSum - pSoldier->bPoisonBleeding - pSoldier->bPoisonLife;
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if ( pSoldier->bPoisonSum )
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{
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INT8 bPoisonBandaged = pSoldier->bPoisonSum - pSoldier->bPoisonBleeding - pSoldier->bPoisonLife;
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swprintf( sString, L"%s: %d/%d, %s: %d/%d/%d - %d, %s: %d/%d, %s: %s",
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pMapScreenStatusStrings[0], pSoldier->stats.bLife, pSoldier->stats.bLifeMax,
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pMapScreenStatusStrings[5], pSoldier->bPoisonBleeding, bPoisonBandaged, pSoldier->bPoisonLife, pSoldier->bPoisonSum,
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pMapScreenStatusStrings[1], pSoldier->bBreath, pSoldier->bBreathMax,
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pMapScreenStatusStrings[2], pMoraleStr );
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}
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else
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{
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swprintf( sString, L"%s: %d/%d, %s: %d/%d, %s: %s",
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pMapScreenStatusStrings[0], pSoldier->stats.bLife, pSoldier->stats.bLifeMax,
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pMapScreenStatusStrings[1], pSoldier->bBreath, pSoldier->bBreathMax,
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pMapScreenStatusStrings[2], pMoraleStr );
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}
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pMapScreenStatusStrings[0], pSoldier->stats.bLife, pSoldier->stats.bLifeMax,
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pMapScreenStatusStrings[5], pSoldier->bPoisonBleeding, bPoisonBandaged, pSoldier->bPoisonLife, pSoldier->bPoisonSum,
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pMapScreenStatusStrings[1], pSoldier->bBreath, pSoldier->bBreathMax,
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pMapScreenStatusStrings[2], pMoraleStr );
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}
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else
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{
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swprintf( sString, L"%s: %d/%d, %s: %d/%d, %s: %s",
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pMapScreenStatusStrings[0], pSoldier->stats.bLife, pSoldier->stats.bLifeMax,
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pMapScreenStatusStrings[1], pSoldier->bBreath, pSoldier->bBreathMax,
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pMapScreenStatusStrings[2], pMoraleStr );
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}
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pSoldier->PrintFoodDesc( sString, TRUE );
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pSoldier->PrintDiseaseDesc( sString, TRUE );
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pSoldier->PrintDiseaseDesc( sString, TRUE );
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}
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}
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}
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}
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SetRegionFastHelpText( &gSMInvCamoRegion, sString );
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}
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@@ -37,7 +37,7 @@ extern INV_DESC_REGIONS gItemDescGenHeaderRegions[3]; // Header text regions for
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extern INV_DESC_REGIONS gItemDescGenIndexRegions[3][4]; // Index text regions for various parts of the General Tab
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extern INV_DESC_REGIONS gItemDescGenRegions[NUM_UDB_GEN_LINES * 2][4]; // Data regions, 4 sub-columns each
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extern INV_DESC_REGIONS gItemDescGenSecondaryRegions[26]; // Secondary data regions, 3x5 for now (possible 3x6?)
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extern INV_DESC_REGIONS gItemDescTextRegions[8]; // Main description regions
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extern INV_DESC_REGIONS gItemDescTextRegions[9]; // Main description regions
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extern INV_DESC_REGIONS gItemDescAdvIndexRegions[1][4];
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extern INV_DESC_REGIONS gItemDescAdvRegions[NUM_UDB_ADV_LINES][4]; // Advanced data regions, 4 sub-columns each
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+1
-1
@@ -713,7 +713,7 @@ extern STR16 gFoodDesc[ 8 ];
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extern CHAR16 gMoneyStatsDesc[][ 14 ];
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// HEADROCK: Altered value to 16 //WarmSteel - And I need 17. // Flugente: 17->19
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extern CHAR16 gWeaponStatsDesc[][ 19 ];
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extern CHAR16 gWeaponStatsDesc[][ 20 ];
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// HEADROCK: Added externs for Item Description Box icon and stat tooltips
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// Note that I've inflated some of these to 20 to avoid issues.
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extern STR16 gzWeaponStatsFasthelpTactical[ 33 ];
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@@ -2869,7 +2869,7 @@ STR16 sKeyDescriptionStrings[2] =
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//The headers used to describe various weapon statistics.
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CHAR16 gWeaponStatsDesc[][ 19 ] =
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CHAR16 gWeaponStatsDesc[][ 20 ] =
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{
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// HEADROCK: Changed this for Extended Description project
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L"状态: ",
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@@ -2896,6 +2896,7 @@ CHAR16 gWeaponStatsDesc[][ 19 ] =
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L"默认:", //17 //WarmSteel - So we can also display default attachments
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L"污垢:", // 18 //added by Flugente
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L"空位:", // 19 //space left on Molle items L"Space:",
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L"Spread Pattern:", // 20 // TODO.Translate
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};
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@@ -2866,7 +2866,7 @@ STR16 sKeyDescriptionStrings[2] =
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//The headers used to describe various weapon statistics.
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CHAR16 gWeaponStatsDesc[][ 19 ] =
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CHAR16 gWeaponStatsDesc[][ 20 ] =
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{
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// HEADROCK: Changed this for Extended Description project
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L"Status:",
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@@ -2893,6 +2893,7 @@ CHAR16 gWeaponStatsDesc[][ 19 ] =
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L"Default:", //17 //WarmSteel - So we can also display default attachments
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L"Dirt:", // 18 //added by Flugente // TODO.Translate
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L"Space:", // 19 //space left on Molle items // TODO.Translate
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L"Spread Pattern:", // 20 // TODO.Translate
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};
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@@ -2869,7 +2869,7 @@ STR16 sKeyDescriptionStrings[2] =
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//The headers used to describe various weapon statistics.
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CHAR16 gWeaponStatsDesc[][ 19 ] =
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CHAR16 gWeaponStatsDesc[][ 20 ] =
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{
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// HEADROCK: Changed this for Extended Description project
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L"Status:",
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@@ -2896,6 +2896,7 @@ CHAR16 gWeaponStatsDesc[][ 19 ] =
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L"Default:", //17 //WarmSteel - So we can also display default attachments
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L"Dirt:", // 18 //added by Flugente
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L"Space:", // 19 //space left on Molle items
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L"Spread Pattern:", // 20
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};
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@@ -2875,7 +2875,7 @@ STR16 sKeyDescriptionStrings[2] =
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//The headers used to describe various weapon statistics.
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CHAR16 gWeaponStatsDesc[][ 19 ] =
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CHAR16 gWeaponStatsDesc[][ 20 ] =
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{
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// HEADROCK: Changed this for Extended Description project
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L"État :",
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@@ -2900,6 +2900,7 @@ CHAR16 gWeaponStatsDesc[][ 19 ] =
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L"Par défaut :", //17 //WarmSteel - So we can also display default attachments
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L"Encras. :", // 18 //added by Flugente
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L"Place :", // 19 //space left on Molle items
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L"Spread Pattern:", // 20 // TODO.Translate
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};
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@@ -2877,7 +2877,7 @@ STR16 sKeyDescriptionStrings[2]=
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};
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//The headers used to describe various weapon statistics.
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CHAR16 gWeaponStatsDesc[][ 19 ] =
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CHAR16 gWeaponStatsDesc[][ 20 ] =
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{
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// HEADROCK: Changed this for Extended Description project
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L"Status:",
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@@ -2903,6 +2903,7 @@ CHAR16 gWeaponStatsDesc[][ 19 ] =
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L"Standard:", //17 //WarmSteel - So we can also display default attachments
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L"Schmutz:", // 18 //added by Flugente
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L"Platz:", // 19 //space left on Molle items
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L"Streumuster:", // 20
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};
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@@ -2862,7 +2862,7 @@ STR16 sKeyDescriptionStrings[2] =
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//The headers used to describe various weapon statistics.
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CHAR16 gWeaponStatsDesc[][ 19 ] =
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CHAR16 gWeaponStatsDesc[][ 20 ] =
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{
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// HEADROCK: Changed this for Extended Description project
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L"Stato:",
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@@ -2889,6 +2889,7 @@ CHAR16 gWeaponStatsDesc[][ 19 ] =
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L"Default:", //17 //WarmSteel - So we can also display default attachments
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L"Dirt:", // 18 //added by Flugente // TODO.Translate
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L"Space:", // 19 //space left on Molle items // TODO.Translate
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L"Spread Pattern:", // 20 // TODO.Translate
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};
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@@ -2877,7 +2877,7 @@ STR16 sKeyDescriptionStrings[2] =
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//The headers used to describe various weapon statistics.
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CHAR16 gWeaponStatsDesc[][ 19 ] =
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CHAR16 gWeaponStatsDesc[][ 20 ] =
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{
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// HEADROCK: Changed this for Extended Description project
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L"Stan:",
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@@ -2903,6 +2903,7 @@ CHAR16 gWeaponStatsDesc[][ 19 ] =
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L"Domyślne:", //17 //WarmSteel - So we can also display default attachments
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L"Dirt:", // 18 //added by Flugente // TODO.Translate
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L"Space:", // 19 //space left on Molle items // TODO.Translate
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L"Spread Pattern:", // 20 // TODO.Translate
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};
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@@ -2867,7 +2867,7 @@ STR16 sKeyDescriptionStrings[2] =
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//The headers used to describe various weapon statistics.
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CHAR16 gWeaponStatsDesc[][ 19 ] =
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CHAR16 gWeaponStatsDesc[][ 20 ] =
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{
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// HEADROCK: Changed this for Extended Description project
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L"Состояние:",
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@@ -2893,6 +2893,7 @@ CHAR16 gWeaponStatsDesc[][ 19 ] =
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L"Предустановка:", //17 //WarmSteel - So we can also display default attachments
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L"Нагар:", // 18
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L"Место:", // 19 //space left on Molle items
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L"Spread Pattern:", // 20 // TODO.Translate
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};
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