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 else
{ {
for ( UINT8 ubCnt = 0; ubCnt < bNumSkillTraits; ubCnt++ ) 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 swprintf( sTemp, L"%s\n", gzMercSkillTextNew[ ubTempSkillArray[ubCnt] ] );
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 ] );
wcscat( sString, sTemp ); 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] ); MSYS_AddRegion( &gSkillTraitHelpTextRegion[0] );
fAddedTraitRegion[0] = TRUE; fAddedTraitRegion[0] = TRUE;
// Assign the text // Assign the text
AssignPersonnelSkillTraitHelpText( 0, FALSE, iId, 0 ); AssignPersonnelSkillTraitHelpText( 0, FALSE, iId, 0 );
} }
else else
{ {
@@ -1816,24 +1815,15 @@ void DisplayCharStats(INT32 iId, INT32 iSlot)
for ( UINT8 ubCnt = 0; ubCnt < bNumSkillTraits; ubCnt++ ) 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 ) if ( ubCnt >= 4 && bNumSkillTraits > 5 )
{ {
fDisplayMoreTraits = TRUE; fDisplayMoreTraits = TRUE;
swprintf( sString, L"%s\n", gzMercSkillTextNew[ display1 ] ); swprintf( sString, L"%s\n", gzMercSkillTextNew[ ubTempSkillArray[ubCnt] ] );
wcscat( sString2, sString ); wcscat( sString2, sString );
} }
else else
{ {
swprintf( sString, L"%s", gzMercSkillTextNew[ display1 ] ); swprintf( sString, L"%s", gzMercSkillTextNew[ ubTempSkillArray[ubCnt] ] );
if ( ubTempSkillArray[ubCnt] > NEWTRAIT_MERCSKILL_EXPERTOFFSET ) if ( ubTempSkillArray[ubCnt] > NEWTRAIT_MERCSKILL_EXPERTOFFSET )
{ {
@@ -1875,26 +1865,15 @@ void DisplayCharStats(INT32 iId, INT32 iSlot)
MSYS_AddRegion( &gSkillTraitHelpTextRegion[ubCnt] ); MSYS_AddRegion( &gSkillTraitHelpTextRegion[ubCnt] );
fAddedTraitRegion[ubCnt] = TRUE; fAddedTraitRegion[ubCnt] = TRUE;
// Assign the text // Assign the text
UINT8 traitnr = ubTempSkillArray[ubCnt]; AssignPersonnelSkillTraitHelpText( ubTempSkillArray[ubCnt], ((ubTempSkillArray[ubCnt] > NEWTRAIT_MERCSKILL_EXPERTOFFSET) ? TRUE : FALSE), Menptr[iId].ubProfile, 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 );
} }
} }
// if we have more skills than we can display, show "more" and create a tooltip box with the rest of them // if we have more skills than we can display, show "more" and create a tooltip box with the rest of them
if ( fDisplayMoreTraits ) 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); FindFontRightCoordinates((INT16)(pPersonnelScreenPoints[19].x+(iSlot*TEXT_BOX_WIDTH)),0,TEXT_BOX_WIDTH-20,0,sString, PERS_FONT, &sX, &sY);
if( sX <= iMinimumX ) if( sX <= iMinimumX )
{ {
+2 -11
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@@ -2070,17 +2070,8 @@ void UpdateCharRegionHelpText( void )
else else
{ {
for ( UINT8 ubCnt = 0; ubCnt < bNumSkillTraits; ubCnt++ ) 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 swprintf( sTemp, L"%s\n", gzMercSkillTextNew[ ubTempSkillArray[ubCnt] ] );
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 ] );
wcscat( sString, sTemp ); wcscat( sString, sTemp );
} }
} }
+4 -22
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@@ -3001,17 +3001,8 @@ void RenderSMPanel( BOOLEAN *pfDirty )
else else
{ {
for ( UINT8 ubCnt = 0; ubCnt < bNumSkillTraits; ubCnt++ ) 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 swprintf( sTemp, L"%s\n", gzMercSkillTextNew[ ubTempSkillArray[ubCnt] ] );
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 ] );
wcscat( pStr, sTemp ); wcscat( pStr, sTemp );
} }
} }
@@ -5677,17 +5668,8 @@ void RenderTEAMPanel( BOOLEAN fDirty )
else else
{ {
for ( UINT8 ubCnt = 0; ubCnt < bNumSkillTraits; ubCnt++ ) 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 swprintf( sTemp, L"%s\n", gzMercSkillTextNew[ ubTempSkillArray[ubCnt] ] );
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 ] );
wcscat( pStr, sTemp ); wcscat( pStr, sTemp );
} }
} }
-15
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@@ -10100,21 +10100,6 @@ void HandleDisplayingOfPlayerLostDialogue( void )
} }
#endif #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; static UINT8 prisonerdialoguetargetID = 0;
void PrisonerSurrenderMessageBoxCallBack( UINT8 ubExitValue ) void PrisonerSurrenderMessageBoxCallBack( UINT8 ubExitValue )
-2
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@@ -404,8 +404,6 @@ extern UINT8 NumEnemyInSector();
extern UINT8 NumZombiesInSector(); extern UINT8 NumZombiesInSector();
#endif #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 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) // 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 ) if (( pSoldier->stats.ubSkillTraits[0] == pSoldier->stats.ubSkillTraits[1] ) && pSoldier->stats.ubSkillTraits[0] != 0 )
{ {
CHAR16 pStrAux[50]; 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_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_2], pStrInfo, gzMercSkillTextNew[ 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_3], pStrInfo, gzMercSkillTextNew[ pSoldier->stats.ubSkillTraits[2] ] );
//swprintf( pStrInfo, L"%s\n", pStrInfo ); //swprintf( pStrInfo, L"%s\n", pStrInfo );
} }
else if (( pSoldier->stats.ubSkillTraits[1] == pSoldier->stats.ubSkillTraits[2] ) && pSoldier->stats.ubSkillTraits[1] != 0 ) else if (( pSoldier->stats.ubSkillTraits[1] == pSoldier->stats.ubSkillTraits[2] ) && pSoldier->stats.ubSkillTraits[1] != 0 )
{ {
CHAR16 pStrAux[50]; 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_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_2], pStrInfo, gzMercSkillTextNew[ 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_3], pStrInfo, gzMercSkillTextNew[ pSoldier->stats.ubSkillTraits[0] ] );
} }
else if (( pSoldier->stats.ubSkillTraits[0] == pSoldier->stats.ubSkillTraits[2] ) && pSoldier->stats.ubSkillTraits[0] != 0 ) else if (( pSoldier->stats.ubSkillTraits[0] == pSoldier->stats.ubSkillTraits[2] ) && pSoldier->stats.ubSkillTraits[0] != 0 )
{ {
CHAR16 pStrAux[50]; 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_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_2], pStrInfo, gzMercSkillTextNew[ 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_3], pStrInfo, gzMercSkillTextNew[ pSoldier->stats.ubSkillTraits[1] ] );
} }
else else
{ {
swprintf( pStrInfo, gzTooltipStrings[STR_TT_SKILL_TRAIT_1], pStrInfo, GetNewTraitStr(pSoldier->stats.ubSkillTraits[0]) ); swprintf( pStrInfo, gzTooltipStrings[STR_TT_SKILL_TRAIT_1], pStrInfo, gzMercSkillTextNew[ 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_2], pStrInfo, gzMercSkillTextNew[ 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_3], pStrInfo, gzMercSkillTextNew[ pSoldier->stats.ubSkillTraits[2] ] );
} }
} }
else else
+13 -2
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@@ -2131,8 +2131,7 @@ STR16 gzMercSkillTextNew[] =
L"格斗家", L"格斗家",
L"班副", L"班副",
L"技师", L"技师",
L"救护兵", L"救护兵",
L"特工", // L"Covert Ops",
// Minor traits // Minor traits
L"双持", L"双持",
L"近战", L"近战",
@@ -2144,6 +2143,8 @@ STR16 gzMercSkillTextNew[] =
L"爆破", L"爆破",
L"教学", L"教学",
L"侦察", // 20 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 // second names for major skills
L"机枪手", L"机枪手",
L"掷弹兵", L"掷弹兵",
@@ -2154,6 +2155,16 @@ STR16 gzMercSkillTextNew[] =
L"班长", L"班长",
L"工兵", L"工兵",
L"军医", 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"间谍", // 30
L"更多...", L"更多...",
}; };
+24 -12
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@@ -2118,39 +2118,51 @@ STR16 gzMercSkillText[] =
STR16 gzMercSkillTextNew[] = STR16 gzMercSkillTextNew[] =
{ {
// Major traits // Major traits
L"No Skill", L"No Skill", // 0
L"Auto Weapons", L"Auto Weapons", // 1
L"Heavy Weapons", L"Heavy Weapons",
L"Marksman", L"Marksman",
L"Hunter", L"Hunter",
L"Gunslinger", L"Gunslinger", // 5
L"Hand to Hand", L"Hand to Hand",
L"Deputy", L"Deputy",
L"Technician", L"Technician",
L"Paramedic", L"Paramedic", // 9
L"Covert Ops", // 10 // TODO.Translate
// Minor traits // Minor traits
L"Ambidextrous", L"Ambidextrous", // 10
L"Melee", L"Melee",
L"Throwing", L"Throwing",
L"Night Ops", L"Night Ops",
L"Stealthy", L"Stealthy",
L"Athletics", L"Athletics", // 15
L"Bodybuilding", L"Bodybuilding",
L"Demolitions", L"Demolitions",
L"Teaching", 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 // second names for major skills
L"Machinegunner", L"Machinegunner", // 21
L"Bombardier", L"Bombardier",
L"Sniper", L"Sniper",
L"Ranger", L"Ranger",
L"Gunfighter", L"Gunfighter", // 25
L"Martial Arts", L"Martial Arts",
L"Squadleader", L"Squadleader",
L"Engineer", L"Engineer",
L"Doctor", L"Doctor", // 20
L"Spy", // 30 // TODO.Translate // 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...", L"More...",
}; };
////////////////////////////////////////////////////////// //////////////////////////////////////////////////////////
+22 -10
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@@ -2123,7 +2123,7 @@ STR16 gzMercSkillTextNew[] =
{ {
// Major traits // Major traits
L"No Skill", // 0 L"No Skill", // 0
L"Auto Weapons", L"Auto Weapons", // 1
L"Heavy Weapons", L"Heavy Weapons",
L"Marksman", L"Marksman",
L"Hunter", L"Hunter",
@@ -2131,21 +2131,22 @@ STR16 gzMercSkillTextNew[] =
L"Hand to Hand", L"Hand to Hand",
L"Deputy", L"Deputy",
L"Technician", L"Technician",
L"Paramedic", L"Paramedic", // 9
L"Covert Ops", // 10
// Minor traits // Minor traits
L"Ambidextrous", L"Ambidextrous", // 10
L"Melee", L"Melee",
L"Throwing", L"Throwing",
L"Night Ops", L"Night Ops",
L"Stealthy", // 15 L"Stealthy",
L"Athletics", L"Athletics", // 15
L"Bodybuilding", L"Bodybuilding",
L"Demolitions", L"Demolitions",
L"Teaching", 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 // second names for major skills
L"Machinegunner", L"Machinegunner", // 21
L"Bombardier", L"Bombardier",
L"Sniper", L"Sniper",
L"Ranger", L"Ranger",
@@ -2153,8 +2154,19 @@ STR16 gzMercSkillTextNew[] =
L"Martial Arts", L"Martial Arts",
L"Squadleader", L"Squadleader",
L"Engineer", L"Engineer",
L"Doctor", L"Doctor", // 20
L"Spy", // 30 // 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...", L"More...",
}; };
////////////////////////////////////////////////////////// //////////////////////////////////////////////////////////
+14 -2
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@@ -2136,8 +2136,7 @@ STR16 gzMercSkillTextNew[] =
L"Arts martiaux", L"Arts martiaux",
L"Meneur", L"Meneur",
L"Technicien", L"Technicien",
L"Médecin", L"Médecin",
L"Espionnage", // 10 // TODO.Translate !!! "Infiltrateur" ? Char limit ?
// Minor traits // Minor traits
L"Ambidextre", L"Ambidextre",
L"Mêlée", L"Mêlée",
@@ -2149,6 +2148,8 @@ STR16 gzMercSkillTextNew[] =
L"Sabotage", L"Sabotage",
L"Instructeur", L"Instructeur",
L"Reconnaissance", 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 // second names for major skills
L"Mitrailleur", L"Mitrailleur",
L"Bombardier", L"Bombardier",
@@ -2159,6 +2160,17 @@ STR16 gzMercSkillTextNew[] =
L"Commandant", L"Commandant",
L"Ingénieur", L"Ingénieur",
L"Chirurgien", 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"Espion", // 30
L"Plus...", L"Plus...",
}; };
+14 -3
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@@ -2142,8 +2142,7 @@ STR16 gzMercSkillTextNew[] =
L"Faustkämpfer", L"Faustkämpfer",
L"Gruppenführer", L"Gruppenführer",
L"Mechaniker", L"Mechaniker",
L"Sanitäter", L"Sanitäter",
L"Geheimagent",
// Minor traits // Minor traits
L"Beidhänder", L"Beidhänder",
L"Messerkämpfer", L"Messerkämpfer",
@@ -2155,7 +2154,8 @@ STR16 gzMercSkillTextNew[] =
L"Sprengmeister", L"Sprengmeister",
L"Ausbilder", L"Ausbilder",
L"Aufklärer", L"Aufklärer",
// covert ops is a major trait that was added later
L"Geheimagent",
// second names for major skills // second names for major skills
L"MG-Veteran", L"MG-Veteran",
L"Artillerist", L"Artillerist",
@@ -2166,6 +2166,17 @@ STR16 gzMercSkillTextNew[] =
L"Zugführer", L"Zugführer",
L"Ingenieur", L"Ingenieur",
L"Arzt", 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"Spion", // 30
L"Mehr...", L"Mehr...",
}; };
+24 -12
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@@ -2114,39 +2114,51 @@ STR16 gzMercSkillText[] =
STR16 gzMercSkillTextNew[] = STR16 gzMercSkillTextNew[] =
{ {
// Major traits // Major traits
L"No Skill", L"No Skill", // 0
L"Auto Weapons", L"Auto Weapons", // 1
L"Heavy Weapons", L"Heavy Weapons",
L"Marksman", L"Marksman",
L"Hunter", L"Hunter",
L"Gunslinger", L"Gunslinger", // 5
L"Hand to Hand", L"Hand to Hand",
L"Deputy", L"Deputy",
L"Technician", L"Technician",
L"Paramedic", L"Paramedic", // 9
L"Covert Ops", // 10 // TODO.Translate
// Minor traits // Minor traits
L"Ambidextrous", L"Ambidextrous", // 10
L"Melee", L"Melee",
L"Throwing", L"Throwing",
L"Night Ops", L"Night Ops",
L"Stealthy", L"Stealthy",
L"Athletics", L"Athletics", // 15
L"Bodybuilding", L"Bodybuilding",
L"Demolitions", L"Demolitions",
L"Teaching", 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 // second names for major skills
L"Machinegunner", L"Machinegunner", // 21
L"Bombardier", L"Bombardier",
L"Sniper", L"Sniper",
L"Ranger", L"Ranger",
L"Gunfighter", L"Gunfighter", // 25
L"Martial Arts", L"Martial Arts",
L"Squadleader", L"Squadleader",
L"Engineer", L"Engineer",
L"Doctor", L"Doctor", // 20
L"Spy", // 30 // TODO.Translate // 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...", L"More...",
}; };
////////////////////////////////////////////////////////// //////////////////////////////////////////////////////////
+14 -3
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@@ -2139,8 +2139,7 @@ STR16 gzMercSkillTextNew[] =
L"Walka Wręcz", L"Walka Wręcz",
L"Zastępca Szeryfa", L"Zastępca Szeryfa",
L"Technik", L"Technik",
L"Paramedyk", L"Paramedyk",
L"Covert Ops", // 10 // TODO.Translate
// Minor traits // Minor traits
L"Oburęczność", L"Oburęczność",
L"Walka Wręcz", L"Walka Wręcz",
@@ -2152,6 +2151,8 @@ STR16 gzMercSkillTextNew[] =
L"Ładunki Wybuchowe", L"Ładunki Wybuchowe",
L"Uczenie", L"Uczenie",
L"Zwiad", L"Zwiad",
// covert ops is a major trait that was added later
L"Covert Ops", // 10 // TODO.Translate
// second names for major skills // second names for major skills
L"Strzelec RKMu", L"Strzelec RKMu",
L"Bombardier", L"Bombardier",
@@ -2162,7 +2163,17 @@ STR16 gzMercSkillTextNew[] =
L"Dowódca Drużyny", L"Dowódca Drużyny",
L"Inżynier", L"Inżynier",
L"Doktor", 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...", L"Więcej...",
}; };
////////////////////////////////////////////////////////// //////////////////////////////////////////////////////////
+12 -1
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@@ -2132,7 +2132,6 @@ STR16 gzMercSkillTextNew[] =
L"Старшина", //Deputy L"Старшина", //Deputy
L"Механик-электронщик", //Technician L"Механик-электронщик", //Technician
L"Санитар", //Paramedic L"Санитар", //Paramedic
L"Covert Ops", // 10 // TODO.Translate
// Minor traits // Minor traits
L"Ловкач", //Ambidextrous L"Ловкач", //Ambidextrous
L"Мастер клинка", //Melee L"Мастер клинка", //Melee
@@ -2144,6 +2143,8 @@ STR16 gzMercSkillTextNew[] =
L"Подрывник", //Demolitions L"Подрывник", //Demolitions
L"Инструктор", //Teaching L"Инструктор", //Teaching
L"Разведчик", //Scouting L"Разведчик", //Scouting
// covert ops is a major trait that was added later
L"Covert Ops", // 20 // TODO.Translate
// second names for major skills // second names for major skills
L"Пулемётчик", //Machinegunner L"Пулемётчик", //Machinegunner
L"Артиллерист", //Bombardier L"Артиллерист", //Bombardier
@@ -2154,6 +2155,16 @@ STR16 gzMercSkillTextNew[] =
L"Командир", //Squadleader L"Командир", //Squadleader
L"Инженер", //Engineer L"Инженер", //Engineer
L"Доктор", //Doctor 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"Шпион", // 30
L"Ещё...", L"Ещё...",
}; };
+24 -12
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@@ -2122,39 +2122,51 @@ STR16 gzMercSkillText[] =
STR16 gzMercSkillTextNew[] = STR16 gzMercSkillTextNew[] =
{ {
// Major traits // Major traits
L"No Skill", L"No Skill", // 0
L"Auto Weapons", L"Auto Weapons", // 1
L"Heavy Weapons", L"Heavy Weapons",
L"Marksman", L"Marksman",
L"Hunter", L"Hunter",
L"Gunslinger", L"Gunslinger", // 5
L"Hand to Hand", L"Hand to Hand",
L"Deputy", L"Deputy",
L"Technician", L"Technician",
L"Paramedic", L"Paramedic", // 9
L"Covert Ops", // 10 // TODO.Translate
// Minor traits // Minor traits
L"Ambidextrous", L"Ambidextrous", // 10
L"Melee", L"Melee",
L"Throwing", L"Throwing",
L"Night Ops", L"Night Ops",
L"Stealthy", L"Stealthy",
L"Athletics", L"Athletics", // 15
L"Bodybuilding", L"Bodybuilding",
L"Demolitions", L"Demolitions",
L"Teaching", 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 // second names for major skills
L"Machinegunner", L"Machinegunner", // 21
L"Bombardier", L"Bombardier",
L"Sniper", L"Sniper",
L"Ranger", L"Ranger",
L"Gunfighter", L"Gunfighter", // 25
L"Martial Arts", L"Martial Arts",
L"Squadleader", L"Squadleader",
L"Engineer", L"Engineer",
L"Doctor", L"Doctor", // 20
L"Spy", // 30 // TODO.Translate // 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...", L"More...",
}; };
////////////////////////////////////////////////////////// //////////////////////////////////////////////////////////