cleaned up trait name displays

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@5980 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
Flugente
2013-04-04 21:10:28 +00:00
parent a7a4ce09ef
commit 6bf3775c3b
17 changed files with 187 additions and 157 deletions
+2 -11
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@@ -5616,17 +5616,8 @@ void DisplayAimMemberClickOnFaceHelpText()
else
{
for ( UINT8 ubCnt = 0; ubCnt < bNumSkillTraits; ubCnt++ )
{
// Flugente: as the whole trait display is fubar, we have to to a special treatment here for new traits
UINT8 display1 = ubTempSkillArray[ubCnt];
if ( display1 > SCOUTING_NT + NEWTRAIT_MERCSKILL_EXPERTOFFSET )
display1 -= NUM_MINOR_TRAITS;
else if ( display1 >= AMBIDEXTROUS_NT && display1 <= SCOUTING_NT )
display1++;
else if ( display1 == NEWTRAIT_MERCSKILL_EXPERTOFFSET )
display1 -= NUM_MINOR_TRAITS;
swprintf( sTemp, L"%s\n", gzMercSkillTextNew[ display1 ] );
{
swprintf( sTemp, L"%s\n", gzMercSkillTextNew[ ubTempSkillArray[ubCnt] ] );
wcscat( sString, sTemp );
}
}
Binary file not shown.
+6 -27
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@@ -1805,8 +1805,7 @@ void DisplayCharStats(INT32 iId, INT32 iSlot)
MSYS_AddRegion( &gSkillTraitHelpTextRegion[0] );
fAddedTraitRegion[0] = TRUE;
// Assign the text
AssignPersonnelSkillTraitHelpText( 0, FALSE, iId, 0 );
AssignPersonnelSkillTraitHelpText( 0, FALSE, iId, 0 );
}
else
{
@@ -1816,24 +1815,15 @@ void DisplayCharStats(INT32 iId, INT32 iSlot)
for ( UINT8 ubCnt = 0; ubCnt < bNumSkillTraits; ubCnt++ )
{
// Flugente: as the whole trait display is fubar, we have to to a special treatment here for new traits
UINT8 display1 = ubTempSkillArray[ubCnt];
if ( display1 > SCOUTING_NT + NEWTRAIT_MERCSKILL_EXPERTOFFSET )
display1 -= NUM_MINOR_TRAITS;
else if ( display1 >= AMBIDEXTROUS_NT && display1 <= SCOUTING_NT )
display1++;
else if ( display1 == NEWTRAIT_MERCSKILL_EXPERTOFFSET )
display1 -= NUM_MINOR_TRAITS;
if ( ubCnt >= 4 && bNumSkillTraits > 5 )
{
fDisplayMoreTraits = TRUE;
swprintf( sString, L"%s\n", gzMercSkillTextNew[ display1 ] );
swprintf( sString, L"%s\n", gzMercSkillTextNew[ ubTempSkillArray[ubCnt] ] );
wcscat( sString2, sString );
}
else
{
swprintf( sString, L"%s", gzMercSkillTextNew[ display1 ] );
swprintf( sString, L"%s", gzMercSkillTextNew[ ubTempSkillArray[ubCnt] ] );
if ( ubTempSkillArray[ubCnt] > NEWTRAIT_MERCSKILL_EXPERTOFFSET )
{
@@ -1875,26 +1865,15 @@ void DisplayCharStats(INT32 iId, INT32 iSlot)
MSYS_AddRegion( &gSkillTraitHelpTextRegion[ubCnt] );
fAddedTraitRegion[ubCnt] = TRUE;
// Assign the text
UINT8 traitnr = ubTempSkillArray[ubCnt];
if ( traitnr > NEWTRAIT_MERCSKILL_EXPERTOFFSET )
{
traitnr = traitnr - (NEWTRAIT_MERCSKILL_EXPERTOFFSET);
}
// Flugente: as the whole trait display is fubar, we have to to a special treatment here for new traits
UINT8 display2 = ubTempSkillArray[ubCnt];
if ( display2 == NUM_MAJOR_TRAITS )
display2 += NUM_MINOR_TRAITS;
AssignPersonnelSkillTraitHelpText( traitnr, ((ubTempSkillArray[ubCnt] > NEWTRAIT_MERCSKILL_EXPERTOFFSET) ? TRUE : FALSE), Menptr[iId].ubProfile, ubCnt );
// Assign the text
AssignPersonnelSkillTraitHelpText( ubTempSkillArray[ubCnt], ((ubTempSkillArray[ubCnt] > NEWTRAIT_MERCSKILL_EXPERTOFFSET) ? TRUE : FALSE), Menptr[iId].ubProfile, ubCnt );
}
}
// if we have more skills than we can display, show "more" and create a tooltip box with the rest of them
if ( fDisplayMoreTraits )
{
swprintf( sString, L"%s", gzMercSkillTextNew[ NEWTRAIT_MERCSKILL_OFFSET_ALL + 1 ]); // dispaly "More..."
swprintf( sString, L"%s", gzMercSkillTextNew[ 2 * NEWTRAIT_MERCSKILL_OFFSET_ALL + 1 ]); // display "More..."
FindFontRightCoordinates((INT16)(pPersonnelScreenPoints[19].x+(iSlot*TEXT_BOX_WIDTH)),0,TEXT_BOX_WIDTH-20,0,sString, PERS_FONT, &sX, &sY);
if( sX <= iMinimumX )
{
+2 -11
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@@ -2070,17 +2070,8 @@ void UpdateCharRegionHelpText( void )
else
{
for ( UINT8 ubCnt = 0; ubCnt < bNumSkillTraits; ubCnt++ )
{
// Flugente: as the whole trait display is fubar, we have to to a special treatment here for new traits
UINT8 display1 = ubTempSkillArray[ubCnt];
if ( display1 > SCOUTING_NT + NEWTRAIT_MERCSKILL_EXPERTOFFSET )
display1 -= NUM_MINOR_TRAITS;
else if ( display1 >= AMBIDEXTROUS_NT && display1 <= SCOUTING_NT )
display1++;
else if ( display1 == NEWTRAIT_MERCSKILL_EXPERTOFFSET )
display1 -= NUM_MINOR_TRAITS;
swprintf( sTemp, L"%s\n", gzMercSkillTextNew[ display1 ] );
{
swprintf( sTemp, L"%s\n", gzMercSkillTextNew[ ubTempSkillArray[ubCnt] ] );
wcscat( sString, sTemp );
}
}
+4 -22
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@@ -3001,17 +3001,8 @@ void RenderSMPanel( BOOLEAN *pfDirty )
else
{
for ( UINT8 ubCnt = 0; ubCnt < bNumSkillTraits; ubCnt++ )
{
// Flugente: as the whole trait display is fubar, we have to to a special treatment here for new traits
UINT8 display1 = ubTempSkillArray[ubCnt];
if ( display1 > SCOUTING_NT + NEWTRAIT_MERCSKILL_EXPERTOFFSET )
display1 -= NUM_MINOR_TRAITS;
else if ( display1 >= AMBIDEXTROUS_NT && display1 <= SCOUTING_NT )
display1++;
else if ( display1 == NEWTRAIT_MERCSKILL_EXPERTOFFSET )
display1 -= NUM_MINOR_TRAITS;
swprintf( sTemp, L"%s\n", gzMercSkillTextNew[ display1 ] );
{
swprintf( sTemp, L"%s\n", gzMercSkillTextNew[ ubTempSkillArray[ubCnt] ] );
wcscat( pStr, sTemp );
}
}
@@ -5677,17 +5668,8 @@ void RenderTEAMPanel( BOOLEAN fDirty )
else
{
for ( UINT8 ubCnt = 0; ubCnt < bNumSkillTraits; ubCnt++ )
{
// Flugente: as the whole trait display is fubar, we have to to a special treatment here for new traits
UINT8 display1 = ubTempSkillArray[ubCnt];
if ( display1 > SCOUTING_NT + NEWTRAIT_MERCSKILL_EXPERTOFFSET )
display1 -= NUM_MINOR_TRAITS;
else if ( display1 >= AMBIDEXTROUS_NT && display1 <= SCOUTING_NT )
display1++;
else if ( display1 == NEWTRAIT_MERCSKILL_EXPERTOFFSET )
display1 -= NUM_MINOR_TRAITS;
swprintf( sTemp, L"%s\n", gzMercSkillTextNew[ display1 ] );
{
swprintf( sTemp, L"%s\n", gzMercSkillTextNew[ ubTempSkillArray[ubCnt] ] );
wcscat( pStr, sTemp );
}
}
-15
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@@ -10100,21 +10100,6 @@ void HandleDisplayingOfPlayerLostDialogue( void )
}
#endif
// Flugente: the entire new trait to string thingy is a fucked up mess. I've had it. Heres a function that simply handles that crap.
STR16 GetNewTraitStr(UINT8 aTrait)
{
if ( aTrait <= DOCTOR_NT )
;
else if ( aTrait <= SCOUTING_NT )
++aTrait;
else if ( aTrait == COVERT_NT )
aTrait = 10;
else if ( aTrait >= SCOUTING_NT + NUM_MINOR_TRAITS )
aTrait -= NUM_MINOR_TRAITS;
return gzMercSkillTextNew[ aTrait ];
}
static UINT8 prisonerdialoguetargetID = 0;
void PrisonerSurrenderMessageBoxCallBack( UINT8 ubExitValue )
-2
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@@ -404,8 +404,6 @@ extern UINT8 NumEnemyInSector();
extern UINT8 NumZombiesInSector();
#endif
STR16 GetNewTraitStr(UINT8 aTrait); // Flugente: deal with the insane new trait to string stuff
void HandleSurrenderOffer( SOLDIERTYPE* pSoldier ); // Flugente: offer the enemy the chance to surrender
// setting fForce to TRUE allows dropping of gear in combat (used in auto-resolve instances)
+12 -12
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@@ -236,33 +236,33 @@ void SoldierTooltip( SOLDIERTYPE* pSoldier )
if (( pSoldier->stats.ubSkillTraits[0] == pSoldier->stats.ubSkillTraits[1] ) && pSoldier->stats.ubSkillTraits[0] != 0 )
{
CHAR16 pStrAux[50];
swprintf( pStrAux, L"(%s)", GetNewTraitStr(pSoldier->stats.ubSkillTraits[0]));
swprintf( pStrAux, L"(%s)", gzMercSkillTextNew[ pSoldier->stats.ubSkillTraits[0] ]);
swprintf( pStrInfo, gzTooltipStrings[STR_TT_SKILL_TRAIT_1], pStrInfo, pStrAux );
swprintf( pStrInfo, gzTooltipStrings[STR_TT_SKILL_TRAIT_2], pStrInfo, GetNewTraitStr(pSoldier->stats.ubSkillTraits[1] + NEWTRAIT_MERCSKILL_EXPERTOFFSET) );
swprintf( pStrInfo, gzTooltipStrings[STR_TT_SKILL_TRAIT_3], pStrInfo, GetNewTraitStr(pSoldier->stats.ubSkillTraits[2]) );
swprintf( pStrInfo, gzTooltipStrings[STR_TT_SKILL_TRAIT_2], pStrInfo, gzMercSkillTextNew[ pSoldier->stats.ubSkillTraits[1] + NEWTRAIT_MERCSKILL_EXPERTOFFSET ] );
swprintf( pStrInfo, gzTooltipStrings[STR_TT_SKILL_TRAIT_3], pStrInfo, gzMercSkillTextNew[ pSoldier->stats.ubSkillTraits[2] ] );
//swprintf( pStrInfo, L"%s\n", pStrInfo );
}
else if (( pSoldier->stats.ubSkillTraits[1] == pSoldier->stats.ubSkillTraits[2] ) && pSoldier->stats.ubSkillTraits[1] != 0 )
{
CHAR16 pStrAux[50];
swprintf( pStrAux, L"(%s)", GetNewTraitStr(pSoldier->stats.ubSkillTraits[1]));
swprintf( pStrAux, L"(%s)", gzMercSkillTextNew[ pSoldier->stats.ubSkillTraits[1] ]);
swprintf( pStrInfo, gzTooltipStrings[STR_TT_SKILL_TRAIT_1], pStrInfo, pStrAux );
swprintf( pStrInfo, gzTooltipStrings[STR_TT_SKILL_TRAIT_2], pStrInfo, GetNewTraitStr(pSoldier->stats.ubSkillTraits[2] + NEWTRAIT_MERCSKILL_EXPERTOFFSET) );
swprintf( pStrInfo, gzTooltipStrings[STR_TT_SKILL_TRAIT_3], pStrInfo, GetNewTraitStr(pSoldier->stats.ubSkillTraits[0]) );
swprintf( pStrInfo, gzTooltipStrings[STR_TT_SKILL_TRAIT_2], pStrInfo, gzMercSkillTextNew[ pSoldier->stats.ubSkillTraits[2] + NEWTRAIT_MERCSKILL_EXPERTOFFSET ] );
swprintf( pStrInfo, gzTooltipStrings[STR_TT_SKILL_TRAIT_3], pStrInfo, gzMercSkillTextNew[ pSoldier->stats.ubSkillTraits[0] ] );
}
else if (( pSoldier->stats.ubSkillTraits[0] == pSoldier->stats.ubSkillTraits[2] ) && pSoldier->stats.ubSkillTraits[0] != 0 )
{
CHAR16 pStrAux[50];
swprintf( pStrAux, L"(%s)", GetNewTraitStr(pSoldier->stats.ubSkillTraits[0]));
swprintf( pStrAux, L"(%s)", gzMercSkillTextNew[ pSoldier->stats.ubSkillTraits[0] ]);
swprintf( pStrInfo, gzTooltipStrings[STR_TT_SKILL_TRAIT_1], pStrInfo, pStrAux );
swprintf( pStrInfo, gzTooltipStrings[STR_TT_SKILL_TRAIT_2], pStrInfo, GetNewTraitStr(pSoldier->stats.ubSkillTraits[2] + NEWTRAIT_MERCSKILL_EXPERTOFFSET) );
swprintf( pStrInfo, gzTooltipStrings[STR_TT_SKILL_TRAIT_3], pStrInfo, GetNewTraitStr(pSoldier->stats.ubSkillTraits[1]) );
swprintf( pStrInfo, gzTooltipStrings[STR_TT_SKILL_TRAIT_2], pStrInfo, gzMercSkillTextNew[ pSoldier->stats.ubSkillTraits[2] + NEWTRAIT_MERCSKILL_EXPERTOFFSET ] );
swprintf( pStrInfo, gzTooltipStrings[STR_TT_SKILL_TRAIT_3], pStrInfo, gzMercSkillTextNew[ pSoldier->stats.ubSkillTraits[1] ] );
}
else
{
swprintf( pStrInfo, gzTooltipStrings[STR_TT_SKILL_TRAIT_1], pStrInfo, GetNewTraitStr(pSoldier->stats.ubSkillTraits[0]) );
swprintf( pStrInfo, gzTooltipStrings[STR_TT_SKILL_TRAIT_2], pStrInfo, GetNewTraitStr(pSoldier->stats.ubSkillTraits[1]) );
swprintf( pStrInfo, gzTooltipStrings[STR_TT_SKILL_TRAIT_3], pStrInfo, GetNewTraitStr(pSoldier->stats.ubSkillTraits[2]) );
swprintf( pStrInfo, gzTooltipStrings[STR_TT_SKILL_TRAIT_1], pStrInfo, gzMercSkillTextNew[ pSoldier->stats.ubSkillTraits[0] ] );
swprintf( pStrInfo, gzTooltipStrings[STR_TT_SKILL_TRAIT_2], pStrInfo, gzMercSkillTextNew[ pSoldier->stats.ubSkillTraits[1] ] );
swprintf( pStrInfo, gzTooltipStrings[STR_TT_SKILL_TRAIT_3], pStrInfo, gzMercSkillTextNew[ pSoldier->stats.ubSkillTraits[2] ] );
}
}
else
+13 -2
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@@ -2131,8 +2131,7 @@ STR16 gzMercSkillTextNew[] =
L"格斗家",
L"班副",
L"技师",
L"救护兵",
L"特工", // L"Covert Ops",
L"救护兵",
// Minor traits
L"双持",
L"近战",
@@ -2144,6 +2143,8 @@ STR16 gzMercSkillTextNew[] =
L"爆破",
L"教学",
L"侦察", // 20
// covert ops is a major trait that was added later
L"特工", // L"Covert Ops",
// second names for major skills
L"机枪手",
L"掷弹兵",
@@ -2154,6 +2155,16 @@ STR16 gzMercSkillTextNew[] =
L"班长",
L"工兵",
L"军医",
L"Placeholder", // 30
L"Placeholder",
L"Placeholder",
L"Placeholder",
L"Placeholder",
L"Placeholder", // 35
L"Placeholder",
L"Placeholder",
L"Placeholder",
L"Placeholder", // 39
L"间谍", // 30
L"更多...",
};
+24 -12
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@@ -2118,39 +2118,51 @@ STR16 gzMercSkillText[] =
STR16 gzMercSkillTextNew[] =
{
// Major traits
L"No Skill",
L"Auto Weapons",
L"No Skill", // 0
L"Auto Weapons", // 1
L"Heavy Weapons",
L"Marksman",
L"Hunter",
L"Gunslinger",
L"Gunslinger", // 5
L"Hand to Hand",
L"Deputy",
L"Technician",
L"Paramedic",
L"Covert Ops", // 10 // TODO.Translate
L"Paramedic", // 9
// Minor traits
L"Ambidextrous",
L"Ambidextrous", // 10
L"Melee",
L"Throwing",
L"Night Ops",
L"Stealthy",
L"Athletics",
L"Athletics", // 15
L"Bodybuilding",
L"Demolitions",
L"Teaching",
L"Scouting",
L"Scouting", // 19
// covert ops is a major trait that was added later
L"Covert Ops", // 20
// second names for major skills
L"Machinegunner",
L"Machinegunner", // 21
L"Bombardier",
L"Sniper",
L"Ranger",
L"Gunfighter",
L"Gunfighter", // 25
L"Martial Arts",
L"Squadleader",
L"Engineer",
L"Doctor",
L"Spy", // 30 // TODO.Translate
L"Doctor", // 20
// placeholders for minor traits
L"Placeholder", // 30
L"Placeholder",
L"Placeholder",
L"Placeholder",
L"Placeholder",
L"Placeholder", // 35
L"Placeholder",
L"Placeholder",
L"Placeholder",
L"Placeholder", // 39
L"Spy", // 40
L"More...",
};
//////////////////////////////////////////////////////////
+22 -10
View File
@@ -2123,7 +2123,7 @@ STR16 gzMercSkillTextNew[] =
{
// Major traits
L"No Skill", // 0
L"Auto Weapons",
L"Auto Weapons", // 1
L"Heavy Weapons",
L"Marksman",
L"Hunter",
@@ -2131,21 +2131,22 @@ STR16 gzMercSkillTextNew[] =
L"Hand to Hand",
L"Deputy",
L"Technician",
L"Paramedic",
L"Covert Ops", // 10
L"Paramedic", // 9
// Minor traits
L"Ambidextrous",
L"Ambidextrous", // 10
L"Melee",
L"Throwing",
L"Night Ops",
L"Stealthy", // 15
L"Athletics",
L"Stealthy",
L"Athletics", // 15
L"Bodybuilding",
L"Demolitions",
L"Teaching",
L"Scouting", // 20
L"Scouting", // 19
// covert ops is a major trait that was added later
L"Covert Ops", // 20
// second names for major skills
L"Machinegunner",
L"Machinegunner", // 21
L"Bombardier",
L"Sniper",
L"Ranger",
@@ -2153,8 +2154,19 @@ STR16 gzMercSkillTextNew[] =
L"Martial Arts",
L"Squadleader",
L"Engineer",
L"Doctor",
L"Spy", // 30
L"Doctor", // 20
// placeholders for minor traits
L"Placeholder", // 30
L"Placeholder",
L"Placeholder",
L"Placeholder",
L"Placeholder",
L"Placeholder", // 35
L"Placeholder",
L"Placeholder",
L"Placeholder",
L"Placeholder", // 39
L"Spy", // 40
L"More...",
};
//////////////////////////////////////////////////////////
+14 -2
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@@ -2136,8 +2136,7 @@ STR16 gzMercSkillTextNew[] =
L"Arts martiaux",
L"Meneur",
L"Technicien",
L"Médecin",
L"Espionnage", // 10 // TODO.Translate !!! "Infiltrateur" ? Char limit ?
L"Médecin",
// Minor traits
L"Ambidextre",
L"Mêlée",
@@ -2149,6 +2148,8 @@ STR16 gzMercSkillTextNew[] =
L"Sabotage",
L"Instructeur",
L"Reconnaissance",
// covert ops is a major trait that was added later
L"Espionnage", // 10 // TODO.Translate !!! "Infiltrateur" ? Char limit ?
// second names for major skills
L"Mitrailleur",
L"Bombardier",
@@ -2159,6 +2160,17 @@ STR16 gzMercSkillTextNew[] =
L"Commandant",
L"Ingénieur",
L"Chirurgien",
// placeholders for minor traits
L"Placeholder", // 30
L"Placeholder",
L"Placeholder",
L"Placeholder",
L"Placeholder",
L"Placeholder", // 35
L"Placeholder",
L"Placeholder",
L"Placeholder",
L"Placeholder", // 39
L"Espion", // 30
L"Plus...",
};
+14 -3
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@@ -2142,8 +2142,7 @@ STR16 gzMercSkillTextNew[] =
L"Faustkämpfer",
L"Gruppenführer",
L"Mechaniker",
L"Sanitäter",
L"Geheimagent",
L"Sanitäter",
// Minor traits
L"Beidhänder",
L"Messerkämpfer",
@@ -2155,7 +2154,8 @@ STR16 gzMercSkillTextNew[] =
L"Sprengmeister",
L"Ausbilder",
L"Aufklärer",
// covert ops is a major trait that was added later
L"Geheimagent",
// second names for major skills
L"MG-Veteran",
L"Artillerist",
@@ -2166,6 +2166,17 @@ STR16 gzMercSkillTextNew[] =
L"Zugführer",
L"Ingenieur",
L"Arzt",
// placeholders for minor traits
L"Placeholder", // 30
L"Placeholder",
L"Placeholder",
L"Placeholder",
L"Placeholder",
L"Placeholder", // 35
L"Placeholder",
L"Placeholder",
L"Placeholder",
L"Placeholder", // 39
L"Spion", // 30
L"Mehr...",
};
+24 -12
View File
@@ -2114,39 +2114,51 @@ STR16 gzMercSkillText[] =
STR16 gzMercSkillTextNew[] =
{
// Major traits
L"No Skill",
L"Auto Weapons",
L"No Skill", // 0
L"Auto Weapons", // 1
L"Heavy Weapons",
L"Marksman",
L"Hunter",
L"Gunslinger",
L"Gunslinger", // 5
L"Hand to Hand",
L"Deputy",
L"Technician",
L"Paramedic",
L"Covert Ops", // 10 // TODO.Translate
L"Paramedic", // 9
// Minor traits
L"Ambidextrous",
L"Ambidextrous", // 10
L"Melee",
L"Throwing",
L"Night Ops",
L"Stealthy",
L"Athletics",
L"Athletics", // 15
L"Bodybuilding",
L"Demolitions",
L"Teaching",
L"Scouting",
L"Scouting", // 19
// covert ops is a major trait that was added later
L"Covert Ops", // 20
// second names for major skills
L"Machinegunner",
L"Machinegunner", // 21
L"Bombardier",
L"Sniper",
L"Ranger",
L"Gunfighter",
L"Gunfighter", // 25
L"Martial Arts",
L"Squadleader",
L"Engineer",
L"Doctor",
L"Spy", // 30 // TODO.Translate
L"Doctor", // 20
// placeholders for minor traits
L"Placeholder", // 30
L"Placeholder",
L"Placeholder",
L"Placeholder",
L"Placeholder",
L"Placeholder", // 35
L"Placeholder",
L"Placeholder",
L"Placeholder",
L"Placeholder", // 39
L"Spy", // 40
L"More...",
};
//////////////////////////////////////////////////////////
+14 -3
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@@ -2139,8 +2139,7 @@ STR16 gzMercSkillTextNew[] =
L"Walka Wręcz",
L"Zastępca Szeryfa",
L"Technik",
L"Paramedyk",
L"Covert Ops", // 10 // TODO.Translate
L"Paramedyk",
// Minor traits
L"Oburęczność",
L"Walka Wręcz",
@@ -2152,6 +2151,8 @@ STR16 gzMercSkillTextNew[] =
L"Ładunki Wybuchowe",
L"Uczenie",
L"Zwiad",
// covert ops is a major trait that was added later
L"Covert Ops", // 10 // TODO.Translate
// second names for major skills
L"Strzelec RKMu",
L"Bombardier",
@@ -2162,7 +2163,17 @@ STR16 gzMercSkillTextNew[] =
L"Dowódca Drużyny",
L"Inżynier",
L"Doktor",
L"Spy", // 30 // TODO.Translate
L"Placeholder", // 30
L"Placeholder",
L"Placeholder",
L"Placeholder",
L"Placeholder",
L"Placeholder", // 35
L"Placeholder",
L"Placeholder",
L"Placeholder",
L"Placeholder", // 39
L"Spy", // 40 // TODO.Translate
L"Więcej...",
};
//////////////////////////////////////////////////////////
+12 -1
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@@ -2132,7 +2132,6 @@ STR16 gzMercSkillTextNew[] =
L"Старшина", //Deputy
L"Механик-электронщик", //Technician
L"Санитар", //Paramedic
L"Covert Ops", // 10 // TODO.Translate
// Minor traits
L"Ловкач", //Ambidextrous
L"Мастер клинка", //Melee
@@ -2144,6 +2143,8 @@ STR16 gzMercSkillTextNew[] =
L"Подрывник", //Demolitions
L"Инструктор", //Teaching
L"Разведчик", //Scouting
// covert ops is a major trait that was added later
L"Covert Ops", // 20 // TODO.Translate
// second names for major skills
L"Пулемётчик", //Machinegunner
L"Артиллерист", //Bombardier
@@ -2154,6 +2155,16 @@ STR16 gzMercSkillTextNew[] =
L"Командир", //Squadleader
L"Инженер", //Engineer
L"Доктор", //Doctor
L"Placeholder", // 30
L"Placeholder",
L"Placeholder",
L"Placeholder",
L"Placeholder",
L"Placeholder", // 35
L"Placeholder",
L"Placeholder",
L"Placeholder",
L"Placeholder", // 39
L"Шпион", // 30
L"Ещё...",
};
+24 -12
View File
@@ -2122,39 +2122,51 @@ STR16 gzMercSkillText[] =
STR16 gzMercSkillTextNew[] =
{
// Major traits
L"No Skill",
L"Auto Weapons",
L"No Skill", // 0
L"Auto Weapons", // 1
L"Heavy Weapons",
L"Marksman",
L"Hunter",
L"Gunslinger",
L"Gunslinger", // 5
L"Hand to Hand",
L"Deputy",
L"Technician",
L"Paramedic",
L"Covert Ops", // 10 // TODO.Translate
L"Paramedic", // 9
// Minor traits
L"Ambidextrous",
L"Ambidextrous", // 10
L"Melee",
L"Throwing",
L"Night Ops",
L"Stealthy",
L"Athletics",
L"Athletics", // 15
L"Bodybuilding",
L"Demolitions",
L"Teaching",
L"Scouting",
L"Scouting", // 19
// covert ops is a major trait that was added later
L"Covert Ops", // 20
// second names for major skills
L"Machinegunner",
L"Machinegunner", // 21
L"Bombardier",
L"Sniper",
L"Ranger",
L"Gunfighter",
L"Gunfighter", // 25
L"Martial Arts",
L"Squadleader",
L"Engineer",
L"Doctor",
L"Spy", // 30 // TODO.Translate
L"Doctor", // 20
// placeholders for minor traits
L"Placeholder", // 30
L"Placeholder",
L"Placeholder",
L"Placeholder",
L"Placeholder",
L"Placeholder", // 35
L"Placeholder",
L"Placeholder",
L"Placeholder",
L"Placeholder", // 39
L"Spy", // 40
L"More...",
};
//////////////////////////////////////////////////////////