- moved hardcoded tooltip strings to the existing language string files

- translated tooltip strings for German Version

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@611 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
Wanne
2006-10-31 11:31:00 +00:00
parent 20178663c7
commit 941d745247
11 changed files with 417 additions and 41 deletions
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+1 -1
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@@ -43,7 +43,7 @@
<Tool
Name="VCLinkerTool"
AdditionalDependencies="libexpatMT.lib mss32.lib winmm.lib smackw32.lib fmodvc.lib"
OutputFile="C:\Games\Jagged Alliance 2 v1.13\ja2_debug_603.exe"
OutputFile="C:\Games\Jagged Alliance 2 v1.13\ja2_debug_609.exe"
LinkIncremental="2"
SuppressStartupBanner="TRUE"
AdditionalLibraryDirectories=".\..\..\Standard Gaming Platform\"
+36 -36
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@@ -105,32 +105,32 @@ void SoldierTooltip( SOLDIERTYPE* pSoldier )
{
// display "debug" info
if ( gGameExternalOptions.fEnableSoldierTooltipLocation )
swprintf( pStrInfo, L"%s|Location: %d\n", pStrInfo, sSoldierGridNo );
swprintf( pStrInfo, gzTooltipStrings[STR_TT_CAT_LOCATION], pStrInfo, sSoldierGridNo );
if ( gGameExternalOptions.fEnableSoldierTooltipBrightness )
swprintf( pStrInfo, L"%s|Brightness: %d / %d\n", pStrInfo, SHADE_MIN - LightTrueLevel( sSoldierGridNo, gsInterfaceLevel ), SHADE_MIN );
swprintf( pStrInfo, gzTooltipStrings[STR_TT_CAT_BRIGHTNESS], pStrInfo, SHADE_MIN - LightTrueLevel( sSoldierGridNo, gsInterfaceLevel ), SHADE_MIN );
if ( gGameExternalOptions.fEnableSoldierTooltipRangeToTarget )
swprintf( pStrInfo, L"%s|Range to |Target: %d\n", pStrInfo, iRangeToTarget );
swprintf( pStrInfo, gzTooltipStrings[STR_TT_CAT_RANGE_TO_TARGET], pStrInfo, iRangeToTarget );
if ( gGameExternalOptions.fEnableSoldierTooltipID )
swprintf( pStrInfo, L"%s|I|D: %d\n", pStrInfo, pSoldier->ubID );
swprintf( pStrInfo, gzTooltipStrings[STR_TT_CAT_ID], pStrInfo, pSoldier->ubID );
if ( gGameExternalOptions.fEnableSoldierTooltipOrders )
swprintf( pStrInfo, L"%s|Orders: %d\n", pStrInfo, pSoldier->bOrders );
swprintf( pStrInfo, gzTooltipStrings[STR_TT_CAT_ORDERS], pStrInfo, pSoldier->bOrders );
if ( gGameExternalOptions.fEnableSoldierTooltipAttitude )
swprintf( pStrInfo, L"%s|Attitude: %d\n", pStrInfo, pSoldier->bAttitude );
swprintf( pStrInfo, gzTooltipStrings[STR_TT_CAT_ATTITUDE], pStrInfo, pSoldier->bAttitude );
if ( gGameExternalOptions.fEnableSoldierTooltipActionPoints )
swprintf( pStrInfo, L"%s|Current |A|Ps: %d\n", pStrInfo, pSoldier->bActionPoints );
swprintf( pStrInfo, gzTooltipStrings[STR_TT_CAT_CURRENT_APS], pStrInfo, pSoldier->bActionPoints );
if ( gGameExternalOptions.fEnableSoldierTooltipHealth )
swprintf( pStrInfo, L"%s|Current |Health: %d\n", pStrInfo, pSoldier->bLife );
swprintf( pStrInfo, gzTooltipStrings[STR_TT_CAT_CURRENT_HEALTH], pStrInfo, pSoldier->bLife );
}
// armor info code block start
if ( ubTooltipDetailLevel >= DL_Full )
{
if ( gGameExternalOptions.fEnableSoldierTooltipHelmet )
swprintf( pStrInfo, L"%s|Helmet: %s\n", pStrInfo, pSoldier->inv[HELMETPOS].usItem ? ItemNames[ pSoldier->inv[HELMETPOS].usItem ] : L"No helmet" );
swprintf( pStrInfo, gzTooltipStrings[STR_TT_CAT_HELMET], pStrInfo, pSoldier->inv[HELMETPOS].usItem ? ItemNames[ pSoldier->inv[HELMETPOS].usItem ] : gzTooltipStrings[STR_TT_NO_HELMET] );
if ( gGameExternalOptions.fEnableSoldierTooltipVest )
swprintf( pStrInfo, L"%s|Vest: %s\n", pStrInfo, pSoldier->inv[VESTPOS].usItem ? ItemNames[ pSoldier->inv[VESTPOS].usItem ] : L"No vest" );
swprintf( pStrInfo, gzTooltipStrings[STR_TT_CAT_VEST], pStrInfo, pSoldier->inv[VESTPOS].usItem ? ItemNames[ pSoldier->inv[VESTPOS].usItem ] : gzTooltipStrings[STR_TT_NO_VEST] );
if ( gGameExternalOptions.fEnableSoldierTooltipLeggings )
swprintf( pStrInfo, L"%s|Leggings: %s\n", pStrInfo, pSoldier->inv[LEGPOS].usItem ? ItemNames[ pSoldier->inv[LEGPOS].usItem ] : L"No leggings" );
swprintf( pStrInfo, gzTooltipStrings[STR_TT_CAT_LEGGINGS], pStrInfo, pSoldier->inv[LEGPOS].usItem ? ItemNames[ pSoldier->inv[LEGPOS].usItem ] : gzTooltipStrings[STR_TT_NO_LEGGING] );
}
else
{
@@ -141,25 +141,25 @@ void SoldierTooltip( SOLDIERTYPE* pSoldier )
{
if ( ArmourPercent( pSoldier ) )
{
swprintf( pStrInfo, L"|Armor: " );
swprintf( pStrInfo, gzTooltipStrings[STR_TT_CAT_ARMOR] );
if ( ubTooltipDetailLevel == DL_Basic )
{
if ( gGameExternalOptions.fEnableSoldierTooltipHelmet )
swprintf( pStrInfo, L"%s%s", pStrInfo, pSoldier->inv[HELMETPOS].usItem ? L"helmet " : L"" );
swprintf( pStrInfo, L"%s%s", pStrInfo, pSoldier->inv[HELMETPOS].usItem ? gzTooltipStrings[STR_TT_HELMET] : L"" );
if ( gGameExternalOptions.fEnableSoldierTooltipVest )
swprintf( pStrInfo, L"%s%s", pStrInfo, pSoldier->inv[VESTPOS].usItem ? L"vest " : L"" );
swprintf( pStrInfo, L"%s%s", pStrInfo, pSoldier->inv[VESTPOS].usItem ? gzTooltipStrings[STR_TT_VEST] : L"" );
if ( gGameExternalOptions.fEnableSoldierTooltipLeggings )
swprintf( pStrInfo, L"%s%s", pStrInfo, pSoldier->inv[LEGPOS].usItem ? L"leggings" : L"" );
swprintf( pStrInfo, L"%s%s", pStrInfo, pSoldier->inv[LEGPOS].usItem ? gzTooltipStrings[STR_TT_LEGGINGS] : L"" );
wcscat( pStrInfo, L"\n" );
}
else // ubTooltipDetailLevel == DL_Limited
{
swprintf( pStrInfo, L"|Armor: %s\n", L"worn" );
swprintf( pStrInfo, gzTooltipStrings[STR_TT_CAT_ARMOR_2], gzTooltipStrings[STR_TT_WORN] );
}
}
else
{
swprintf( pStrInfo, L"|Armor: %s\n", L"no armor" );
swprintf( pStrInfo, gzTooltipStrings[STR_TT_CAT_ARMOR_2], gzTooltipStrings[STR_TT_NO_ARMOR] );
}
}
}
@@ -180,23 +180,23 @@ void SoldierTooltip( SOLDIERTYPE* pSoldier )
{
if ( ubTooltipDetailLevel >= DL_Full )
{
swprintf( pStrInfo, L"%s|N|V|G: %s\n", pStrInfo,
iNVG ? ItemNames[ pSoldier->inv[ iNVG ].usItem ] : L"no NVG" );
swprintf( pStrInfo, gzTooltipStrings[STR_TT_CAT_NVG], pStrInfo,
iNVG ? ItemNames[ pSoldier->inv[ iNVG ].usItem ] : gzTooltipStrings[STR_TT_NO_NVG] );
}
else
{
swprintf( pStrInfo, L"%s|N|V|G: %s\n", pStrInfo, iNVG ? L"worn" : L"no NVG" );
swprintf( pStrInfo, gzTooltipStrings[STR_TT_CAT_NVG], pStrInfo, iNVG ? gzTooltipStrings[STR_TT_WORN] : gzTooltipStrings[STR_TT_NO_NVG] );
}
swprintf( pStrInfo, L"%s|Gas |Mask: %s\n", pStrInfo,
( FindGasMask(pSoldier) != NO_SLOT ) ? L"worn" : L"no mask" );
swprintf( pStrInfo, gzTooltipStrings[STR_TT_CAT_GAS_MASK], pStrInfo,
( FindGasMask(pSoldier) != NO_SLOT ) ? gzTooltipStrings[STR_TT_WORN] : gzTooltipStrings[STR_TT_NO_MASK] );
}
}
else // gGameExternalOptions.ubSoldierTooltipDetailLevel == DL_Debug
{
if ( gGameExternalOptions.fEnableSoldierTooltipHeadItem1 )
swprintf( pStrInfo, L"%s|Head |Position |1: %s\n", pStrInfo, ItemNames[ pSoldier->inv[HEAD1POS].usItem ] );
swprintf( pStrInfo, gzTooltipStrings[STR_TT_CAT_HEAD_POS_1], pStrInfo, ItemNames[ pSoldier->inv[HEAD1POS].usItem ] );
if ( gGameExternalOptions.fEnableSoldierTooltipHeadItem2 )
swprintf( pStrInfo, L"%s|Head |Position |2: %s\n", pStrInfo, ItemNames[ pSoldier->inv[HEAD2POS].usItem ] );
swprintf( pStrInfo, gzTooltipStrings[STR_TT_CAT_HEAD_POS_2], pStrInfo, ItemNames[ pSoldier->inv[HEAD2POS].usItem ] );
}
// head slots info code block end
@@ -271,7 +271,7 @@ void SoldierTooltip( SOLDIERTYPE* pSoldier )
}
if ( fDisplayBigSlotItem )
{
wcscat( pStrInfo, L"\n(In Backpack) " );
wcscat( pStrInfo, gzTooltipStrings[STR_TT_IN_BACKPACK] );
DisplayWeaponInfo( pSoldier, pStrInfo, BigSlot, ubTooltipDetailLevel );
fDisplayBigSlotItem = FALSE;
}
@@ -303,8 +303,8 @@ void DisplayWeaponInfo( SOLDIERTYPE* pSoldier, CHAR16* pStrInfo, UINT8 ubSlot, U
if ( ubTooltipDetailLevel >= DL_Full )
{
// display exact weapon model
swprintf( pStrInfo, L"%s|Weapon: %s ", pStrInfo,
WeaponInHand( pSoldier ) ? ItemNames[ pSoldier->inv[ubSlot].usItem ] : L"no weapon" );
swprintf( pStrInfo, gzTooltipStrings[STR_TT_CAT_WEAPON], pStrInfo,
WeaponInHand( pSoldier ) ? ItemNames[ pSoldier->inv[ubSlot].usItem ] : gzTooltipStrings[STR_TT_NO_WEAPON] );
}
else
{
@@ -314,33 +314,33 @@ void DisplayWeaponInfo( SOLDIERTYPE* pSoldier, CHAR16* pStrInfo, UINT8 ubSlot, U
switch( Weapon[pSoldier->inv[ubSlot].usItem].ubWeaponClass )
{
case HANDGUNCLASS:
swprintf( pStrInfo, L"%s|Weapon: %s ", pStrInfo, L"handgun" );
swprintf( pStrInfo, gzTooltipStrings[STR_TT_CAT_WEAPON], pStrInfo, gzTooltipStrings[STR_TT_HANDGUN] );
break;
case SMGCLASS:
swprintf( pStrInfo, L"%s|Weapon: %s ", pStrInfo, L"SMG" );
swprintf( pStrInfo, gzTooltipStrings[STR_TT_CAT_WEAPON], pStrInfo, gzTooltipStrings[STR_TT_SMG] );
break;
case RIFLECLASS:
swprintf( pStrInfo, L"%s|Weapon: %s ", pStrInfo, L"rifle" );
swprintf( pStrInfo, gzTooltipStrings[STR_TT_CAT_WEAPON], pStrInfo, gzTooltipStrings[STR_TT_RIFLE] );
break;
case MGCLASS:
swprintf( pStrInfo, L"%s|Weapon: %s ", pStrInfo, L"MG" );
swprintf( pStrInfo, gzTooltipStrings[STR_TT_CAT_WEAPON], pStrInfo, gzTooltipStrings[STR_TT_MG] );
break;
case SHOTGUNCLASS:
swprintf( pStrInfo, L"%s|Weapon: %s ", pStrInfo, L"shotgun" );
swprintf( pStrInfo, gzTooltipStrings[STR_TT_CAT_WEAPON], pStrInfo, gzTooltipStrings[STR_TT_SHOTGUN] );
break;
case KNIFECLASS:
swprintf( pStrInfo, L"%s|Weapon: %s ", pStrInfo, L"knife" );
swprintf( pStrInfo, gzTooltipStrings[STR_TT_CAT_WEAPON], pStrInfo, gzTooltipStrings[STR_TT_KNIFE] );
break;
default:
swprintf( pStrInfo, L"%s|Weapon: %s ", pStrInfo, L"heavy weapon" );
swprintf( pStrInfo, gzTooltipStrings[STR_TT_CAT_WEAPON], pStrInfo, gzTooltipStrings[STR_TT_HEAVY_WEAPON] );
break;
}
}
else
{
// display general weapon type
swprintf( pStrInfo, L"%s|Weapon: %s ", pStrInfo,
WeaponInHand( pSoldier) ? WeaponType[Weapon[pSoldier->inv[ubSlot].usItem].ubWeaponType] : L"no weapon" );
swprintf( pStrInfo, gzTooltipStrings[STR_TT_CAT_WEAPON], pStrInfo,
WeaponInHand( pSoldier) ? WeaponType[Weapon[pSoldier->inv[ubSlot].usItem].ubWeaponType] : gzTooltipStrings[STR_TT_NO_WEAPON] );
}
}
+46 -1
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@@ -161,6 +161,8 @@ extern STR16 gzLateLocalizedString[];
extern STR16 gzCWStrings[];
extern STR16 gzTooltipStrings[];
enum
{
ANTIHACKERSTR_EXITGAME,
@@ -329,7 +331,50 @@ enum
STR_NO_AUTOFIRE,
STR_ACCURATE,
STR_INACCURATE,
STR_NO_SEMI_AUTO
STR_NO_SEMI_AUTO,
STR_NO_MORE_ITEMS_TO_STEAL // WANNE
};
// WANNE: Tooltips
enum
{
STR_TT_CAT_LOCATION,
STR_TT_CAT_BRIGHTNESS,
STR_TT_CAT_RANGE_TO_TARGET,
STR_TT_CAT_ID,
STR_TT_CAT_ORDERS,
STR_TT_CAT_ATTITUDE,
STR_TT_CAT_CURRENT_APS,
STR_TT_CAT_CURRENT_HEALTH,
STR_TT_CAT_HELMET,
STR_TT_CAT_VEST,
STR_TT_CAT_LEGGINGS,
STR_TT_CAT_ARMOR,
STR_TT_HELMET,
STR_TT_VEST,
STR_TT_LEGGINGS,
STR_TT_WORN,
STR_TT_NO_ARMOR,
STR_TT_CAT_NVG,
STR_TT_NO_NVG,
STR_TT_CAT_GAS_MASK,
STR_TT_NO_MASK,
STR_TT_CAT_HEAD_POS_1,
STR_TT_CAT_HEAD_POS_2,
STR_TT_IN_BACKPACK,
STR_TT_CAT_WEAPON,
STR_TT_NO_WEAPON,
STR_TT_HANDGUN,
STR_TT_SMG,
STR_TT_RIFLE,
STR_TT_MG,
STR_TT_SHOTGUN,
STR_TT_KNIFE,
STR_TT_HEAVY_WEAPON,
STR_TT_NO_HELMET,
STR_TT_NO_VEST,
STR_TT_NO_LEGGING,
STR_TT_CAT_ARMOR_2,
};
#define LARGE_STRING_LENGTH 200
+50
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@@ -285,6 +285,7 @@ UINT16 Message[][STRING_LENGTH] =
L"Beurt bloodcats",
L"automatic",
L"no full auto",
L"No more items to steal!",
};
@@ -4117,6 +4118,55 @@ STR16 gzLateLocalizedString[] =
L"%s fires %d more round than intended!",
};
STR16 gzCWStrings[] =
{
L"Call reinforcements from adjacent sectors?",
};
// WANNE: Tooltips
STR16 gzTooltipStrings[] =
{
// Debug info
L"%s|Location: %d\n",
L"%s|Brightness: %d / %d\n",
L"%s|Range to |Target: %d\n",
L"%s|I|D: %d\n",
L"%s|Orders: %d\n",
L"%s|Attitude: %d\n",
L"%s|Current |A|Ps: %d\n",
L"%s|Current |Health: %d\n",
// Full info
L"%s|Helmet: %s\n",
L"%s|Vest: %s\n",
L"%s|Leggings: %s\n",
// Limited, Basic
L"|Armor: ",
L"Helmet",
L"Vest",
L"Leggings",
L"worn",
L"no Armor",
L"%s|N|V|G: %s\n",
L"no NVG",
L"%s|Gas |Mask: %s\n",
L"no Gas Mask",
L"%s|Head |Position |1: %s\n",
L"%s|Head |Position |2: %s\n",
L"\n(in Backpack) ",
L"%s|Weapon: %s ",
L"no Weapon",
L"Handgun",
L"SMG",
L"Rifle",
L"MG",
L"Shotgun",
L"Knife",
L"Heavy Weapon",
L"no Helmet",
L"no Vest",
L"no Leggings",
L"|Armor: %s\n",
};
+46
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@@ -300,6 +300,7 @@ UINT16 Message[][STRING_LENGTH] =
L"accurate",
L"inaccurate",
L"no semi auto",
L"No more items to steal!", // WANNE
};
@@ -4125,5 +4126,50 @@ STR16 gzCWStrings[] =
L"Call reinforcements from adjacent sectors?",
};
// WANNE: Tooltips
STR16 gzTooltipStrings[] =
{
// Debug info
L"%s|Location: %d\n",
L"%s|Brightness: %d / %d\n",
L"%s|Range to |Target: %d\n",
L"%s|I|D: %d\n",
L"%s|Orders: %d\n",
L"%s|Attitude: %d\n",
L"%s|Current |A|Ps: %d\n",
L"%s|Current |Health: %d\n",
// Full info
L"%s|Helmet: %s\n",
L"%s|Vest: %s\n",
L"%s|Leggings: %s\n",
// Limited, Basic
L"|Armor: ",
L"Helmet",
L"Vest",
L"Leggings",
L"worn",
L"no Armor",
L"%s|N|V|G: %s\n",
L"no NVG",
L"%s|Gas |Mask: %s\n",
L"no Gas Mask",
L"%s|Head |Position |1: %s\n",
L"%s|Head |Position |2: %s\n",
L"\n(in Backpack) ",
L"%s|Weapon: %s ",
L"no Weapon",
L"Handgun",
L"SMG",
L"Rifle",
L"MG",
L"Shotgun",
L"Knife",
L"Heavy Weapon",
L"no Helmet",
L"no Vest",
L"no Leggings",
L"|Armor: %s\n",
};
#endif //ENGLISH
+51
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@@ -291,6 +291,7 @@ UINT16 Message[][STRING_LENGTH] =
L"Tour des chats sauvages",
L"automatic",
L"no full auto",
L"No more items to steal!",
};
@@ -4099,4 +4100,54 @@ STR16 gzLateLocalizedString[] =
L"%s fires %d more round than intended!",
};
STR16 gzCWStrings[] =
{
L"Call reinforcements from adjacent sectors?",
};
// WANNE: Tooltips
STR16 gzTooltipStrings[] =
{
// Debug info
L"%s|Location: %d\n",
L"%s|Brightness: %d / %d\n",
L"%s|Range to |Target: %d\n",
L"%s|I|D: %d\n",
L"%s|Orders: %d\n",
L"%s|Attitude: %d\n",
L"%s|Current |A|Ps: %d\n",
L"%s|Current |Health: %d\n",
// Full info
L"%s|Helmet: %s\n",
L"%s|Vest: %s\n",
L"%s|Leggings: %s\n",
// Limited, Basic
L"|Armor: ",
L"Helmet",
L"Vest",
L"Leggings",
L"worn",
L"no Armor",
L"%s|N|V|G: %s\n",
L"no NVG",
L"%s|Gas |Mask: %s\n",
L"no Gas Mask",
L"%s|Head |Position |1: %s\n",
L"%s|Head |Position |2: %s\n",
L"\n(in Backpack) ",
L"%s|Weapon: %s ",
L"no Weapon",
L"Handgun",
L"SMG",
L"Rifle",
L"MG",
L"Shotgun",
L"Knife",
L"Heavy Weapon",
L"no Helmet",
L"no Vest",
L"no Leggings",
L"|Armor: %s\n",
};
#endif //FRENCH
+47 -1
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@@ -293,6 +293,7 @@ UINT16 Message[][STRING_LENGTH] =
L"genau",
L"ungenau",
L"kein Einzelschuss",
L"Es sind keine Gegenstände mehr zum Stehlen vorhanden!",
};
CHAR16 pTownNames[MAX_TOWNS][MAX_TOWN_NAME_LENGHT] =
@@ -3347,7 +3348,7 @@ STR16 zOptionsScreenHelpText[] =
L"Wenn diese Funktion aktiviert ist, wird Tracereffekt auch für Einzelschüsse angezeigt.",
L"Wenn diese Funktion aktiviert ist, werden Regengeräusche hörbar falls es regnet.",
L"Wenn diese Funktion aktiviert ist, sind Krähen im Spiel vorhanden.",
L"Wenn diese Funktion aktiviert ist, erhalten B.S.E Charaktere zufällige Persönlichkeit und Einstellung.",
L"Wenn diese Funktion aktiviert ist, erhalten B.S.E Charaktere zufällige Persönlichkeit und Gesinnung.",
L"Wenn diese Funktion aktiviert ist, wird nach jeder Runde automatisch gespeichert.",
};
@@ -3916,4 +3917,49 @@ STR16 gzCWStrings[] =
L"Verstärkung von anliegenden Sektoren anfordern?",
};
// WANNE: Tooltips
STR16 gzTooltipStrings[] =
{
// Debug info
L"%s|Ort: %d\n",
L"%s|Helligkeit: %d / %d\n",
L"%s|Entfernung zum |Ziel: %d\n",
L"%s|I|D: %d\n",
L"%s|Befehle: %d\n",
L"%s|Gesinnung: %d\n",
L"%s|Aktuelle |A|Ps: %d\n",
L"%s|Aktuelle |Gesundheit: %d\n",
// Full info
L"%s|Helm: %s\n",
L"%s|Weste: %s\n",
L"%s|Hose: %s\n",
// Limited, Basic
L"|Rüstung: ",
L"Helm",
L"Weste",
L"Hose",
L"getragen",
L"keine Rüstung",
L"%s|N|V|G: %s\n",
L"kein NVG",
L"%s|Gasmaske: %s\n",
L"keine Gasmaske",
L"%s|Kopf |Position |1: %s\n",
L"%s|Kopf |Position |2: %s\n",
L"\n(im Rucksack) ",
L"%s|Waffe: %s ",
L"keine Waffe",
L"Pistole",
L"SMG",
L"Gewehr",
L"MG",
L"Schrotflinte",
L"Messer",
L"Schwere Waffe",
L"kein Helm",
L"keine Weste",
L"keine Hose",
L"|Rüstung: %s\n",
};
#endif //GERMAN
+50
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@@ -284,6 +284,7 @@ UINT16 Message[][STRING_LENGTH] =
L"Turno dei Bloodcat",
L"automatic",
L"no full auto",
L"No more items to steal!",
};
@@ -4095,6 +4096,55 @@ STR16 gzLateLocalizedString[] =
L"%s fires %d more round than intended!",
};
STR16 gzCWStrings[] =
{
L"Call reinforcements from adjacent sectors?",
};
// WANNE: Tooltips
STR16 gzTooltipStrings[] =
{
// Debug info
L"%s|Location: %d\n",
L"%s|Brightness: %d / %d\n",
L"%s|Range to |Target: %d\n",
L"%s|I|D: %d\n",
L"%s|Orders: %d\n",
L"%s|Attitude: %d\n",
L"%s|Current |A|Ps: %d\n",
L"%s|Current |Health: %d\n",
// Full info
L"%s|Helmet: %s\n",
L"%s|Vest: %s\n",
L"%s|Leggings: %s\n",
// Limited, Basic
L"|Armor: ",
L"Helmet",
L"Vest",
L"Leggings",
L"worn",
L"no Armor",
L"%s|N|V|G: %s\n",
L"no NVG",
L"%s|Gas |Mask: %s\n",
L"no Gas Mask",
L"%s|Head |Position |1: %s\n",
L"%s|Head |Position |2: %s\n",
L"\n(in Backpack) ",
L"%s|Weapon: %s ",
L"no Weapon",
L"Handgun",
L"SMG",
L"Rifle",
L"MG",
L"Shotgun",
L"Knife",
L"Heavy Weapon",
L"no Helmet",
L"no Vest",
L"no Leggings",
L"|Armor: %s\n",
};
+45 -1
View File
@@ -285,6 +285,7 @@ UINT16 Message[][STRING_LENGTH] =
L"Tura dzikich kotów",
L"automatic",
L"no full auto",
L"No more items to steal!",
};
@@ -4093,7 +4094,50 @@ STR16 gzLateLocalizedString[] =
L"%s fires %d more round than intended!",
};
// WANNE: Tooltips
STR16 gzTooltipStrings[] =
{
// Debug info
L"%s|Location: %d\n",
L"%s|Brightness: %d / %d\n",
L"%s|Range to |Target: %d\n",
L"%s|I|D: %d\n",
L"%s|Orders: %d\n",
L"%s|Attitude: %d\n",
L"%s|Current |A|Ps: %d\n",
L"%s|Current |Health: %d\n",
// Full info
L"%s|Helmet: %s\n",
L"%s|Vest: %s\n",
L"%s|Leggings: %s\n",
// Limited, Basic
L"|Armor: ",
L"Helmet",
L"Vest",
L"Leggings",
L"worn",
L"no Armor",
L"%s|N|V|G: %s\n",
L"no NVG",
L"%s|Gas |Mask: %s\n",
L"no Gas Mask",
L"%s|Head |Position |1: %s\n",
L"%s|Head |Position |2: %s\n",
L"\n(in Backpack) ",
L"%s|Weapon: %s ",
L"no Weapon",
L"Handgun",
L"SMG",
L"Rifle",
L"MG",
L"Shotgun",
L"Knife",
L"Heavy Weapon",
L"no Helmet",
L"no Vest",
L"no Leggings",
L"|Armor: %s\n",
};
#endif //POLISH
+45 -1
View File
@@ -292,6 +292,7 @@ UINT16 Message[][STRING_LENGTH] =
L"accurate",
L"inaccurate",
L"no semi auto",
L"No more items to steal!",
};
@@ -4114,6 +4115,49 @@ STR16 gzCWStrings[] =
L"Нужна ли поддержка ополчения из соседних секторов?",
};
// WANNE: Tooltips
STR16 gzTooltipStrings[] =
{
// Debug info
L"%s|Location: %d\n",
L"%s|Brightness: %d / %d\n",
L"%s|Range to |Target: %d\n",
L"%s|I|D: %d\n",
L"%s|Orders: %d\n",
L"%s|Attitude: %d\n",
L"%s|Current |A|Ps: %d\n",
L"%s|Current |Health: %d\n",
// Full info
L"%s|Helmet: %s\n",
L"%s|Vest: %s\n",
L"%s|Leggings: %s\n",
// Limited, Basic
L"|Armor: ",
L"Helmet",
L"Vest",
L"Leggings",
L"worn",
L"no Armor",
L"%s|N|V|G: %s\n",
L"no NVG",
L"%s|Gas |Mask: %s\n",
L"no Gas Mask",
L"%s|Head |Position |1: %s\n",
L"%s|Head |Position |2: %s\n",
L"\n(in Backpack) ",
L"%s|Weapon: %s ",
L"no Weapon",
L"Handgun",
L"SMG",
L"Rifle",
L"MG",
L"Shotgun",
L"Knife",
L"Heavy Weapon",
L"no Helmet",
L"no Vest",
L"no Leggings",
L"|Armor: %s\n",
};
#endif //RUSSIAN