Enhanced Description Box, v1.3. By Headrock

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@2414 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
ChrisL
2008-11-13 01:11:59 +00:00
parent 3cd3ef39cb
commit 905ce20125
21 changed files with 10042 additions and 1061 deletions
+4
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@@ -310,6 +310,7 @@ void InitGameSettings()
gGameSettings.fOptions[ TOPTION_USE_AUTO_SAVE ] = FALSE;
gGameSettings.fOptions[ TOPTION_SILENT_SKYRIDER ] = FALSE;
gGameSettings.fOptions[ TOPTION_LOW_CPU_USAGE ] = FALSE;
gGameSettings.fOptions[ TOPTION_ENHANCED_DESC_BOX ] = FALSE;
gGameSettings.ubSizeOfDisplayCover = 4;
gGameSettings.ubSizeOfLOS = 4;
@@ -779,6 +780,9 @@ void LoadGameExternalOptions()
gGameExternalOptions.gbBulletTracer = iniReader.ReadBoolean("JA2 Gameplay Settings","USE_BULLET_TRACERS",FALSE);
gGameExternalOptions.fRestrictFemaleEnemiesExceptElite = iniReader.ReadBoolean("JA2 Gameplay Settings","RESTRICT_FEMALE_ENEMIES_EXCEPT_ELITE",FALSE);
// HEADROCK: Use Enhanced Item Description Box?
gGameExternalOptions.fEnhancedDescriptionBox = iniReader.ReadInteger("JA2 Gameplay Settings","USE_ENHANCED_DESCRIPTION_BOX",0);
}
INT16 DynamicAdjustAPConstants(INT16 iniReadValue, INT16 iniDefaultValue, BOOLEAN reverse)
+4
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@@ -55,6 +55,7 @@ enum
TOPTION_USE_AUTO_SAVE,
TOPTION_SILENT_SKYRIDER,
TOPTION_LOW_CPU_USAGE,
TOPTION_ENHANCED_DESC_BOX,
NUM_GAME_OPTIONS, //Toggle up this will be able to be Toggled by the player
@@ -450,6 +451,9 @@ BOOLEAN gbBulletTracer;
// WANNE: Restrict female enemies from beeing in the queens army (except Female Elite enemies)?
BOOLEAN fRestrictFemaleEnemiesExceptElite;
// HEADROCK: Enhanced Item Description Box ON/OFF
BOOLEAN fEnhancedDescriptionBox;
} GAME_EXTERNAL_OPTIONS;
//This structure will contain general Ja2 settings NOT individual game settings.
+3 -3
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@@ -2435,7 +2435,7 @@ void CreateMouseRegionForBigImage( UINT16 usPosY, UINT8 ubCount, INT16 *pItemNum
gunDamage, //Gun damage
gWeaponStatsDesc[ 10 ], //Range String
gGameSettings.fOptions[ TOPTION_SHOW_WEAPON_RANGE_IN_TILES ] ? Weapon[ pItemNumbers[ i ] ].usRange/10 : Weapon[ pItemNumbers[ i ] ].usRange, //Gun Range
gWeaponStatsDesc[ 5 ], //AP String
gWeaponStatsDesc[ 6 ], //AP String
readyAPs,
apStr, //AP's
//L"- / - / -",
@@ -2497,7 +2497,7 @@ void CreateMouseRegionForBigImage( UINT16 usPosY, UINT8 ubCount, INT16 *pItemNum
gunDamage, //Gun damage
gWeaponStatsDesc[ 10 ], //Range String
gGameSettings.fOptions[ TOPTION_SHOW_WEAPON_RANGE_IN_TILES ] ? Weapon[ pItemNumbers[ i ] ].usRange/10 : Weapon[ pItemNumbers[ i ] ].usRange, //Gun Range
gWeaponStatsDesc[ 5 ], //AP String
gWeaponStatsDesc[ 6 ], //AP String
//apStr, //AP's
L"- / - / -",
gWeaponStatsDesc[ 12 ], //Weight String
@@ -2517,7 +2517,7 @@ void CreateMouseRegionForBigImage( UINT16 usPosY, UINT8 ubCount, INT16 *pItemNum
ItemNames[ pItemNumbers[ i ] ],
gWeaponStatsDesc[ 11 ], //Damage String
meleeDamage, //Melee damage
gWeaponStatsDesc[ 5 ], //AP String
gWeaponStatsDesc[ 6 ], //AP String
//apStr, //AP's
L"-",
gWeaponStatsDesc[ 12 ], //Weight String
+4
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@@ -986,6 +986,10 @@ void MSYS_RemoveRegion(MOUSE_REGION *region)
return;
AssertMsg( 0, "Attempting to remove a NULL region.");
}
//CHRISL: Obviously, we should never run this function if a region hasn't been setup, but a failsafe would be nice
if(region->IDNumber == 0)
return;
#ifdef MOUSESYSTEM_DEBUGGING
if( !(region->uiFlags & MSYS_REGION_EXISTS) )
AssertMsg( 0, "Attempting to remove an already removed region." );
File diff suppressed because it is too large Load Diff
+27
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@@ -0,0 +1,27 @@
#ifndef __INTERFACE_ENHANCED_H
#define __INTERFACE_ENHANCED_H
extern INV_DESC_STATS gMiscItemStatsEDB[];
UINT8 UsingEDBSystem();
void InitItemDescriptionBoxOffsets();
BOOLEAN InternalInitEnhancedDescBox();
void InternalInitEDBTooltipRegion( OBJECTTYPE * gpItemDescObject, UINT32 guiCurrentItemDescriptionScreen );
void DeleteEnhancedDescBox( UINT32 guiCurrentItemDescriptionScreen );
void InitDescStatCoords();
void InitLBECoords();
void InitEDBCoords();
void DrawWeaponStats( OBJECTTYPE * gpItemDescObject );
void DrawAmmoStats( OBJECTTYPE * gpItemDescObject );
void DrawExplosiveStats( OBJECTTYPE * gpItemDescObject );
void DrawArmorStats( OBJECTTYPE * gpItemDescObject );
void DrawMiscStats( OBJECTTYPE * gpItemDescObject );
void DrawWeaponValues( OBJECTTYPE * gpItemDescObject );
void DrawAmmoValues( OBJECTTYPE * gpItemDescObject, int shotsLeft );
void DrawExplosiveValues( OBJECTTYPE * gpItemDescObject );
void DrawArmorValues( OBJECTTYPE * gpItemDescObject );
void DrawMiscValues( OBJECTTYPE * gpItemDescObject );
#endif
File diff suppressed because it is too large Load Diff
+68
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@@ -9,6 +9,7 @@
#define BIG_INV_SLOT_HEIGHT 22
#define SM_INV_SLOT_WIDTH 30
#define SM_INV_SLOT_HEIGHT 23
#define MAP_ATTACH_SLOT_WIDTH 32
#define VEST_INV_SLOT_WIDTH 43
#define VEST_INV_SLOT_HEIGHT 24
#define LEGS_INV_SLOT_WIDTH 43
@@ -17,6 +18,72 @@
#define HEAD_INV_SLOT_HEIGHT 24
//CHRISL: moved from Interface Items.cpp
typedef struct
{
INT16 sX;
INT16 sY;
INT16 sValDx;
} INV_DESC_STATS;
typedef struct
{
UINT32 uiTotalAmount;
UINT32 uiMoneyRemaining;
UINT32 uiMoneyRemoving;
} REMOVE_MONEY;
typedef struct
{
UINT16 x;
UINT16 y;
} MoneyLoc;
void ItemDescCallback( MOUSE_REGION * pRegion, INT32 iReason );
#define ITEMDESC_FONT BLOCKFONT2
#define INV_BAR_DX 5
#define INV_BAR_DY 21
#define ITEM_STATS_WIDTH 26
#define ITEM_STATS_HEIGHT 8
#define EXCEPTIONAL_DAMAGE 40
#define EXCEPTIONAL_WEIGHT 20
#define EXCEPTIONAL_RANGE 400
#define EXCEPTIONAL_MAGAZINE 50
#define EXCEPTIONAL_AP_COST 5
#define EXCEPTIONAL_BURST_SIZE 5
#define EXCEPTIONAL_RELIABILITY 2
#define EXCEPTIONAL_REPAIR_EASE 2
#define EXCEPTIONAL_ACCURACY 4
#define ITEMDESC_FONTHIGHLIGHT FONT_MCOLOR_WHITE
#define MAP_ITEMDESC_NAME_X (7 + gsInvDescX)
#define MAP_ITEMDESC_NAME_Y (65 + gsInvDescY)
//CHRISL: extern'd for EDB project
extern INT16 gsInvDescX;
extern INT16 gsInvDescY;
extern INT16 ITEMDESC_CALIBER_X;
extern INT16 ITEMDESC_CALIBER_Y;
extern INT16 BULLET_SING_X;
extern INT16 BULLET_SING_Y;
extern INT16 BULLET_BURST_X;
extern INT16 BULLET_BURST_Y;
extern INT16 MAP_BULLET_SING_X;
extern INT16 MAP_BULLET_SING_Y;
extern INT16 MAP_BULLET_BURST_X;
extern INT16 MAP_BULLET_BURST_Y;
extern INT16 ITEMDESC_DESC_START_X;
extern INT16 ITEMDESC_DESC_START_Y;
extern INT16 ITEMDESC_PROS_START_X;
extern INT16 ITEMDESC_PROS_START_Y;
extern INT16 ITEMDESC_CONS_START_X;
extern INT16 ITEMDESC_CONS_START_Y;
extern INT16 MAP_ITEMDESC_DESC_START_X;
extern INT16 MAP_ITEMDESC_DESC_START_Y;
extern INT16 MAP_ITEMDESC_PROS_START_X;
extern INT16 MAP_ITEMDESC_PROS_START_Y;
extern INT16 MAP_ITEMDESC_CONS_START_X;
extern INT16 MAP_ITEMDESC_CONS_START_Y;
extern INT16 ITEMDESC_DESC_WIDTH;
extern UINT8 gubItemDescStatusIndex;
// A STRUCT USED INTERNALLY FOR INV SLOT REGIONS
typedef struct
@@ -132,6 +199,7 @@ extern BOOLEAN gfInItemDescBox;
BOOLEAN InItemDescriptionBox( );
BOOLEAN InitItemDescriptionBox( SOLDIERTYPE *pSoldier, UINT8 ubPosition, INT16 sX, INT16 sY, UINT8 ubStatusIndex );
BOOLEAN InternalInitItemDescriptionBox( OBJECTTYPE *pObject, INT16 sX, INT16 sY, UINT8 ubStatusIndex, SOLDIERTYPE *pSoldier, UINT8 ubPosition = NUM_INV_SLOTS );
void UpdateAttachmentTooltips( OBJECTTYPE *pObject, UINT8 ubStatusIndex );
BOOLEAN InitKeyItemDescriptionBox( SOLDIERTYPE *pSoldier, UINT8 ubPosition, INT16 sX, INT16 sY, UINT8 ubStatusIndex );
void RenderItemDescriptionBox( );
void HandleItemDescriptionBox( BOOLEAN *pfDirty );
+252
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@@ -8526,3 +8526,255 @@ INT16 GetWornStealth( SOLDIERTYPE * pSoldier )
return __min( ttl, 100 );
}
/////////////////////////////
// HEADROCK: Several functions created for the Enhanced Description Box project, but may generally be useful some
// day. They calculate item bonuses, ammo bonuses and attachment bonuses, without requiring a SOLDIERTYPE or any
// other variable.
////////////////////////////
// HEADROCK: Function to get the total aim-bonus from the gun and its attachments
INT16 GetFlatAimBonus( OBJECTTYPE * pObj )
{
INT16 bonus = 0;
bonus += Item[pObj->usItem].aimbonus;
for (attachmentList::iterator iter = (*pObj)[0]->attachments.begin(); iter != (*pObj)[0]->attachments.end(); ++iter)
{
bonus += Item[iter->usItem].aimbonus;
}
return( bonus );
}
// HEADROCK: Function to get the final Loudness value of a gun, after ammo and attachment reductions
INT16 GetFinalLoudness( OBJECTTYPE * pObj )
{
INT16 loudness = 0;
INT16 loudnessModifier = 0;
loudness = Weapon[Item[pObj->usItem].ubClassIndex].ubAttackVolume;
loudnessModifier += Item[pObj->usItem].percentnoisereduction;
if ( (*pObj)[0]->data.gun.ubGunShotsLeft > 0 )
loudnessModifier += Item[(*pObj)[0]->data.gun.usGunAmmoItem].percentnoisereduction ;
for (attachmentList::iterator iter = (*pObj)[0]->attachments.begin(); iter != (*pObj)[0]->attachments.end(); ++iter)
{
loudnessModifier += BonusReduce( Item[iter->usItem].percentnoisereduction, (*iter)[0]->data.objectStatus ) ;
}
loudness = loudness * ( 100 - loudnessModifier ) / 100;
loudness = __max(loudness, 1);
return ( loudness );
}
// HEADROCK: Function to get AP bonus from an item rather than a soldier
INT16 GetAPBonus( OBJECTTYPE * pObj )
{
INT16 bonus=0;
bonus += Item[ pObj->usItem ].APBonus;
for (attachmentList::iterator iter = (*pObj)[0]->attachments.begin(); iter != (*pObj)[0]->attachments.end(); ++iter)
{
bonus += Item[iter->usItem].APBonus;
}
return( bonus );
}
// HEADROCK: Alternative function to determine flat to-hit bonus of weapon
INT16 GetFlatToHitBonus( OBJECTTYPE * pObj )
{
INT16 bonus=0;
bonus = Item[pObj->usItem].tohitbonus;
bonus += Item[(*pObj)[0]->data.gun.usGunAmmoItem].tohitbonus;
for (attachmentList::iterator iter = (*pObj)[0]->attachments.begin(); iter != (*pObj)[0]->attachments.end(); ++iter)
{
bonus += Item[iter->usItem].tohitbonus;
}
return( bonus );
}
// HEADROCK: Function to get average of all "best laser range" attributes from weapon and attachments
INT16 GetAverageBestLaserRange( OBJECTTYPE * pObj )
{
INT16 bonus=0;
INT16 numModifiers=0;
if (Item[pObj->usItem].bestlaserrange > 0)
{
numModifiers++;
bonus += Item[pObj->usItem].bestlaserrange;
}
for (attachmentList::iterator iter = (*pObj)[0]->attachments.begin(); iter != (*pObj)[0]->attachments.end(); ++iter)
{
if (Item[iter->usItem].bestlaserrange > 0)
{
numModifiers++;
bonus += Item[iter->usItem].bestlaserrange;
}
}
if (numModifiers>0)
{
bonus = bonus / numModifiers;
}
return( bonus );
}
// HEADROCK: This function determines the bipod bonii of the gun or its attachments
INT16 GetBipodBonus( OBJECTTYPE * pObj )
{
INT16 bonus=0;
bonus = Item[pObj->usItem].bipod;
for (attachmentList::iterator iter = (*pObj)[0]->attachments.begin(); iter != (*pObj)[0]->attachments.end(); ++iter)
{
bonus += Item[iter->usItem].bipod;
}
return( bonus );
}
// HEADROCK: Added a function to calculate the vision range bonus of an object and its attachments. Takes an argument which determines what type
// of vision range bonus we want to get:
// 0 - Regular
// 1 - Day
// 2 - Night
// 3 - Bright Light
// 4 - Cave
INT16 GetItemVisionRangeBonus( OBJECTTYPE * pObj, INT16 VisionType )
{
INT16 bonus = 0;
if (VisionType == 0)
{
bonus += Item[ pObj->usItem ].visionrangebonus;
for (attachmentList::iterator iter = (*pObj)[0]->attachments.begin(); iter != (*pObj)[0]->attachments.end(); ++iter)
{
bonus += Item[iter->usItem].visionrangebonus;
}
}
else if (VisionType == 1)
{
bonus += Item[ pObj->usItem ].dayvisionrangebonus;
for (attachmentList::iterator iter = (*pObj)[0]->attachments.begin(); iter != (*pObj)[0]->attachments.end(); ++iter)
{
bonus += Item[iter->usItem].dayvisionrangebonus;
}
}
else if (VisionType == 2)
{
bonus += Item[ pObj->usItem ].nightvisionrangebonus;
for (attachmentList::iterator iter = (*pObj)[0]->attachments.begin(); iter != (*pObj)[0]->attachments.end(); ++iter)
{
bonus += Item[iter->usItem].nightvisionrangebonus;
}
}
else if (VisionType == 3)
{
bonus += Item[ pObj->usItem ].brightlightvisionrangebonus;
for (attachmentList::iterator iter = (*pObj)[0]->attachments.begin(); iter != (*pObj)[0]->attachments.end(); ++iter)
{
bonus += Item[iter->usItem].brightlightvisionrangebonus;
}
}
else if (VisionType == 4)
{
bonus += Item[ pObj->usItem ].cavevisionrangebonus;
for (attachmentList::iterator iter = (*pObj)[0]->attachments.begin(); iter != (*pObj)[0]->attachments.end(); ++iter)
{
bonus += Item[iter->usItem].cavevisionrangebonus;
}
}
return( bonus );
}
// HEADROCK: function to get Tunnel Vision percent from an item and its attachments
UINT8 GetItemPercentTunnelVision( OBJECTTYPE * pObj )
{
UINT8 bonus = 0;
bonus += Item[ pObj->usItem ].percenttunnelvision;
for (attachmentList::iterator iter = (*pObj)[0]->attachments.begin(); iter != (*pObj)[0]->attachments.end(); ++iter)
{
bonus += Item[iter->usItem].percenttunnelvision;
}
bonus = __min(bonus, 100);
return( bonus );
}
// HEADROCK: Function to calculate hearing range bonus without SOLDIERTYPE, from an item and its attachments
INT16 GetItemHearingRangeBonus( OBJECTTYPE * pObj )
{
INT16 bonus = 0;
bonus += Item[ pObj->usItem ].hearingrangebonus;
for (attachmentList::iterator iter = (*pObj)[0]->attachments.begin(); iter != (*pObj)[0]->attachments.end(); ++iter)
{
bonus += Item[ iter->usItem ].hearingrangebonus;
}
return( bonus );
}
// HEADROCK: Flash Suppression Detector function that does not use SOLDIERTYPE.
BOOLEAN IsFlashSuppressorAlt( OBJECTTYPE * pObj )
{
if ( AmmoTypes[(*pObj)[0]->data.gun.ubGunAmmoType].tracerEffect )
return FALSE;
if ( Item[pObj->usItem].hidemuzzleflash )
return TRUE;
if ( Item[(*pObj)[0]->data.gun.usGunAmmoItem].hidemuzzleflash )
return TRUE;
for (attachmentList::iterator iter = (*pObj)[0]->attachments.begin(); iter != (*pObj)[0]->attachments.end(); ++iter) {
if (Item[iter->usItem].hidemuzzleflash )
{
return( TRUE );
}
}
return( FALSE );
}
// HEADROCK: Calculate stealth not based on item status
INT16 GetBasicStealthBonus( OBJECTTYPE * pObj )
{
INT16 bonus = 0;
if ( pObj->exists() == true ) {
bonus = Item[pObj->usItem].stealthbonus;
for (attachmentList::iterator iter = (*pObj)[0]->attachments.begin(); iter != (*pObj)[0]->attachments.end(); ++iter) {
bonus += (INT16) Item[iter->usItem].stealthbonus;
}
}
return( bonus );
}
+23
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@@ -214,8 +214,18 @@ UINT16 MagazineClassIndexToItemType(UINT16 usMagIndex);
BOOLEAN IsScoped( OBJECTTYPE * pObj );
INT16 GetAimBonus( OBJECTTYPE * pObj, INT32 iRange, INT16 ubAimTime );
// HEADROCK: Function to get the natural aimbonus of the weapon and its attachments
INT16 GetFlatAimBonus( OBJECTTYPE * pObj );
// HEADROCK: Function to get the final loudness value of a weapon, after reduction from its own characteristics, ammo and attachments
INT16 GetFinalLoudness( OBJECTTYPE * pObj );
INT16 GetMinAimBonusRange( OBJECTTYPE * pObj );
INT16 GetToHitBonus( OBJECTTYPE * pObj, INT32 iRange, UINT8 bLightLevel, BOOLEAN fProneStance = FALSE );
// HEADROCK: Added alternate function that only returns the natural to-hit-bonii of a weapon, ammo and attachments
INT16 GetFlatToHitBonus( OBJECTTYPE * pObj );
// HEADROCK: Function to get average of best laser ranges from weapon and attachments
INT16 GetAverageBestLaserRange( OBJECTTYPE * pObj );
// HEADROCK: Function to get bipod bonus from weapon and its attachments
INT16 GetBipodBonus( OBJECTTYPE * pObj );
UINT32 FindRangeBonusAttachment( OBJECTTYPE * pObj );
INT16 GetRangeBonus( OBJECTTYPE * pObj );
INT16 GetBurstToHitBonus( OBJECTTYPE * pObj, BOOLEAN fProneStance = FALSE );
@@ -244,6 +254,11 @@ INT16 GetMagSizeBonus( OBJECTTYPE * pObj );
// GetBrightLightVisionRangeBonus: bLightLevel < NORMAL_LIGHTLEVEL_DAY
// (remember: darker is higher!)
INT16 GetTotalVisionRangeBonus( SOLDIERTYPE * pSoldier, UINT8 bLightLevel );
// HEADROCK: Following function used to get the vision range bonus of an item and its attachments. Second argument controls specific
// vision type.
INT16 GetItemVisionRangeBonus( OBJECTTYPE * pObj, INT16 VisionType );
// HEADROCK: This function calculates percent tunnel vision from an object and its attachments.
UINT8 GetItemPercentTunnelVision( OBJECTTYPE * pObj );
// Snap: Scale night vision bonus with light level
INT16 NightBonusScale( INT16 bonus, UINT8 bLightLevel );
@@ -253,6 +268,8 @@ BOOLEAN HasThermalOptics( SOLDIERTYPE * pSoldier );
INT8 FindHearingAid( SOLDIERTYPE * pSoldier );
INT16 GetHearingRangeBonus( SOLDIERTYPE * pSoldier );
// HEADROCK: This is the same function as above, but calculates hearing range bonus without SOLDIERTYPE, from an item and its attachments
INT16 GetItemHearingRangeBonus( OBJECTTYPE * pObj );
INT8 IsGrenadeLauncher( OBJECTTYPE * pObj );
INT16 GetGrenadeLauncherStatus( OBJECTTYPE * pObj );
@@ -266,6 +283,8 @@ OBJECTTYPE* FindNonSmokeLaunchableAttachment( OBJECTTYPE * pObj, UINT16 usWeapon
UINT16 PickARandomLaunchable(UINT16 itemIndex);
BOOLEAN IsFlashSuppressor( OBJECTTYPE * pObj, SOLDIERTYPE * pSoldier );
// HEADROCK: Declaration of new function to detect flash suppression without SOLDIERTYPE argument
BOOLEAN IsFlashSuppressorAlt( OBJECTTYPE * pObj );
INT16 GetFlashSuppressorStatus( OBJECTTYPE * pObj );
BOOLEAN IsRemoteDetonator( OBJECTTYPE * pObj );
BOOLEAN IsDetonator( OBJECTTYPE * pObj );
@@ -297,12 +316,16 @@ INT16 GetWornCamo( SOLDIERTYPE * pSoldier );
INT16 GetCamoBonus( OBJECTTYPE * pObj );
INT16 GetWornStealth( SOLDIERTYPE * pSoldier );
INT16 GetStealthBonus( OBJECTTYPE * pObj );
// HEADROCK: Non-status-dependent version of the above
INT16 GetBasicStealthBonus( OBJECTTYPE * pObj );
void ApplyEquipmentBonuses(SOLDIERTYPE * pSoldier);
INT16 GetGearAimBonus( SOLDIERTYPE * pSoldier, INT32 iRange, INT16 ubAimTime);
INT16 GetGearToHitBonus( SOLDIERTYPE * pSoldier );
INT16 GetGearAPBonus( SOLDIERTYPE * pSoldier );
// HEADROCK: This function gets total AP bonus for an item and its attachments
INT16 GetAPBonus( OBJECTTYPE * pObj );
UINT16 GetFirstExplosiveOfType(UINT16 expType);
+8
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@@ -392,6 +392,10 @@
RelativePath=".\interface Dialogue.h"
>
</File>
<File
RelativePath=".\Interface Enhanced.h"
>
</File>
<File
RelativePath=".\Interface Items.h"
>
@@ -710,6 +714,10 @@
RelativePath=".\Interface Dialogue.cpp"
>
</File>
<File
RelativePath=".\Interface Enhanced.cpp"
>
</File>
<File
RelativePath=".\Interface Items.cpp"
>
+11 -1
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@@ -397,7 +397,17 @@ extern STR16 gzMoneyAmounts[6];
extern CHAR16 gzProsLabel[10];
extern CHAR16 gzConsLabel[10];
extern CHAR16 gMoneyStatsDesc[][ 13 ];
extern CHAR16 gWeaponStatsDesc[][ 14 ];
// HEADROCK: Altered value to 16
extern CHAR16 gWeaponStatsDesc[][ 16 ];
// HEADROCK: Added externs for Item Description Box icon and stat tooltips
// Note that I've inflated some of these to 20 to avoid issues.
extern STR16 gzWeaponStatsFasthelp[ 27 ];
extern STR16 gzWeaponStatsFasthelpTactical[ 27 ];
extern STR16 gzAmmoStatsFasthelp[ 20 ];
extern STR16 gzArmorStatsFasthelp[ 20 ];
extern STR16 gzExplosiveStatsFasthelp[ 20 ];
extern STR16 gzMiscItemStatsFasthelp[ 34 ];
// Headrock: End Externs
extern STR16 sKeyDescriptionStrings[2];
extern CHAR16 zHealthStr[][13];
extern STR16 zVehicleName[ 6 ];
+188 -4
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@@ -1072,15 +1072,16 @@ STR16 sKeyDescriptionStrings[2] =
//The headers used to describe various weapon statistics.
CHAR16 gWeaponStatsDesc[][ 14 ] =
CHAR16 gWeaponStatsDesc[][ 16 ] =
{
L"Gewicht (%s):",
// HEADROCK: Changed this for Extended Description project
L"Status:",
L"Munitie:", // Number of bullets left in a magazine
L"Gewicht (%s):",
L"AP Costs",
L"Afst:", // Range
L"Sch:", // Damage
L"Munitie:", // Number of bullets left in a magazine
L"AP:", // abbreviation for Action Points
L"",
L"=",
L"=",
//Lal: additional strings for tooltips
@@ -1089,8 +1090,190 @@ CHAR16 gWeaponStatsDesc[][ 14 ] =
L"Damage:", //11
L"Weight:", //12
L"Stun Damage:",//13
// HEADROCK: Added new strings for extended description ** REDUNDANT **
L"AUTOPEN:", //14
L"AUTO/5:", //15
L"Amount:", //16
};
// HEADROCK: Several arrays of tooltip text for new Extended Description Box
// Please note, several of these are artificially inflated to 19 entries to help fix a complication with
// changing item type while watching its description box
STR16 gzWeaponStatsFasthelp[ 27 ] =
{
L"Range",
L"Damage",
L"Burst/Auto Penalty",
L"Autofire shots per 5 AP",
L"Accuracy",
L"Reliability",
L"Repair Ease",
L"APs to ready",
L"APs to fire Single",
L"APs to fire Burst",
L"APs to fire Auto",
L"APs to Reload",
L"APs to Reload Manually",
L"Flash Suppression",
L"Loudness (Lower is better)",
L"To-Hit Modifier",
L"Average Best Laser Range",
L"Aiming Modifier",
L"Min. Range for Aiming Bonus",
L"Bipod Modifier",
L"APs to Throw",
L"APs to Launch",
L"APs to Stab",
L"No Single Shot!",
L"No Burst Mode!",
L"No Auto Mode!",
L"APs to Bash",
};
STR16 gzWeaponStatsFasthelpTactical[ 27 ] =
{
L"Range",
L"Damage",
L"Burst/Auto Penalty",
L"Autofire shots per 5 AP",
L"Accuracy",
L"Reliability",
L"Repair Ease",
L"APs to ready",
L"APs to fire Single",
L"APs to fire Burst",
L"APs to fire Auto",
L"APs to Reload",
L"APs to Reload Manually",
L"To-Hit Modifier",
L"Average Best Laser Range",
L"Aiming Modifier",
L"Min. Range for Aiming Bonus",
L"Flash Suppression",
L"Loudness (Lower is better)",
L"Bipod Modifier",
L"APs to Throw",
L"APs to Launch",
L"APs to Stab",
L"No Single Shot!",
L"No Burst Mode!",
L"No Auto Mode!",
L"APs to Bash",
};
STR16 gzAmmoStatsFasthelp[ 20 ] =
{
L"Armor Penetration (Lower is better)",
L"Bullet Tumble (Higher is better)",
L"Pre-impact Explosion (Higher is better)",
L"Tracer Effect",
L"Anti-Tank",
L"Lockbuster",
L"Ignores Armor",
L"Acidic",
L"Range Modifier",
L"Damage Modifier",
L"To-Hit Modifier",
L"Burst/Auto Penalty Modifier (Higher is better)",
L"Reliability Modifier",
L"Loudness Modifier (Lower is better)",
L"",
L"",
L"",
L"",
L"",
L"",
};
STR16 gzArmorStatsFasthelp[ 20 ] =
{
L"Protection",
L"Coverage (Higher is better)",
L"Degrade Rate (Lower is better)",
L"AP Modifier",
L"To-Hit Modifier",
L"Woodland Camo",
L"Urban Camo",
L"Desert Camo",
L"Snow Camo",
L"Stealth Modifier",
L"Vision Range Modifier",
L"Day Vision Range Modifier",
L"Night Vision Range Modifier",
L"Bright Light Vision Range Modifier",
L"Cave Vision Range Modifier",
L"Tunnel Vision Percentage",
L"Hearing Range Modifier",
L"",
L"",
L"",
};
STR16 gzExplosiveStatsFasthelp[ 20 ] =
{
L"Damage",
L"Stun Damage",
L"Blast Loudness (Lower is better)",
L"Volatility!!! (Lower is better)",
L"Blast Radius",
L"Effect Start Radius",
L"Effect Final Radius ",
L"Effect Duration",
L"",
L"",
L"",
L"",
L"",
L"",
L"",
L"",
L"",
L"",
L"",
L"",
};
STR16 gzMiscItemStatsFasthelp[ 34 ] =
{
L"Item Size Modifier (Lower is better)", // 0
L"Reliability Modifier",
L"Loudness Modifier (Lower is better)",
L"Hides Muzzle Flash",
L"Bipod Modifier",
L"Range Modifier", // 5
L"To-Hit Modifier",
L"Best Laser Range",
L"Aiming Bonus Modifier",
L"Burst Size Modifier",
L"Burst Penalty Modifier (Higher is better)", // 10
L"Auto-Fire Penalty Modifier (Higher is better)",
L"AP Modifier",
L"AP to Burst Modifier (Lower is better)",
L"AP to Auto-Fire Modifier (Lower is better)",
L"AP to Ready Modifier (Lower is better)", // 15
L"AP to Reload Modifier (Lower is better)",
L"Magazine Size Modifier",
L"AP to Attack Modifier (Lower is better)",
L"Damage Modifier",
L"Melee Damage Modifier", // 20
L"Woodland Camo",
L"Urban Camo",
L"Desert Camo",
L"Snow Camo",
L"Stealth Modifier", // 25
L"Hearing Range Modifier",
L"Vision Range Modifier",
L"Day Vision Range Modifier",
L"Night Vision Range Modifier",
L"Bright Light Vision Range Modifier", //30
L"Cave Vision Range Modifier",
L"Tunnel Vision Percentage (Lower is better)",
L"Minimum Range for Aiming Bonus",
};
// HEADROCK: End new tooltip text
//The headers used for the merc's money.
CHAR16 gMoneyStatsDesc[][ 13 ] =
@@ -3492,6 +3675,7 @@ STR16 zOptionsToggleText[] =
L"Auto save",
L"Silent Skyrider",
L"Low CPU Usage",
L"Enhanced Description Box",
};
//This is the help text associated with the above toggles.
+187 -5
View File
@@ -1084,15 +1084,16 @@ STR16 sKeyDescriptionStrings[2] =
//The headers used to describe various weapon statistics.
CHAR16 gWeaponStatsDesc[][ 14 ] =
CHAR16 gWeaponStatsDesc[][ 16 ] =
{
L"Weight (%s):",
// HEADROCK: Changed this for Extended Description project
L"Status:",
L"Amount:", // Number of bullets left in a magazine
L"Weight (%s):",
L"AP Costs",
L"Rng:", // Range
L"Dam:", // Damage
L"Amount:", // Number of bullets left in a magazine
L"AP:", // abbreviation for Action Points
L"",
L"=",
L"=",
//Lal: additional strings for tooltips
@@ -1101,10 +1102,190 @@ CHAR16 gWeaponStatsDesc[][ 14 ] =
L"Damage:", //11
L"Weight:", //12
L"Stun Damage:",//13
// HEADROCK: Added new strings for extended description ** REDUNDANT **
L"AUTOPEN:", //14
L"AUTO/5:", //15
L"Amount:", //16
};
// HEADROCK: Several arrays of tooltip text for new Extended Description Box
// Please note, several of these are artificially inflated to 19 entries to help fix a complication with
// changing item type while watching its description box
STR16 gzWeaponStatsFasthelp[ 27 ] =
{
L"Range",
L"Damage",
L"Burst/Auto Penalty",
L"Autofire shots per 5 AP",
L"Accuracy",
L"Reliability",
L"Repair Ease",
L"APs to ready",
L"APs to fire Single",
L"APs to fire Burst",
L"APs to fire Auto", //10
L"APs to Reload",
L"APs to Reload Manually",
L"Flash Suppression",
L"Loudness (Lower is better)",
L"To-Hit Modifier",
L"Average Best Laser Range",
L"Aiming Modifier",
L"Min. Range for Aiming Bonus",
L"Bipod Modifier",
L"APs to Throw", //20
L"APs to Launch",
L"APs to Stab",
L"No Single Shot!",
L"No Burst Mode!",
L"No Auto Mode!",
L"APs to Bash",
};
STR16 gzWeaponStatsFasthelpTactical[ 27 ] =
{
L"Range",
L"Damage",
L"Burst/Auto Penalty",
L"Autofire shots per 5 AP",
L"Accuracy",
L"Reliability",
L"Repair Ease",
L"APs to ready",
L"APs to fire Single",
L"APs to fire Burst",
L"APs to fire Auto", //10
L"APs to Reload",
L"APs to Reload Manually",
L"To-Hit Modifier",
L"Average Best Laser Range",
L"Aiming Modifier",
L"Min. Range for Aiming Bonus",
L"Flash Suppression",
L"Loudness (Lower is better)",
L"Bipod Modifier",
L"APs to Throw", //20
L"APs to Launch",
L"APs to Stab",
L"No Single Shot!",
L"No Burst Mode!",
L"No Auto Mode!",
L"APs to Bash",
};
STR16 gzAmmoStatsFasthelp[ 20 ] =
{
L"Armor Penetration (Lower is better)",
L"Bullet Tumble (Higher is better)",
L"Pre-impact Explosion (Higher is better)",
L"Tracer Effect",
L"Anti-Tank",
L"Lockbuster",
L"Ignores Armor",
L"Acidic",
L"Range Modifier",
L"Damage Modifier",
L"To-Hit Modifier",
L"Burst/Auto Penalty Modifier (Higher is better)",
L"Reliability Modifier",
L"Loudness Modifier (Lower is better)",
L"",
L"",
L"",
L"",
L"",
L"",
};
STR16 gzArmorStatsFasthelp[ 20 ] =
{
L"Protection",
L"Coverage (Higher is better)",
L"Degrade Rate (Lower is better)",
L"AP Modifier",
L"To-Hit Modifier",
L"Woodland Camo",
L"Urban Camo",
L"Desert Camo",
L"Snow Camo",
L"Stealth Modifier",
L"Vision Range Modifier",
L"Day Vision Range Modifier",
L"Night Vision Range Modifier",
L"Bright Light Vision Range Modifier",
L"Cave Vision Range Modifier",
L"Tunnel Vision Percentage",
L"Hearing Range Modifier",
L"",
L"",
L"",
};
STR16 gzExplosiveStatsFasthelp[ 20 ] =
{
L"Damage",
L"Stun Damage",
L"Blast Loudness (Lower is better)",
L"Volatility!!! (Lower is better)",
L"Blast Radius",
L"Effect Start Radius",
L"Effect Final Radius ",
L"Effect Duration",
L"",
L"",
L"",
L"",
L"",
L"",
L"",
L"",
L"",
L"",
L"",
L"",
};
STR16 gzMiscItemStatsFasthelp[ 34 ] =
{
L"Item Size Modifier (Lower is better)", // 0
L"Reliability Modifier",
L"Loudness Modifier (Lower is better)",
L"Hides Muzzle Flash",
L"Bipod Modifier",
L"Range Modifier", // 5
L"To-Hit Modifier",
L"Best Laser Range",
L"Aiming Bonus Modifier",
L"Burst Size Modifier",
L"Burst Penalty Modifier (Higher is better)", // 10
L"Auto-Fire Penalty Modifier (Higher is better)",
L"AP Modifier",
L"AP to Burst Modifier (Lower is better)",
L"AP to Auto-Fire Modifier (Lower is better)",
L"AP to Ready Modifier (Lower is better)", // 15
L"AP to Reload Modifier (Lower is better)",
L"Magazine Size Modifier",
L"AP to Attack Modifier (Lower is better)",
L"Damage Modifier",
L"Melee Damage Modifier", // 20
L"Woodland Camo",
L"Urban Camo",
L"Desert Camo",
L"Snow Camo",
L"Stealth Modifier", // 25
L"Hearing Range Modifier",
L"Vision Range Modifier",
L"Day Vision Range Modifier",
L"Night Vision Range Modifier",
L"Bright Light Vision Range Modifier", //30
L"Cave Vision Range Modifier",
L"Tunnel Vision Percentage (Lower is better)",
L"Minimum Range for Aiming Bonus",
};
// HEADROCK: End new tooltip text
//The headers used for the merc's money.
CHAR16 gMoneyStatsDesc[][ 13 ] =
@@ -3507,6 +3688,7 @@ STR16 zOptionsToggleText[] =
L"Auto save",
L"Silent Skyrider",
L"Low CPU usage",
L"Enhanced Description Box",
};
//This is the help text associated with the above toggles.
+188 -4
View File
@@ -1075,15 +1075,16 @@ STR16 sKeyDescriptionStrings[2] =
//The headers used to describe various weapon statistics.
CHAR16 gWeaponStatsDesc[][ 14 ] =
CHAR16 gWeaponStatsDesc[][ 16 ] =
{
L"Poids (%s):",
// HEADROCK: Changed this for Extended Description project
L"Etat :",
L"Munitions :", // Number of bullets left in a magazine
L"Poids (%s):",
L"AP Costs",
L"Por. :", // Range
L"Dég. :", // Damage
L"Munitions :", // Number of bullets left in a magazine
L"PA :", // abbreviation for Action Points
L"",
L"=",
L"=",
//Lal: additional strings for tooltips
@@ -1092,8 +1093,190 @@ CHAR16 gWeaponStatsDesc[][ 14 ] =
L"Damage:", //11
L"Weight:", //12
L"Stun Damage:",//13
// HEADROCK: Added new strings for extended description ** REDUNDANT **
L"AUTOPEN:", //14
L"AUTO/5:", //15
L"Amount:", //16
};
// HEADROCK: Several arrays of tooltip text for new Extended Description Box
// Please note, several of these are artificially inflated to 19 entries to help fix a complication with
// changing item type while watching its description box
STR16 gzWeaponStatsFasthelp[ 27 ] =
{
L"Range",
L"Damage",
L"Burst/Auto Penalty",
L"Autofire shots per 5 AP",
L"Accuracy",
L"Reliability",
L"Repair Ease",
L"APs to ready",
L"APs to fire Single",
L"APs to fire Burst",
L"APs to fire Auto",
L"APs to Reload",
L"APs to Reload Manually",
L"Flash Suppression",
L"Loudness (Lower is better)",
L"To-Hit Modifier",
L"Average Best Laser Range",
L"Aiming Modifier",
L"Min. Range for Aiming Bonus",
L"Bipod Modifier",
L"APs to Throw",
L"APs to Launch",
L"APs to Stab",
L"No Single Shot!",
L"No Burst Mode!",
L"No Auto Mode!",
L"APs to Bash",
};
STR16 gzWeaponStatsFasthelpTactical[ 27 ] =
{
L"Range",
L"Damage",
L"Burst/Auto Penalty",
L"Autofire shots per 5 AP",
L"Accuracy",
L"Reliability",
L"Repair Ease",
L"APs to ready",
L"APs to fire Single",
L"APs to fire Burst",
L"APs to fire Auto",
L"APs to Reload",
L"APs to Reload Manually",
L"To-Hit Modifier",
L"Average Best Laser Range",
L"Aiming Modifier",
L"Min. Range for Aiming Bonus",
L"Flash Suppression",
L"Loudness (Lower is better)",
L"Bipod Modifier",
L"APs to Throw",
L"APs to Launch",
L"APs to Stab",
L"No Single Shot!",
L"No Burst Mode!",
L"No Auto Mode!",
L"APs to Bash",
};
STR16 gzAmmoStatsFasthelp[ 20 ] =
{
L"Armor Penetration (Lower is better)",
L"Bullet Tumble (Higher is better)",
L"Pre-impact Explosion (Higher is better)",
L"Tracer Effect",
L"Anti-Tank",
L"Lockbuster",
L"Ignores Armor",
L"Acidic",
L"Range Modifier",
L"Damage Modifier",
L"To-Hit Modifier",
L"Burst/Auto Penalty Modifier (Higher is better)",
L"Reliability Modifier",
L"Loudness Modifier (Lower is better)",
L"",
L"",
L"",
L"",
L"",
L"",
};
STR16 gzArmorStatsFasthelp[ 20 ] =
{
L"Protection",
L"Coverage (Higher is better)",
L"Degrade Rate (Lower is better)",
L"AP Modifier",
L"To-Hit Modifier",
L"Woodland Camo",
L"Urban Camo",
L"Desert Camo",
L"Snow Camo",
L"Stealth Modifier",
L"Vision Range Modifier",
L"Day Vision Range Modifier",
L"Night Vision Range Modifier",
L"Bright Light Vision Range Modifier",
L"Cave Vision Range Modifier",
L"Tunnel Vision Percentage",
L"Hearing Range Modifier",
L"",
L"",
L"",
};
STR16 gzExplosiveStatsFasthelp[ 20 ] =
{
L"Damage",
L"Stun Damage",
L"Blast Loudness (Lower is better)",
L"Volatility!!! (Lower is better)",
L"Blast Radius",
L"Effect Start Radius",
L"Effect Final Radius ",
L"Effect Duration",
L"",
L"",
L"",
L"",
L"",
L"",
L"",
L"",
L"",
L"",
L"",
L"",
};
STR16 gzMiscItemStatsFasthelp[ 34 ] =
{
L"Item Size Modifier (Lower is better)", // 0
L"Reliability Modifier",
L"Loudness Modifier (Lower is better)",
L"Hides Muzzle Flash",
L"Bipod Modifier",
L"Range Modifier", // 5
L"To-Hit Modifier",
L"Best Laser Range",
L"Aiming Bonus Modifier",
L"Burst Size Modifier",
L"Burst Penalty Modifier (Higher is better)", // 10
L"Auto-Fire Penalty Modifier (Higher is better)",
L"AP Modifier",
L"AP to Burst Modifier (Lower is better)",
L"AP to Auto-Fire Modifier (Lower is better)",
L"AP to Ready Modifier (Lower is better)", // 15
L"AP to Reload Modifier (Lower is better)",
L"Magazine Size Modifier",
L"AP to Attack Modifier (Lower is better)",
L"Damage Modifier",
L"Melee Damage Modifier", // 20
L"Woodland Camo",
L"Urban Camo",
L"Desert Camo",
L"Snow Camo",
L"Stealth Modifier", // 25
L"Hearing Range Modifier",
L"Vision Range Modifier",
L"Day Vision Range Modifier",
L"Night Vision Range Modifier",
L"Bright Light Vision Range Modifier", //30
L"Cave Vision Range Modifier",
L"Tunnel Vision Percentage (Lower is better)",
L"Minimum Range for Aiming Bonus",
};
// HEADROCK: End new tooltip text
//The headers used for the merc's money.
CHAR16 gMoneyStatsDesc[][ 13 ] =
@@ -3493,6 +3676,7 @@ STR16 zOptionsToggleText[] =
L"Auto save",
L"Silent Skyrider",
L"Low CPU usage",
L"Enhanced Description Box",
};
//This is the help text associated with the above toggles.
+188 -4
View File
@@ -1052,15 +1052,16 @@ STR16 sKeyDescriptionStrings[2]=
};
//The headers used to describe various weapon statistics.
CHAR16 gWeaponStatsDesc[][ 14 ] = //USED TO BE 13
CHAR16 gWeaponStatsDesc[][ 16 ] =
{
L"Gew. (%s):", //weight
// HEADROCK: Changed this for Extended Description project
L"Status:",
L"Anzahl:", // Number of bullets left in a magazine
L"Gew. (%s):", //weight
L"AP Kosten",
L"Reichw.:", // Range
L"Schaden:",
L"Anzahl:", // Number of bullets left in a magazine
L"AP:", // abbreviation for Action Points
L"",
L"=",
L"=",
//Lal: additional strings for tooltips
@@ -1069,8 +1070,190 @@ CHAR16 gWeaponStatsDesc[][ 14 ] = //USED TO BE 13
L"Schaden:", //11
L"Gewicht:", //12
L"Bet. Schaden:", //13
// HEADROCK: Added new strings for extended description ** REDUNDANT **
L"AUTOSTRAFE:", //14
L"AUTO/5:", //15
L"Menge:", //16
};
// HEADROCK: Several arrays of tooltip text for new Extended Description Box
// Please note, several of these are artificially inflated to 19 entries to help fix a complication with
// changing item type while watching its description box
STR16 gzWeaponStatsFasthelp[ 27 ] =
{
L"Reichweite",
L"Schaden",
L"Burst/Auto Strafe",
L"Autofeuer Schüsse für 5 AP",
L"Genauigkeit",
L"Zuverlässigkeit",
L"Reparaturleichtigkeit",
L"APs zum Anlegen",
L"APs für Einzelschuss",
L"APs für Feuerstoß",
L"APs für Autofeuer",
L"APs zum Nachladen",
L"APs zum manuellen Nachladen",
L"Mündungsfeuerdämpfung",
L"Lautstärke (Niedriger ist besser)",
L"Treffer Modifikator",
L"Durchschn. beste Laser Reichweite",
L"Zielen Modifikator",
L"Min. Reichweite für Zielen Bonus",
L"Zweibein Modifikator",
L"APs zum Werfen",
L"APs zum Abschießen",
L"APs zum Stechen",
L"Kein Einzelschuss!",
L"Kein Feuerstoß!",
L"Kein Autofeuer!",
L"APs zum Schlagen",
};
STR16 gzWeaponStatsFasthelpTactical[ 27 ] =
{
L"Reichweite",
L"Schaden",
L"Feuerstoß/Autofeuer Strafe",
L"Autofeuer Schüsse für 5 AP",
L"Genauigkeit",
L"Zuverlässigkeit",
L"Reparaturleichtigkeit",
L"APs zum Anlegen",
L"APs für Einzelschuss",
L"APs für Feuerstoß",
L"APs für Autofeuer",
L"APs zum Nachladen",
L"APs zum manuellen Nachladen",
L"Treffer Modifikator",
L"Durchschn. beste Laser Reichweite",
L"Zielen Modifikator",
L"Min. Reichweite für Zielen Bonus",
L"Mündungsfeuerdämpfung",
L"Lautstärke (Niedriger ist besser)",
L"Zweibein Modifikator",
L"APs zum Werfen",
L"APs zum Abschießen",
L"APs zum Stechen",
L"Kein Einzelschuss!",
L"Kein Feuerstoß!",
L"Kein Autofeuer!",
L"APs zum Schlagen",
};
STR16 gzAmmoStatsFasthelp[ 20 ] =
{
L"Rüstungsdurchschlag (Niedriger ist besser)",
L"Projektilsturz (Höher ist besser)",
L"Voraufprall Explosion (Höher ist besser)",
L"Leuchtspur Effekt",
L"Panzerbrechend",
L"Schlossbrecher",
L"Ignoriert Rüstung",
L"Säurehaltig",
L"Reichweite MOdifikator",
L"Schaden Modifikator",
L"Treffer Modifikator",
L"Feuerstoß/Autofeuer Strafe Modifikator (Höher ist besser)",
L"Zuverlässigheits Modifikator",
L"Lautstärke Modifikator (Niedriger ist besser)",
L"",
L"",
L"",
L"",
L"",
L"",
};
STR16 gzArmorStatsFasthelp[ 20 ] =
{
L"Schutz",
L"Deckung (Höher ist besser)",
L"Abschwächungsgrad (Niedriger ist besser) ",
L"AP Modifikator",
L"Treffer Modifikator",
L"Waldgebiet Tarnung",
L"Stadt Tarnung",
L"Wüste Tarnung",
L"Schnee Tarnung",
L"Anschleichen Modifikator",
L"Sichtweite Modifikator",
L"Tagsichtweite Modifikator",
L"Nachtsichtweite Modifikator",
L"Grelles Licht Modifikator",
L"Höhle Sichtweite Modifikator",
L"Tunnelsicht Modifikator",
L"Geräuschreichweite Modifikator",
L"",
L"",
L"",
};
STR16 gzExplosiveStatsFasthelp[ 20 ] =
{
L"Schaden",
L"Betäubungsschaden",
L"Detonation Geräusch (Niedriger ist besser)",
L"Verflüchtigung!!! (Niedriger ist besser)",
L"Detonationsbereich",
L"Startauswirkungsbereich",
L"Endauswirkungsbereich",
L"Auswirkungsdauer",
L"",
L"",
L"",
L"",
L"",
L"",
L"",
L"",
L"",
L"",
L"",
L"",
};
STR16 gzMiscItemStatsFasthelp[ 34 ] =
{
L"Gegenstandsgröße Modifikator (Niedriger ist besser)",
L"Zuverlässigkeits Modifikator",
L"Lautstärke Modifikator (Niedriger ist besser)",
L"Verbirgt Mündungsfeuer",
L"Zweibein Modifikator",
L"Reichweite Modifikator",
L"Treffer Modifikator",
L"Beste Laser Reichweite",
L"Zielen Bonus Modifikator",
L"Feuerstoßgröße Modifikator",
L"Feuerstoß Strafe Modifikator",
L"Autofeuer Strafe Modifikator",
L"AP Modifikator",
L"AP für Feuerstoß Modifikator (Niedriger ist besser)",
L"AP für Autofeuer Modifikator (Niedriger ist besser)",
L"AP für Anlegen Modifikator",
L"AP für Nachladen Mofifikator",
L"Magazingröße Modifikator",
L"AP für Angriff Modifikator",
L"Schaden Modifikator",
L"Nahkampf Modifikator",
L"Waldgebiet Tarnung",
L"Stadt Tarnung",
L"Wüsten Tarnung",
L"Schnee Tarnung",
L"Anschleichen Modifikator",
L"Geräuschreichweite Modifikator",
L"Sichtweite Modifikator",
L"Tagsichtweite Modifikator",
L"Nachtsichtweite Modifikator",
L"Grelles Licht Modifikator",
L"Höhle Sichtweite Modifikator",
L"Tunnelsicht Modifikator (Niedriger ist besser)",
L"Minimale Reichweiter für Zielbonus",
};
// HEADROCK: End new tooltip text
//The headers used for the merc's money.
CHAR16 gMoneyStatsDesc[][ 13 ] =
{
@@ -3310,6 +3493,7 @@ STR16 zOptionsToggleText[] =
L"Automatisch speichern",
L"Stummer Skyrider",
L"Niedrige CPU Belastung",
L"Enhanced Description Box",
};
//This is the help text associated with the above toggles.
+188 -4
View File
@@ -1068,15 +1068,16 @@ STR16 sKeyDescriptionStrings[2] =
//The headers used to describe various weapon statistics.
CHAR16 gWeaponStatsDesc[][ 14 ] =
CHAR16 gWeaponStatsDesc[][ 16 ] =
{
L"Peso (%s):",
// HEADROCK: Changed this for Extended Description project
L"Stato:",
L"Ammontare:", // Number of bullets left in a magazine
L"Peso (%s):",
L"AP Costs",
L"Git:", // Range
L"Dan:", // Damage
L"Ammontare:", // Number of bullets left in a magazine
L"PA:", // abbreviation for Action Points
L"",
L"=",
L"=",
//Lal: additional strings for tooltips
@@ -1085,8 +1086,190 @@ CHAR16 gWeaponStatsDesc[][ 14 ] =
L"Damage:", //11
L"Weight:", //12
L"Stun Damage:",//13
// HEADROCK: Added new strings for extended description ** REDUNDANT **
L"AUTOPEN:", //14
L"AUTO/5:", //15
L"Amount:", //16
};
// HEADROCK: Several arrays of tooltip text for new Extended Description Box
// Please note, several of these are artificially inflated to 19 entries to help fix a complication with
// changing item type while watching its description box
STR16 gzWeaponStatsFasthelp[ 27 ] =
{
L"Range",
L"Damage",
L"Burst/Auto Penalty",
L"Autofire shots per 5 AP",
L"Accuracy",
L"Reliability",
L"Repair Ease",
L"APs to ready",
L"APs to fire Single",
L"APs to fire Burst",
L"APs to fire Auto",
L"APs to Reload",
L"APs to Reload Manually",
L"Flash Suppression",
L"Loudness (Lower is better)",
L"To-Hit Modifier",
L"Average Best Laser Range",
L"Aiming Modifier",
L"Min. Range for Aiming Bonus",
L"Bipod Modifier",
L"APs to Throw",
L"APs to Launch",
L"APs to Stab",
L"No Single Shot!",
L"No Burst Mode!",
L"No Auto Mode!",
L"APs to Bash",
};
STR16 gzWeaponStatsFasthelpTactical[ 27 ] =
{
L"Range",
L"Damage",
L"Burst/Auto Penalty",
L"Autofire shots per 5 AP",
L"Accuracy",
L"Reliability",
L"Repair Ease",
L"APs to ready",
L"APs to fire Single",
L"APs to fire Burst",
L"APs to fire Auto",
L"APs to Reload",
L"APs to Reload Manually",
L"To-Hit Modifier",
L"Average Best Laser Range",
L"Aiming Modifier",
L"Min. Range for Aiming Bonus",
L"Flash Suppression",
L"Loudness (Lower is better)",
L"Bipod Modifier",
L"APs to Throw",
L"APs to Launch",
L"APs to Stab",
L"No Single Shot!",
L"No Burst Mode!",
L"No Auto Mode!",
L"APs to Bash",
};
STR16 gzAmmoStatsFasthelp[ 20 ] =
{
L"Armor Penetration (Lower is better)",
L"Bullet Tumble (Higher is better)",
L"Pre-impact Explosion (Higher is better)",
L"Tracer Effect",
L"Anti-Tank",
L"Lockbuster",
L"Ignores Armor",
L"Acidic",
L"Range Modifier",
L"Damage Modifier",
L"To-Hit Modifier",
L"Burst/Auto Penalty Modifier (Higher is better)",
L"Reliability Modifier",
L"Loudness Modifier (Lower is better)",
L"",
L"",
L"",
L"",
L"",
L"",
};
STR16 gzArmorStatsFasthelp[ 20 ] =
{
L"Protection",
L"Coverage (Higher is better)",
L"Degrade Rate (Lower is better)",
L"AP Modifier",
L"To-Hit Modifier",
L"Woodland Camo",
L"Urban Camo",
L"Desert Camo",
L"Snow Camo",
L"Stealth Modifier",
L"Vision Range Modifier",
L"Day Vision Range Modifier",
L"Night Vision Range Modifier",
L"Bright Light Vision Range Modifier",
L"Cave Vision Range Modifier",
L"Tunnel Vision Percentage",
L"Hearing Range Modifier",
L"",
L"",
L"",
};
STR16 gzExplosiveStatsFasthelp[ 20 ] =
{
L"Damage",
L"Stun Damage",
L"Blast Loudness (Lower is better)",
L"Volatility!!! (Lower is better)",
L"Blast Radius",
L"Effect Start Radius",
L"Effect Final Radius ",
L"Effect Duration",
L"",
L"",
L"",
L"",
L"",
L"",
L"",
L"",
L"",
L"",
L"",
L"",
};
STR16 gzMiscItemStatsFasthelp[ 34 ] =
{
L"Item Size Modifier (Lower is better)", // 0
L"Reliability Modifier",
L"Loudness Modifier (Lower is better)",
L"Hides Muzzle Flash",
L"Bipod Modifier",
L"Range Modifier", // 5
L"To-Hit Modifier",
L"Best Laser Range",
L"Aiming Bonus Modifier",
L"Burst Size Modifier",
L"Burst Penalty Modifier (Higher is better)", // 10
L"Auto-Fire Penalty Modifier (Higher is better)",
L"AP Modifier",
L"AP to Burst Modifier (Lower is better)",
L"AP to Auto-Fire Modifier (Lower is better)",
L"AP to Ready Modifier (Lower is better)", // 15
L"AP to Reload Modifier (Lower is better)",
L"Magazine Size Modifier",
L"AP to Attack Modifier (Lower is better)",
L"Damage Modifier",
L"Melee Damage Modifier", // 20
L"Woodland Camo",
L"Urban Camo",
L"Desert Camo",
L"Snow Camo",
L"Stealth Modifier", // 25
L"Hearing Range Modifier",
L"Vision Range Modifier",
L"Day Vision Range Modifier",
L"Night Vision Range Modifier",
L"Bright Light Vision Range Modifier", //30
L"Cave Vision Range Modifier",
L"Tunnel Vision Percentage (Lower is better)",
L"Minimum Range for Aiming Bonus",
};
// HEADROCK: End new tooltip text
//The headers used for the merc's money.
CHAR16 gMoneyStatsDesc[][ 13 ] =
@@ -3485,6 +3668,7 @@ STR16 zOptionsToggleText[] =
L"Auto save",
L"Silent Skyrider",
L"Low CPU usage",
L"Enhanced Description Box",
};
//This is the help text associated with the above toggles.
+38 -38
View File
@@ -15,56 +15,56 @@
STR16 zNewTacticalMessages[]=
{
L"Range to target: %d tiles, Brightness: %d/%d",
L"Attaching the transmitter to your laptop computer.",
L"You cannot afford to hire %s",
L"For a limited time, the above fee covers the cost of the entire mission and includes the equipment listed below.",
L"Hire %s now and take advantage of our unprecedented 'one fee covers all' pricing. Also included in this unbelievable offer is the mercenary's personal equipment at no charge.",
L"Fee",
L"There is someone else in the sector...",
L"Gun Range: %d tiles, Chance to hit: %d percent",
L"Display Cover",
L"Line of Sight",
L"New Recruits cannot arrive there.",
L"Since your laptop has no transmitter, you won't be able to hire new team members. Perhaps this would be a good time to load a saved game or start over!",
L"%s hears the sound of crumpling metal coming from underneath Jerry's body. It sounds disturbingly like your laptop antenna being crushed.", //the %s is the name of a merc. @@@ Modified
L"Odległość od celu (w polach): %d, Jasność = %d/%d",
L"Nadajnik został podłączony do twojego laptopa.",
L"Nie możesz zatrudnić %s(a)",
L"Na określony czas, poniższe honorarium pokryje koszt całej misji razem z wyposażeniem zamieszonym poniżej.",
L"Zatrudnij %s(a) już teraz i weź udział naszej promocji 'jedno honorarium pokrywa wszystko'. Ponadto w tej niewiarygodnej ofercie cały ekwipunek najemnika dostaniesz za darmo.",
L"Honorarium",
L"Ktoś jest w sektorze...",
L"Zasięg broni (w polach): %d, Szansa na trafienie: %d procent",
L"Pokaż osłonę",
L"Zasięg wzroku",
L"Nowi rekruci nie mogą tam przybyć.",
L"Dopóki twój laprop będzie bez nadajnika, nie będziesz mógł zatrudniać nowych członków zespołu. Możliwe, że to odpowiedni moment żeby odczytać zapisany stan gry lub zacząć grać od nowa!",
L"%s słyszy dźwięk zgniatanego metalu dochodzący spod ciała Jerrego. To niestety zabrzmiało jak dźwięk zgniatanej anteny od twojego laptopa.", //the %s is the name of a merc. @@@ Modified
L"After scanning the note left behind by Deputy Commander Morris, %s senses an oppurtinity. The note contains the coordinates for launching missiles against different towns in Arulco. It also gives the coodinates of the origin - the missile facility.",
L"Noticing the control panel, %s figures the numbers can be reveresed, so that the missile might destroy this very facility. %s needs to find an escape route. The elevator appears to offer the fastest solution...",
L"This is an IRON MAN game and you cannot save when enemies are around.", // @@@ new text
L"(Cannot save during combat)", //@@@@ new text
L"The current campaign name is greater than 30 characters.", // @@@ new text
L"The current campaign cannot be found.", // @@@ new text
L"Campaign: Default ( %S )", // @@@ new text
L"Campaign: %S", // @@@ new text
L"You have selected the campaign %S. This campaign is a player-modified version of the original Unfinished Business campaign. Are you sure you wish to play the %S campaign?", // @@@ new text
L"In order to use the editor, please select a campaign other than the default.", ///@@new
L"To jest tryb CZŁOWIEK ZE STALI i nie możesz zapisywać gry gdy wróg jest w sektorze.", // @@@ new text
L"(Nie można zapisywać gry podczas walki)", //@@@@ new text
L"Kampania ma więcej niż 30 postaci.", // @@@ new text
L"Nie można odnaleźć kampanii.", // @@@ new text
L"Kampania: Standardowa ( %S )", // @@@ new text
L"Kampania: %S", // @@@ new text
L"Wybrałeś kampanię %S. Ta kampania została stworzona przez fanów gry. Czy jesteś pewien, że chcesz w nią zagrać?", // @@@ new text
L"Żeby użyć edytora powinieneś wcześniej wybrać kampanię inną niż standardowa.", ///@@new
};
//these strings match up with the defines in IMP Skill trait.cpp
STR16 gzIMPSkillTraitsText[]=
{
L"Lock picking",
L"Hand to hand combat",
L"Electronics",
L"Night operations",
L"Throwing",
L"Teaching",
L"Heavy Weapons",
L"Auto Weapons",
L"Stealth",
L"Ambidextrous",
L"Knifing",
L"Sniper",
L"Camouflage",
L"Martial Arts",
L"Otwieranie zamków",
L"Walka wręcz",
L"Elektronika",
L"Operacje nocne",
L"Rzucanie",
L"Szkolenie",
L"Broń ciężka",
L"Broń automatyczna",
L"Skradanie się",
L"Oburęczność",
L"Broń biała",
L"Snajper",
L"Kamuflaż",
L"Sztuki walki",
L"None",
L"I.M.P. Specialties",
L"Brak",
L"Umiejętności",
};
//@@@: New string as of March 3, 2000.
STR16 gzIronManModeWarningText[]=
{
L"You have chosen IRON MAN mode. This setting makes the game considerably more challenging as you will not be able to save your game when in a sector occupied by enemies. This setting will affect the entire course of the game. Are you sure want to play in IRON MAN mode?",
L"Wybrałeś tryb CZŁOWIEK ZE STALI. Opcja ta sprawi, że gra będzie dużo trudniejsza ponieważ nie będzie możliwości zapisywania gry podczas walki. Będzie to miało wpływ na cały przebieg rozgrywki. Czy na pewno chcesz grać w trybie CZŁOWIEK ZE STALI?",
};
+471 -275
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File diff suppressed because it is too large Load Diff
+248 -63
View File
@@ -207,10 +207,10 @@ CHAR16 TeamTurnString[][STRING_LENGTH] =
L"Õîä Îïîë÷åíèÿ",
L"Õîä Ãðàæäàíñêèõ",
L"Player_Plan",// planning turn
L"Client #1",//hayden
L"Client #2",//hayden
L"Client #3",//hayden
L"Client #4",//hayden
L"Client ¹1",//hayden
L"Client ¹2",//hayden
L"Client ¹3",//hayden
L"Client ¹4",//hayden
};
CHAR16 Message[][STRING_LENGTH] =
@@ -577,7 +577,7 @@ STR16 pUpperLeftMapScreenStrings[] =
L"Íàçíà÷åíèå", // the mercs current assignment
L"Êîíòðàêò", // the contract info about the merc
L"Çäîðîâüå", // the health level of the current merc
L"Мораль", // the morale of the current merc
L"Áîåâîé äóõ", // the morale of the current merc
L"Ñîñò.", // the condition of the current vehicle
L"Áåíçèí", // the fuel level of the current vehicle
};
@@ -592,7 +592,7 @@ STR16 pTrainingStrings[] =
STR16 pGuardMenuStrings[] =
{
L"Скоростр.:", // the allowable rate of fire for a merc who is guarding
L"Âåäåíèå îãíÿ:", // the allowable rate of fire for a merc who is guarding
L" Àãðåññèâíàÿ àòàêà", // the merc can be aggressive in their choice of fire rates
L" Áåðå÷ü ïàòðîíû", // conserve ammo
L" Âîçäåðæàòüñÿ îò ñòðåëüáû", // fire only when the merc needs to
@@ -608,7 +608,7 @@ STR16 pGuardMenuStrings[] =
STR16 pOtherGuardMenuStrings[] =
{
L"Скоростр.:",
L"Âåäåíèå îãíÿ:",
L" *Àãðåññèâíàÿ àòàêà*",
L" *Áåðå÷ü ïàòðîíû*",
L" *Âîçäåðæàòüñÿ îò ñòðåëüáû*",
@@ -653,12 +653,12 @@ STR16 pMilitiaControlMenuStrings[] =
//STR16 pTalkToAllMenuStrings[] =
//{
// L"Attack", // set militia to aggresive
// L"Hold Position", // set militia to stationary
// L"Retreat", // retreat militia
// L"Come to me", // retreat militia
// L"Get down", // retreat militia
// L"Cancel", // cancel this menu
// L"Â àòàêó", // set militia to aggresive
// L"Äåðæàòü îáîðîíó", // set militia to stationary
// L"Îòñòóïàòü", // retreat militia
// L"Çà ìíîé", // retreat militia
// L"Ëîæèñü", // retreat militia
// L"Îòìåíà", // cancel this menu
//};
STR16 pRemoveMercStrings[] =
@@ -1049,7 +1049,7 @@ STR16 gpStrategicString[] =
L"Âîéòè â ñåêòîð, ÷òîáû àòàêîâàòü âðàãà. (|E)",
L"Îòñòóïèòü îòðÿäîì â ïðåäûäóùèé ñåêòîð. (|R)", //singular version
L"Âñåì îòðÿäàì îòñòóïèòü â ïðåäûäóùèé ñåêòîð. (|R)", //multiple groups with same previous sector
//!!!What about repeated "R" as hotkey?
//various popup messages for battle conditions.
//%c%d is the sector -- ex: A9
@@ -1082,15 +1082,16 @@ STR16 sKeyDescriptionStrings[2] =
//The headers used to describe various weapon statistics.
CHAR16 gWeaponStatsDesc[][ 14 ] =
CHAR16 gWeaponStatsDesc[][ 16 ] =
{
L"Вес (%s):",
// HEADROCK: Changed this for Extended Description project
L"Ñîñòîÿíèå:",
L"Всего:", // Number of bullets left in a magazine
L"Âåñ (%s):",
L"Íóæíî ÎÄ",
L"Äèñò:", // Range
L"Óðîí:", // Damage
L"Âñåãî:", // Number of bullets left in a magazine
L"ÎÄ:", // abbreviation for Action Points
L"",
L"=",
L"=",
//Lal: additional strings for tooltips
@@ -1098,9 +1099,191 @@ CHAR16 gWeaponStatsDesc[][ 14 ] =
L"Äèñò:", //10
L"Óðîí:", //11
L"Âåñ:", //12
L"Шок:",//13
L"Îãëóøåíèå:",//13
// HEADROCK: Added new strings for extended description ** REDUNDANT **
L"ÀÂÒÎØÒÐÀÔ:", //14
L"AUTO/5:", //15
L"Âñåãî:", //16
};
// HEADROCK: Several arrays of tooltip text for new Extended Description Box
// Please note, several of these are artificially inflated to 19 entries to help fix a complication with
// changing item type while watching its description box
STR16 gzWeaponStatsFasthelp[ 27 ] =
{
L"Äàëüíîñòü",
L"Óðîí",
L"Burst/Auto Penalty",
L"Autofire shots per 5 AP",
L"Òî÷íîñòü",
L"Íà䏿íîñòü",
L"Ïðîñòîòà ðåìîíòà",
L"ÎÄ íà âñêèäêó",
L"ÎÄ íà 1 âûñòðåë",
L"ÎÄ íà îãîíü ñ îòñå÷êîé",
L"ÎÄ íà îãîíü î÷åðåäüþ",
L"ÎÄ íà çàìåíó ìàãàçèíà",
L"ÎÄ íà äîñûëêó ïàòðîíà",
L"Ïëàìåãàñèòåëü",
L"Øóìíîñòü (×åì ìåíüøå, òåì ëó÷øå)",
L"To-Hit Modifier",
L"Average Best Laser Range",
L"Aiming Modifier",
L"Min. Range for Aiming Bonus",
L"Bipod Modifier",
L"ÎÄ íà áðîñîê",
L"ÎÄ íà âûñòðåë",
L"ÎÄ íà óäàð íîæîì",
L"Íå ñòðåëÿåò îäèíî÷íûìè!",
L"Íåò îòñå÷êè ïàòðîíà!",
L"Íåò àâòîìàòè÷åñêîãî ðåæèìà!",
L"ÎÄ íà óäàð",
};
STR16 gzWeaponStatsFasthelpTactical[ 27 ] =
{
L"Äàëüíîñòü",
L"Óðîí",
L"Burst/Auto Penalty",
L"Autofire shots per 5 AP",
L"Òî÷íîñòü",
L"Íà䏿íîñòü",
L"Ïðîñòîòà ðåìîíòà",
L"ÎÄ íà âñêèäêó",
L"ÎÄ íà 1 âûñòðåë",
L"ÎÄ íà îãîíü ñ îòñå÷êîé",
L"ÎÄ íà îãîíü î÷åðåäüþ",
L"ÎÄ íà çàìåíó ìàãàçèíà",
L"ÎÄ íà äîñûëêó ïàòðîíà",
L"To-Hit Modifier",
L"Average Best Laser Range",
L"Aiming Modifier",
L"Min. Range for Aiming Bonus",
L"Ïëàìåãàñèòåëü",
L"Øóìíîñòü\n(×åì ìåíüøå, òåì ëó÷øå)",
L"Bipod Modifier",
L"ÎÄ íà áðîñîê",
L"ÎÄ íà âûñòðåë",
L"ÎÄ íà óäàð íîæîì",
L"Íå ñòðåëÿåò îäèíî÷íûìè!",
L"Íåò îòñå÷êè ïàòðîíà!",
L"Íåò àâòîìàòè÷åñêîãî ðåæèìà!",
L"ÎÄ íà óäàð",
};
STR16 gzAmmoStatsFasthelp[ 20 ] =
{
L"Armor Penetration (Lower is better)",
L"Bullet Tumble (Higher is better)",
L"Pre-impact Explosion (Higher is better)",
L"Òðàññèðóþùèé ýôôåêò",
L"Anti-Tank",
L"Lockbuster",
L"Ignores Armor",
L"Acidic",
L"Range Modifier",
L"Damage Modifier",
L"To-Hit Modifier",
L"Burst/Auto Penalty Modifier (Higher is better)",
L"Reliability Modifier",
L"Loudness Modifier (Lower is better)",
L"",
L"",
L"",
L"",
L"",
L"",
};
STR16 gzArmorStatsFasthelp[ 20 ] =
{
L"Çàùèòà",
L"Ïîêðûòèå òåëà\n(÷åì áîëüøå, òåì ëó÷øå)",
L"Èçíàøèâàåìîñòü\n(÷åì ìåíüøå, òåì ëó÷øå)",
L"Âëèÿíèå íà ïîäâèæíîñòü",
L"To-Hit Modifier",
L"Êàìóôëÿæ (Ëåñ)",
L"Êàìóôëÿæ (Ãîðîä)",
L"Êàìóôëÿæ (Ïóñòûíÿ)",
L"Êàìóôëÿæ (Ñíåã)",
L"Stealth Modifier",
L"Vision Range Modifier",
L"Day Vision Range Modifier",
L"Night Vision Range Modifier",
L"Bright Light Vision Range Modifier",
L"Cave Vision Range Modifier",
L"Tunnel Vision Percentage",
L"Hearing Range Modifier",
L"",
L"",
L"",
};
STR16 gzExplosiveStatsFasthelp[ 20 ] =
{
L"Óðîí",
L"Îãëóøåíèå", //îòíèìàåò ýíåðãèþ
L"Çîíà ñëûøèìîñòè âçðûâà\n(÷åì ìåíüøå, òåì ëó÷øå)",
L"Âçðûâîîïàñíîñòü!!!\n(÷åì ìåíüøå, òåì ëó÷øå)",
L"Çîíà äåéñòâèÿ âçðûâà",
L"Íà÷àëüíàÿ çîíà äåéñòâèÿ",
L"Ìàêñèìàëüíàÿ çîíà äåéñòâèÿ",
L"Âðåìÿ äåéñòâèÿ",
L"",
L"",
L"",
L"",
L"",
L"",
L"",
L"",
L"",
L"",
L"",
L"",
};
STR16 gzMiscItemStatsFasthelp[ 34 ] =
{
L"Item Size Modifier (Lower is better)", // 0
L"Reliability Modifier",
L"Loudness Modifier (Lower is better)",
L"Hides Muzzle Flash",
L"Bipod Modifier",
L"Range Modifier", // 5
L"To-Hit Modifier",
L"Best Laser Range",
L"Aiming Bonus Modifier",
L"Burst Size Modifier",
L"Burst Penalty Modifier (Higher is better)", // 10
L"Auto-Fire Penalty Modifier (Higher is better)",
L"AP Modifier",
L"AP to Burst Modifier (Lower is better)",
L"AP to Auto-Fire Modifier (Lower is better)",
L"AP to Ready Modifier (Lower is better)", // 15
L"AP to Reload Modifier (Lower is better)",
L"Magazine Size Modifier",
L"AP to Attack Modifier (Lower is better)",
L"Damage Modifier",
L"Melee Damage Modifier", // 20
L"Êàìóôëÿæ (Ëåñ)",
L"Êàìóôëÿæ (Ãîðîä)",
L"Êàìóôëÿæ (Ïóñòûíÿ)",
L"Êàìóôëÿæ (Ñíåã)",
L"Stealth Modifier", // 25
L"Hearing Range Modifier",
L"Vision Range Modifier",
L"Day Vision Range Modifier",
L"Night Vision Range Modifier",
L"Bright Light Vision Range Modifier", //30
L"Cave Vision Range Modifier",
L"Tunnel Vision Percentage (Lower is better)",
L"Minimum Range for Aiming Bonus",
};
// HEADROCK: End new tooltip text
//The headers used for the merc's money.
CHAR16 gMoneyStatsDesc[][ 13 ] =
@@ -1330,7 +1513,7 @@ CHAR16 TacticalStr[][ MED_STRING_LENGTH ] =
L"Íàñòðîéêè (|O)",
L"Ðåæèì î÷åðåäè (|B)",
L"Ñìîòðåòü/Ïîâåðíóòüñÿ (|L)",
L"Здоровье: %d/%d\nЭнергия: %d/%d\nМораль: %s",
L"Çäîðîâüå: %d/%d\nÝíåðãèÿ: %d/%d\nÁîåâîé äóõ: %s",
L"Íó è?", //this means "what?"
L"Ïðîäîëæ.", // an abbrieviation for "Continued"
L"%s áóäåò ãîâîðèòü.",
@@ -1614,7 +1797,7 @@ STR16 pwMiscSectorStrings[] =
STR16 pMapInventoryErrorString[] =
{
L"%s стоит слишком далеко.", //Merc is in sector with item but not close enough
L"%s ñëèøêîì äàëåêî.", //Merc is in sector with item but not close enough
L"Íåëüçÿ âûáðàòü ýòîãî áîéöà.", //MARK CARTER
L"%s âíå ýòîãî ñåêòîðà, è íå ìîæåò ïîäîáðàòü ïðåäìåò.",
L"Âî âðåìÿ áîÿ âàì ïðèäåòñÿ ïîäáèðàòü âåùè ñ çåìëè.",
@@ -1675,7 +1858,7 @@ STR16 pMapScreenBorderButtonHelpText[] =
L"Øàõòû (|M)",
L"Îòðÿäû è âðàãè (|T)",
L"Êàðòà âîçäóøíîãî ïðîñòðàíñòâà (|A)",
L"Показать вещи (|I)",
L"Âåùè (|I)",
L"Îïîë÷åíèå è âðàãè (|Z)",
};
@@ -1876,7 +2059,7 @@ STR16 pTransactionText[] =
L"%s: îðóæèå îïîë÷åíèþ.", // initial cost to equip a town's militia
L"%s ïðîäàë âàì âåùè.", //is used for the Shop keeper interface. The dealers name will be appended to the end of the string.
L"%s êëàäåò íàëè÷íûå íà ñ÷åò.",
L"Снаряжение продано населению", //пишет при продаже вещей из инвентаря сектора (алт+клик)
L"Ñíàðÿæåíèå ïðîäàíî íàñåëåíèþ",
};
STR16 pTransactionAlternateText[] =
@@ -1927,7 +2110,7 @@ STR16 pMapScreenStatusStrings[] =
{
L"Çäîðîâüå",
L"Ýíåðãèÿ",
L"Мораль",
L"Áîåâîé äóõ",
L"Ñîñòîÿíèå", // the condition of the current vehicle (its "health")
L"Áåíçèí", // the fuel level of the current vehicle (its "energy")
};
@@ -1935,8 +2118,8 @@ STR16 pMapScreenStatusStrings[] =
STR16 pMapScreenPrevNextCharButtonHelpText[] =
{
L"Предыдущий наемник\n(|С|т|р|е|л|к|а |В|л|е|в|о)", // previous merc in the list
L"Следующий наемник\n(|С|т|р|е|л|к|а |В|п|р|а|в|о)", // next merc in the list
L"Ïðåäûäóùèé áîåö\n(|Ñ|ò|ð|å|ë|ê|à |Â|ë|å|â|î)", // previous merc in the list
L"Ñëåäóþùèé áîåö\n(|Ñ|ò|ð|å|ë|ê|à |Â|ï|ð|à|â|î)", // next merc in the list
};
@@ -2149,12 +2332,12 @@ STR16 pFilesTitle[] =
STR16 pFilesSenderList[] =
{
L"Îò÷åò ðàçâåäêè", // the recon report sent to the player. Recon is an abbreviation for reconissance
L"В розыске #1", // first intercept file .. Intercept is the title of the organization sending the file...similar in function to INTERPOL/CIA/KGB..refer to fist record in files.txt for the translated title
L"В розыске #2", // second intercept file
L"В розыске #3", // third intercept file
L"В розыске #4", // fourth intercept file
L"В розыске #5", // fifth intercept file
L"В розыске #6", // sixth intercept file
L"Â ðîçûñêå ¹1", // first intercept file .. Intercept is the title of the organization sending the file...similar in function to INTERPOL/CIA/KGB..refer to fist record in files.txt for the translated title
L"Â ðîçûñêå ¹2", // second intercept file
L"Â ðîçûñêå ¹3", // third intercept file
L"Â ðîçûñêå ¹4", // fourth intercept file
L"Â ðîçûñêå ¹5", // fifth intercept file
L"Â ðîçûñêå ¹6", // sixth intercept file
};
// Text having to do with the History Log
@@ -2353,15 +2536,15 @@ STR16 sATMText[ ]=
L"Ñóììà äîëæíà áûòü êðàòíà $10", // transfer amount must be a multiple of $10
};
// Web error messages. Please use German equivilant for these messages.
// Web error messages. Please use foreign language equivilant for these messages.
// DNS is the acronym for Domain Name Server
// URL is the acronym for Uniform Resource Locator
STR16 pErrorStrings[] =
{
L"Îøèáêà",
L"Сервер не зарегистрирован в DNS.",
L"Проверьте адрес и попробуйте еще раз.",
L"Ñåðâåð íå èìååò çàïèñè DNS.",
L"Ïðîâåðüòå àäðåñ è ïîïðîáóéòå åù¸ ðàç.",
L"OK", //Ïðåâûøåíî âðåìÿ îæèäàíèÿ îòâåòà ñåðâåðà.
L"Îáðûâ ñîåäèíåíèÿ ñ ñåðâåðîì.",
};
@@ -2666,7 +2849,7 @@ STR16 MercHomePageText[] =
L"Ïðîñìîòð ñ÷åòà",
L"Ïðîñìîòð ôàéëîâ",
// The version number on the video conferencing system that pops up when Speck is talking
L"Спек Ком v3.2",
L"Speck Com v3.2",
};
// For use at MiGillicutty's Web Page.
@@ -2833,7 +3016,6 @@ STR16 BobbyRFilter[] =
L"Ðóæüÿ",
// Ammo
//L"Heavy W.",
L"Ïèñòîëåòû",
L"Àâò.ïèñòîë.",
L"ÏÏ",
@@ -2914,7 +3096,7 @@ STR16 BobbyRText[] =
//Popup that tells the player that they can only order 10 items at a time
L"Черт! Эта форма поддерживает не более 10 предметов в одном заказе. Если вы хотите заказать больше (а мы надеемся, вы хотите), то заполните еще один заказ и примите наши извинения за неудобства.",
L"׸ðò! Ýòà ôîðìà ïîääåðæèâàåò íå áîëåå 10 ïðåäìåòîâ â îäíîì çàêàçå. Åñëè âû õîòèòå çàêàçàòü áîëüøå (à ìû íàäååìñÿ, âû õîòèòå), òî çàïîëíèòå åùå îäèí çàêàç è ïðèìèòå íàøè èçâèíåíèÿ çà íåóäîáñòâà.",
// A popup that tells the user that they are trying to order more items then the store has in stock
@@ -3454,13 +3636,13 @@ STR16 pMilitiaConfirmStrings[] =
//Strings used in the popup box when withdrawing, or depositing money from the $ sign at the bottom of the single merc panel
STR16 gzMoneyWithdrawMessageText[] =
{
L"За один раз вы можете снять со счета не более $20.000.",
L"Çà îäèí ðàç âû ìîæåòå ñíÿòü ñî ñ÷åòà íå áîëåå $20 000.",
L"Âû ðåøèëè ïîëîæèòü %s íà ñâîé ñ÷åò?",
};
STR16 gzCopyrightText[] =
{
L"Aвтopcкиe пpaвa (C) 1999 Sir-Tech Canada Ltd. Bce пpaвa зaщищeны.",
L"Àâòîðñêèå ïðàâà (C) 1999 Sir-Tech Canada Ltd. Âñå ïðàâà çàùèùåíû.",
};
//option Text
@@ -3474,8 +3656,8 @@ STR16 zOptionsToggleText[] =
L"Êðîâü è æåñòîêîñòü",
L"Íå òðîãàòü ìûøü!",
L"Ñòàðûé ìåòîä âûáîðà",
L"Показывать путь движения",
L"Показывать промахи",
L"Ïîêàçàòü ïóòü äâèæåíèÿ",
L"Ïîêàçàòü ïðîìàõè",
L"Èãðà â ðåàëüíîì âðåìåíè",
L"Ïîäòâåðæäåíèå ñíà/ïîäúåìà",
L"Ìåòðè÷åñêàÿ ñèñòåìà",
@@ -3484,11 +3666,11 @@ STR16 zOptionsToggleText[] =
L"Êóðñîð íà äâåðü",
L"Ìåðöàíèå âåùåé",
L"Ïîêàçàòü êðîíû äåðåâüåâ",
L"Показывать каркасы",
L"Ïîêàçàòü êàðêàñû",
L"Òðåõìåðíûé êóðñîð",
L"Показывать шанс попадания",
L"Ïîêàçàòü øàíñ ïîïàäàíèÿ",
L"Êóðñîð î÷åðåäè äëÿ ãðàíàò",
L"Выпадение всего из врагов", //Весь трофей врага
L"Âðàã îñòàâëÿåò âñ¸ ñíàðÿæåíå",
L"Ñòðåëüáà ãðàíàòîé íàâåñîì",
L"Êëàññè÷åñêîå ïðèöåëèâàíèå",
L"Âûáîð ïðîáåëîì ñëåä. îòðÿäà",
@@ -3499,8 +3681,9 @@ STR16 zOptionsToggleText[] =
L"Âîðîíû",
L"Ñëó÷àéíûé I.M.P ïåðñîíàæ",
L"Àâòîñîõðàíåíèå êàæäûé õîä",
L"Молчаливый пилот вертолета",
L"Низкое использование CPU",
L"Ìîë÷àëèâûé ïèëîò âåðòîë¸òà",
L"Íèçêàÿ çàãðóçêà ïðîöåññîðà",
L"Ðàñøèðåííîå îïèñàíèå ïðåäìåòîâ", //Enhanced Description Box
};
//This is the help text associated with the above toggles.
@@ -3546,7 +3729,7 @@ STR16 zOptionsScreenHelpText[] =
L"Åñëè âêëþ÷åíî, òî èñïîëüçóåòñÿ ìåòðè÷åñêàÿ ñèñòåìà ìåð,\nèíà÷å áóäåò áðèòàíñêàÿ.",
//Merc Lighted movement
L"При ходьбе карта подсвечивается вокруг бойца.\nВыключите опцию для повышения производительности системы.",
L"Ïðè õîäüáå êàðòà ïîäñâå÷èâàåòñÿ âîêðóã áîéöà (|G).\nÂûêëþ÷èòå îïöèþ äëÿ ïîâûøåíèÿ ïðîèçâîäèòåëüíîñòè ñèñòåìû.",
//Smart cursor
L"Åñëè âêëþ÷åíî, òî ïåðåìåùåíèå êóðñîðà âîçëå íàåìíèêà\nàâòîìàòè÷åñêè âûáèðàåò åãî.",
@@ -3581,6 +3764,7 @@ STR16 zOptionsScreenHelpText[] =
L"Åñëè âêëþ÷åíî, èãðà áóäåò àâòîìàòè÷åñêè ñîõðàíÿòüñÿ\nïîñëå êàæäîãî õîäà èãðîêà.",
L"Åñëè âêëþ÷åíî, Íåáåñíûé Âñàäíèê\níå áóäåò âàñ ðàçäðàæàòü áîëòëèâîñòüþ.",
L"Åñëè âêëþ÷åíî, èãðà áóäåò èñïîëüçîâàòü\nìåíüøå ïðîöåññîðíîãî âðåìåíè.",
L"Åñëè âêëþ÷åíî, áóäåò çàäåéñòâîâàíî\nðàñøèðåííîå îïèñàíèå ïðåäìåòîâ.", //EDB description
};
@@ -3752,11 +3936,11 @@ STR16 pMessageStrings[] =
L"Íå õâàòàåò ìåñòà, ÷òîáû ïåðåäàòü %s %s.", //pass "item" to "merc". Same instructions as above.
//A list of attachments appear after the items. Ex: Kevlar vest ( Ceramic Plate 'Attached )'
L" присоединен )", // 50
L" ïðèñîåäèí¸í]", // 50
//Cheat modes
L"Достигнут чит-уровень один.",
L"Достигнут чит-уровень два.",
L"Íó è çà÷åì òåáå ýòî íàäî?",
L"Àêòèâèðîâàí ðåæèì êîäîâ.",
//Toggling various stealth modes
L"Îòðÿä èäåò òèõèì øàãîì.",
@@ -3781,7 +3965,7 @@ STR16 pMessageStrings[] =
L"Ðåæèì ñëåäîâàíèÿ ÂÊË.",
L"3D êóðñîð ÂÛÊË.",
L"3D êóðñîð ÂÊË.",
L"Выбран %dй отряд.",
L"Âûáðàí %d-é îòðÿä.",
L"Íå õâàòàåò äåíåã, ÷òîáû çàïëàòèòü %s åæåäíåâíûé ãîíîðàð %s", //first %s is the mercs name, the seconds is a string containing the salary
L"Íåò",
L"%s íå ìîæåò óéòè â îäèíî÷êó.",
@@ -3939,7 +4123,7 @@ STR16 BrokenLinkText[] =
STR16 gzBobbyRShipmentText[] =
{
L"Ïîñëåäíèå ïîñòóïëåíèÿ",
L"Заказ #",
L"Çàêàç ¹",
L"Êîëè÷åñòâî",
L"Çàêàçàíî",
};
@@ -4115,7 +4299,7 @@ STR16 gzLateLocalizedString[] =
L"Ýòîò ïðåäìåò îòñþäà âçÿòü íåâîçìîæíî.",
//39
L"Оставшиеся наемники не могут сражаться. Сражение с тварями продолжат ополченцы.",
L"Îñòàâøèåñÿ áîéöû íå ìîãóò ñðàæàòüñÿ. Ñðàæåíèå ñ òâàðÿìè ïðîäîëæèò îïîë÷åíèå.",
//40-43
//%s is the name of merc.
@@ -4159,7 +4343,8 @@ STR16 gzLateLocalizedString[] =
//59
L"Ñîïðîâîäèòü Äæîíà è Ìýðè?",
L"Кнопка нажата.", //пишет при нажатии кнопки, к примеру кнопка в шкафу шиза
//60
L"Êíîïêà íàæàòà.",
L"%s ÷óâñòâóåò ÷òî â áðîíåæèëåòå ÷òî-òî òðåñíóëî!",
L"%s âûïóñòèë íà %d áîëüøå ïóëü!",
@@ -4300,14 +4485,14 @@ STR16 MPClientMessage[] =
L"Âû óæå ïîäêëþ÷åíû.",
L"Âû óæå ïîäêëþ÷àåòåñü...",
// 5
L"Клиент #%d - '%S' нанял %s.",
L"Клиент #%d - '%S' нанял еще бойца.",
L"Êëèåíò ¹%d - '%S' íàíÿë %s.",
L"Êëèåíò ¹%d - '%S' íàíÿë åùå áîéöà.",
L"Âû ãîòîâû ê áîþ (âñåãî ãîòîâî = %d/%d).",
L"Âû îòìåíèëè ãîòîâíîñòü ê áîþ (âñåãî ãîòîâî = %d/%d).",
L"Îòðÿäû ïîäòÿãèâàþòñÿ ê ìåñòó áèòâû...", //'Starting battle...'
// 10
L"Клиент #%d - '%S' готов к бою (всего готово = %d/%d).",
L"Клиент #%d - '%S' отменил готовность к бою (всего готово = %d/%d).",
L"Êëèåíò ¹%d - '%S' ãîòîâ ê áîþ (âñåãî ãîòîâî = %d/%d).",
L"Êëèåíò ¹%d - '%S' îòìåíèë ãîòîâíîñòü ê áîþ (âñåãî ãîòîâî = %d/%d).",
L"Ïîõîæå, âû óæå ãîòîâû ê áîþ, îäíàêî, ïðèäåòñÿ ïîäîæäàòü îñòàëüíûõ. (Åñëè õîòèòå èçìåíèòü ðàñïîëîæåíèå ñâîèõ áîéöîâ, íàæìèòå êíîïêó 'ÄÀ').",
L"Íà÷íåì æå áèòâó!",
L"Äëÿ íà÷àëà èãðû íåîáõîäèìî çàïóñòèòü êëèåíò.",
@@ -4327,13 +4512,13 @@ STR16 MPClientMessage[] =
// 25
L"Òåñòîâàÿ ÷èò-ôóíêöèÿ '9' âêëþ÷åíà.",
L"Новый игрок: клиент #%d - '%S', Сторона: %d, Команда: %d.",
L"Íîâûé èãðîê: êëèåíò ¹%d - '%S', Ñòîðîíà: %d, Êîìàíäà: %d.",
L"Êîìàíäà: %d.",//not used any more
L"%s (êëèåíò %d - '%S') áûë óáèò %s (êëèåíò %d - '%S')",
L"Клиент #%d - '%S' выкинут из игры.",
L"Êëèåíò ¹%d - '%S' âûêèíóò èç èãðû.",
// 30
L"Принудительно дать ход клиенту: #1 - '%S' | #2 - '%S' | #3 - '%S' | #4 - '%S'",
L"Начался ход клиента #%d",
L"Ïðèíóäèòåëüíî äàòü õîä êëèåíòó: ¹1 - '%S' | ¹2 - '%S' | ¹3 - '%S' | ¹4 - '%S'",
L"Íà÷àëñÿ õîä êëèåíòà ¹%d",
L"Çàïðîñ ïåðåõîäà â ðåæèì ðåàëüíîãî âðåìÿ...",
L"Ïåðåõîä â ðåæèì ðåàëüíîãî âðåìåíè.",
L"Îøèáêà: ÷òî-òî ïîøëî íå òàê, âîçâðàùàþ îáðàòíî.",
+187 -5
View File
@@ -1083,15 +1083,16 @@ STR16 sKeyDescriptionStrings[2] =
//The headers used to describe various weapon statistics.
CHAR16 gWeaponStatsDesc[][ 14 ] =
CHAR16 gWeaponStatsDesc[][ 16 ] =
{
L"Weight (%s):",
// HEADROCK: Changed this for Extended Description project
L"Status:",
L"Amount:", // Number of bullets left in a magazine
L"Weight (%s):",
L"AP Costs",
L"Rng:", // Range
L"Dam:", // Damage
L"Amount:", // Number of bullets left in a magazine
L"AP:", // abbreviation for Action Points
L"",
L"=",
L"=",
//Lal: additional strings for tooltips
@@ -1100,10 +1101,190 @@ CHAR16 gWeaponStatsDesc[][ 14 ] =
L"Damage:", //11
L"Weight:", //12
L"Stun Damage:",//13
// HEADROCK: Added new strings for extended description ** REDUNDANT **
L"AUTOPEN:", //14
L"AUTO/5:", //15
L"Amount:", //16
};
// HEADROCK: Several arrays of tooltip text for new Extended Description Box
// Please note, several of these are artificially inflated to 19 entries to help fix a complication with
// changing item type while watching its description box
STR16 gzWeaponStatsFasthelp[ 27 ] =
{
L"Range",
L"Damage",
L"Burst/Auto Penalty",
L"Autofire shots per 5 AP",
L"Accuracy",
L"Reliability",
L"Repair Ease",
L"APs to ready",
L"APs to fire Single",
L"APs to fire Burst",
L"APs to fire Auto",
L"APs to Reload",
L"APs to Reload Manually",
L"Flash Suppression",
L"Loudness (Lower is better)",
L"To-Hit Modifier",
L"Average Best Laser Range",
L"Aiming Modifier",
L"Min. Range for Aiming Bonus",
L"Bipod Modifier",
L"APs to Throw",
L"APs to Launch",
L"APs to Stab",
L"No Single Shot!",
L"No Burst Mode!",
L"No Auto Mode!",
L"APs to Bash",
};
STR16 gzWeaponStatsFasthelpTactical[ 27 ] =
{
L"Range",
L"Damage",
L"Burst/Auto Penalty",
L"Autofire shots per 5 AP",
L"Accuracy",
L"Reliability",
L"Repair Ease",
L"APs to ready",
L"APs to fire Single",
L"APs to fire Burst",
L"APs to fire Auto",
L"APs to Reload",
L"APs to Reload Manually",
L"To-Hit Modifier",
L"Average Best Laser Range",
L"Aiming Modifier",
L"Min. Range for Aiming Bonus",
L"Flash Suppression",
L"Loudness (Lower is better)",
L"Bipod Modifier",
L"APs to Throw",
L"APs to Launch",
L"APs to Stab",
L"No Single Shot!",
L"No Burst Mode!",
L"No Auto Mode!",
L"APs to Bash",
};
STR16 gzAmmoStatsFasthelp[ 20 ] =
{
L"Armor Penetration (Lower is better)",
L"Bullet Tumble (Higher is better)",
L"Pre-impact Explosion (Higher is better)",
L"Tracer Effect",
L"Anti-Tank",
L"Lockbuster",
L"Ignores Armor",
L"Acidic",
L"Range Modifier",
L"Damage Modifier",
L"To-Hit Modifier",
L"Burst/Auto Penalty Modifier (Higher is better)",
L"Reliability Modifier",
L"Loudness Modifier (Lower is better)",
L"",
L"",
L"",
L"",
L"",
L"",
};
STR16 gzArmorStatsFasthelp[ 20 ] =
{
L"Protection",
L"Coverage (Higher is better)",
L"Degrade Rate (Lower is better)",
L"AP Modifier",
L"To-Hit Modifier",
L"Woodland Camo",
L"Urban Camo",
L"Desert Camo",
L"Snow Camo",
L"Stealth Modifier",
L"Vision Range Modifier",
L"Day Vision Range Modifier",
L"Night Vision Range Modifier",
L"Bright Light Vision Range Modifier",
L"Cave Vision Range Modifier",
L"Tunnel Vision Percentage",
L"Hearing Range Modifier",
L"",
L"",
L"",
};
STR16 gzExplosiveStatsFasthelp[ 20 ] =
{
L"Damage",
L"Stun Damage",
L"Blast Loudness (Lower is better)",
L"Volatility!!! (Lower is better)",
L"Blast Radius",
L"Effect Start Radius",
L"Effect Final Radius ",
L"Effect Duration",
L"",
L"",
L"",
L"",
L"",
L"",
L"",
L"",
L"",
L"",
L"",
L"",
};
STR16 gzMiscItemStatsFasthelp[ 34 ] =
{
L"Item Size Modifier (Lower is better)", // 0
L"Reliability Modifier",
L"Loudness Modifier (Lower is better)",
L"Hides Muzzle Flash",
L"Bipod Modifier",
L"Range Modifier", // 5
L"To-Hit Modifier",
L"Best Laser Range",
L"Aiming Bonus Modifier",
L"Burst Size Modifier",
L"Burst Penalty Modifier (Higher is better)", // 10
L"Auto-Fire Penalty Modifier (Higher is better)",
L"AP Modifier",
L"AP to Burst Modifier (Lower is better)",
L"AP to Auto-Fire Modifier (Lower is better)",
L"AP to Ready Modifier (Lower is better)", // 15
L"AP to Reload Modifier (Lower is better)",
L"Magazine Size Modifier",
L"AP to Attack Modifier (Lower is better)",
L"Damage Modifier",
L"Melee Damage Modifier", // 20
L"Woodland Camo",
L"Urban Camo",
L"Desert Camo",
L"Snow Camo",
L"Stealth Modifier", // 25
L"Hearing Range Modifier",
L"Vision Range Modifier",
L"Day Vision Range Modifier",
L"Night Vision Range Modifier",
L"Bright Light Vision Range Modifier", //30
L"Cave Vision Range Modifier",
L"Tunnel Vision Percentage (Lower is better)",
L"Minimum Range for Aiming Bonus",
};
// HEADROCK: End new tooltip text
//The headers used for the merc's money.
CHAR16 gMoneyStatsDesc[][ 13 ] =
@@ -3506,6 +3687,7 @@ STR16 zOptionsToggleText[] =
L"Auto save",
L"Silent Skyrider",
L"Low CPU usage",
L"Enhanced Description Box",
};
//This is the help text associated with the above toggles.