mirror of
https://github.com/1dot13/source.git
synced 2026-07-22 13:40:22 +02:00
- 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:
+1
-1
@@ -43,7 +43,7 @@
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<Tool
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Name="VCLinkerTool"
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AdditionalDependencies="libexpatMT.lib mss32.lib winmm.lib smackw32.lib fmodvc.lib"
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OutputFile="C:\Games\Jagged Alliance 2 v1.13\ja2_debug_603.exe"
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OutputFile="C:\Games\Jagged Alliance 2 v1.13\ja2_debug_609.exe"
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LinkIncremental="2"
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SuppressStartupBanner="TRUE"
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AdditionalLibraryDirectories=".\..\..\Standard Gaming Platform\"
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@@ -105,32 +105,32 @@ void SoldierTooltip( SOLDIERTYPE* pSoldier )
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{
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// display "debug" info
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if ( gGameExternalOptions.fEnableSoldierTooltipLocation )
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swprintf( pStrInfo, L"%s|Location: %d\n", pStrInfo, sSoldierGridNo );
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swprintf( pStrInfo, gzTooltipStrings[STR_TT_CAT_LOCATION], pStrInfo, sSoldierGridNo );
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if ( gGameExternalOptions.fEnableSoldierTooltipBrightness )
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swprintf( pStrInfo, L"%s|Brightness: %d / %d\n", pStrInfo, SHADE_MIN - LightTrueLevel( sSoldierGridNo, gsInterfaceLevel ), SHADE_MIN );
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swprintf( pStrInfo, gzTooltipStrings[STR_TT_CAT_BRIGHTNESS], pStrInfo, SHADE_MIN - LightTrueLevel( sSoldierGridNo, gsInterfaceLevel ), SHADE_MIN );
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if ( gGameExternalOptions.fEnableSoldierTooltipRangeToTarget )
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swprintf( pStrInfo, L"%s|Range to |Target: %d\n", pStrInfo, iRangeToTarget );
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swprintf( pStrInfo, gzTooltipStrings[STR_TT_CAT_RANGE_TO_TARGET], pStrInfo, iRangeToTarget );
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if ( gGameExternalOptions.fEnableSoldierTooltipID )
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swprintf( pStrInfo, L"%s|I|D: %d\n", pStrInfo, pSoldier->ubID );
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swprintf( pStrInfo, gzTooltipStrings[STR_TT_CAT_ID], pStrInfo, pSoldier->ubID );
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if ( gGameExternalOptions.fEnableSoldierTooltipOrders )
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swprintf( pStrInfo, L"%s|Orders: %d\n", pStrInfo, pSoldier->bOrders );
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swprintf( pStrInfo, gzTooltipStrings[STR_TT_CAT_ORDERS], pStrInfo, pSoldier->bOrders );
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if ( gGameExternalOptions.fEnableSoldierTooltipAttitude )
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swprintf( pStrInfo, L"%s|Attitude: %d\n", pStrInfo, pSoldier->bAttitude );
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swprintf( pStrInfo, gzTooltipStrings[STR_TT_CAT_ATTITUDE], pStrInfo, pSoldier->bAttitude );
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if ( gGameExternalOptions.fEnableSoldierTooltipActionPoints )
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swprintf( pStrInfo, L"%s|Current |A|Ps: %d\n", pStrInfo, pSoldier->bActionPoints );
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swprintf( pStrInfo, gzTooltipStrings[STR_TT_CAT_CURRENT_APS], pStrInfo, pSoldier->bActionPoints );
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if ( gGameExternalOptions.fEnableSoldierTooltipHealth )
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swprintf( pStrInfo, L"%s|Current |Health: %d\n", pStrInfo, pSoldier->bLife );
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swprintf( pStrInfo, gzTooltipStrings[STR_TT_CAT_CURRENT_HEALTH], pStrInfo, pSoldier->bLife );
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}
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// armor info code block start
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if ( ubTooltipDetailLevel >= DL_Full )
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{
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if ( gGameExternalOptions.fEnableSoldierTooltipHelmet )
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swprintf( pStrInfo, L"%s|Helmet: %s\n", pStrInfo, pSoldier->inv[HELMETPOS].usItem ? ItemNames[ pSoldier->inv[HELMETPOS].usItem ] : L"No helmet" );
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swprintf( pStrInfo, gzTooltipStrings[STR_TT_CAT_HELMET], pStrInfo, pSoldier->inv[HELMETPOS].usItem ? ItemNames[ pSoldier->inv[HELMETPOS].usItem ] : gzTooltipStrings[STR_TT_NO_HELMET] );
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if ( gGameExternalOptions.fEnableSoldierTooltipVest )
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swprintf( pStrInfo, L"%s|Vest: %s\n", pStrInfo, pSoldier->inv[VESTPOS].usItem ? ItemNames[ pSoldier->inv[VESTPOS].usItem ] : L"No vest" );
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swprintf( pStrInfo, gzTooltipStrings[STR_TT_CAT_VEST], pStrInfo, pSoldier->inv[VESTPOS].usItem ? ItemNames[ pSoldier->inv[VESTPOS].usItem ] : gzTooltipStrings[STR_TT_NO_VEST] );
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if ( gGameExternalOptions.fEnableSoldierTooltipLeggings )
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swprintf( pStrInfo, L"%s|Leggings: %s\n", pStrInfo, pSoldier->inv[LEGPOS].usItem ? ItemNames[ pSoldier->inv[LEGPOS].usItem ] : L"No leggings" );
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swprintf( pStrInfo, gzTooltipStrings[STR_TT_CAT_LEGGINGS], pStrInfo, pSoldier->inv[LEGPOS].usItem ? ItemNames[ pSoldier->inv[LEGPOS].usItem ] : gzTooltipStrings[STR_TT_NO_LEGGING] );
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}
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else
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{
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@@ -141,25 +141,25 @@ void SoldierTooltip( SOLDIERTYPE* pSoldier )
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{
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if ( ArmourPercent( pSoldier ) )
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{
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swprintf( pStrInfo, L"|Armor: " );
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swprintf( pStrInfo, gzTooltipStrings[STR_TT_CAT_ARMOR] );
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if ( ubTooltipDetailLevel == DL_Basic )
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{
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if ( gGameExternalOptions.fEnableSoldierTooltipHelmet )
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swprintf( pStrInfo, L"%s%s", pStrInfo, pSoldier->inv[HELMETPOS].usItem ? L"helmet " : L"" );
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swprintf( pStrInfo, L"%s%s", pStrInfo, pSoldier->inv[HELMETPOS].usItem ? gzTooltipStrings[STR_TT_HELMET] : L"" );
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if ( gGameExternalOptions.fEnableSoldierTooltipVest )
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swprintf( pStrInfo, L"%s%s", pStrInfo, pSoldier->inv[VESTPOS].usItem ? L"vest " : L"" );
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swprintf( pStrInfo, L"%s%s", pStrInfo, pSoldier->inv[VESTPOS].usItem ? gzTooltipStrings[STR_TT_VEST] : L"" );
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if ( gGameExternalOptions.fEnableSoldierTooltipLeggings )
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swprintf( pStrInfo, L"%s%s", pStrInfo, pSoldier->inv[LEGPOS].usItem ? L"leggings" : L"" );
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swprintf( pStrInfo, L"%s%s", pStrInfo, pSoldier->inv[LEGPOS].usItem ? gzTooltipStrings[STR_TT_LEGGINGS] : L"" );
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wcscat( pStrInfo, L"\n" );
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}
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else // ubTooltipDetailLevel == DL_Limited
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{
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swprintf( pStrInfo, L"|Armor: %s\n", L"worn" );
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swprintf( pStrInfo, gzTooltipStrings[STR_TT_CAT_ARMOR_2], gzTooltipStrings[STR_TT_WORN] );
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}
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}
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else
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{
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swprintf( pStrInfo, L"|Armor: %s\n", L"no armor" );
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swprintf( pStrInfo, gzTooltipStrings[STR_TT_CAT_ARMOR_2], gzTooltipStrings[STR_TT_NO_ARMOR] );
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}
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}
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}
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@@ -180,23 +180,23 @@ void SoldierTooltip( SOLDIERTYPE* pSoldier )
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{
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if ( ubTooltipDetailLevel >= DL_Full )
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{
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swprintf( pStrInfo, L"%s|N|V|G: %s\n", pStrInfo,
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iNVG ? ItemNames[ pSoldier->inv[ iNVG ].usItem ] : L"no NVG" );
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swprintf( pStrInfo, gzTooltipStrings[STR_TT_CAT_NVG], pStrInfo,
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iNVG ? ItemNames[ pSoldier->inv[ iNVG ].usItem ] : gzTooltipStrings[STR_TT_NO_NVG] );
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}
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else
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{
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swprintf( pStrInfo, L"%s|N|V|G: %s\n", pStrInfo, iNVG ? L"worn" : L"no NVG" );
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swprintf( pStrInfo, gzTooltipStrings[STR_TT_CAT_NVG], pStrInfo, iNVG ? gzTooltipStrings[STR_TT_WORN] : gzTooltipStrings[STR_TT_NO_NVG] );
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}
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swprintf( pStrInfo, L"%s|Gas |Mask: %s\n", pStrInfo,
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( FindGasMask(pSoldier) != NO_SLOT ) ? L"worn" : L"no mask" );
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swprintf( pStrInfo, gzTooltipStrings[STR_TT_CAT_GAS_MASK], pStrInfo,
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( FindGasMask(pSoldier) != NO_SLOT ) ? gzTooltipStrings[STR_TT_WORN] : gzTooltipStrings[STR_TT_NO_MASK] );
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}
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}
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else // gGameExternalOptions.ubSoldierTooltipDetailLevel == DL_Debug
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{
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if ( gGameExternalOptions.fEnableSoldierTooltipHeadItem1 )
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swprintf( pStrInfo, L"%s|Head |Position |1: %s\n", pStrInfo, ItemNames[ pSoldier->inv[HEAD1POS].usItem ] );
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swprintf( pStrInfo, gzTooltipStrings[STR_TT_CAT_HEAD_POS_1], pStrInfo, ItemNames[ pSoldier->inv[HEAD1POS].usItem ] );
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if ( gGameExternalOptions.fEnableSoldierTooltipHeadItem2 )
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swprintf( pStrInfo, L"%s|Head |Position |2: %s\n", pStrInfo, ItemNames[ pSoldier->inv[HEAD2POS].usItem ] );
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swprintf( pStrInfo, gzTooltipStrings[STR_TT_CAT_HEAD_POS_2], pStrInfo, ItemNames[ pSoldier->inv[HEAD2POS].usItem ] );
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}
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// head slots info code block end
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@@ -271,7 +271,7 @@ void SoldierTooltip( SOLDIERTYPE* pSoldier )
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}
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if ( fDisplayBigSlotItem )
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{
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wcscat( pStrInfo, L"\n(In Backpack) " );
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wcscat( pStrInfo, gzTooltipStrings[STR_TT_IN_BACKPACK] );
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DisplayWeaponInfo( pSoldier, pStrInfo, BigSlot, ubTooltipDetailLevel );
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fDisplayBigSlotItem = FALSE;
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}
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@@ -303,8 +303,8 @@ void DisplayWeaponInfo( SOLDIERTYPE* pSoldier, CHAR16* pStrInfo, UINT8 ubSlot, U
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if ( ubTooltipDetailLevel >= DL_Full )
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{
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// display exact weapon model
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swprintf( pStrInfo, L"%s|Weapon: %s ", pStrInfo,
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WeaponInHand( pSoldier ) ? ItemNames[ pSoldier->inv[ubSlot].usItem ] : L"no weapon" );
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swprintf( pStrInfo, gzTooltipStrings[STR_TT_CAT_WEAPON], pStrInfo,
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WeaponInHand( pSoldier ) ? ItemNames[ pSoldier->inv[ubSlot].usItem ] : gzTooltipStrings[STR_TT_NO_WEAPON] );
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}
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else
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{
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@@ -314,33 +314,33 @@ void DisplayWeaponInfo( SOLDIERTYPE* pSoldier, CHAR16* pStrInfo, UINT8 ubSlot, U
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switch( Weapon[pSoldier->inv[ubSlot].usItem].ubWeaponClass )
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{
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case HANDGUNCLASS:
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swprintf( pStrInfo, L"%s|Weapon: %s ", pStrInfo, L"handgun" );
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swprintf( pStrInfo, gzTooltipStrings[STR_TT_CAT_WEAPON], pStrInfo, gzTooltipStrings[STR_TT_HANDGUN] );
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break;
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case SMGCLASS:
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swprintf( pStrInfo, L"%s|Weapon: %s ", pStrInfo, L"SMG" );
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swprintf( pStrInfo, gzTooltipStrings[STR_TT_CAT_WEAPON], pStrInfo, gzTooltipStrings[STR_TT_SMG] );
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break;
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case RIFLECLASS:
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swprintf( pStrInfo, L"%s|Weapon: %s ", pStrInfo, L"rifle" );
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swprintf( pStrInfo, gzTooltipStrings[STR_TT_CAT_WEAPON], pStrInfo, gzTooltipStrings[STR_TT_RIFLE] );
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break;
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case MGCLASS:
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swprintf( pStrInfo, L"%s|Weapon: %s ", pStrInfo, L"MG" );
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swprintf( pStrInfo, gzTooltipStrings[STR_TT_CAT_WEAPON], pStrInfo, gzTooltipStrings[STR_TT_MG] );
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break;
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case SHOTGUNCLASS:
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swprintf( pStrInfo, L"%s|Weapon: %s ", pStrInfo, L"shotgun" );
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swprintf( pStrInfo, gzTooltipStrings[STR_TT_CAT_WEAPON], pStrInfo, gzTooltipStrings[STR_TT_SHOTGUN] );
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break;
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case KNIFECLASS:
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swprintf( pStrInfo, L"%s|Weapon: %s ", pStrInfo, L"knife" );
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swprintf( pStrInfo, gzTooltipStrings[STR_TT_CAT_WEAPON], pStrInfo, gzTooltipStrings[STR_TT_KNIFE] );
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break;
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default:
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swprintf( pStrInfo, L"%s|Weapon: %s ", pStrInfo, L"heavy weapon" );
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swprintf( pStrInfo, gzTooltipStrings[STR_TT_CAT_WEAPON], pStrInfo, gzTooltipStrings[STR_TT_HEAVY_WEAPON] );
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break;
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}
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}
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else
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{
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// display general weapon type
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swprintf( pStrInfo, L"%s|Weapon: %s ", pStrInfo,
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WeaponInHand( pSoldier) ? WeaponType[Weapon[pSoldier->inv[ubSlot].usItem].ubWeaponType] : L"no weapon" );
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swprintf( pStrInfo, gzTooltipStrings[STR_TT_CAT_WEAPON], pStrInfo,
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WeaponInHand( pSoldier) ? WeaponType[Weapon[pSoldier->inv[ubSlot].usItem].ubWeaponType] : gzTooltipStrings[STR_TT_NO_WEAPON] );
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}
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}
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+46
-1
@@ -161,6 +161,8 @@ extern STR16 gzLateLocalizedString[];
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extern STR16 gzCWStrings[];
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extern STR16 gzTooltipStrings[];
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enum
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{
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ANTIHACKERSTR_EXITGAME,
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@@ -329,7 +331,50 @@ enum
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STR_NO_AUTOFIRE,
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STR_ACCURATE,
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STR_INACCURATE,
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STR_NO_SEMI_AUTO
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STR_NO_SEMI_AUTO,
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STR_NO_MORE_ITEMS_TO_STEAL // WANNE
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};
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// WANNE: Tooltips
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enum
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{
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STR_TT_CAT_LOCATION,
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STR_TT_CAT_BRIGHTNESS,
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STR_TT_CAT_RANGE_TO_TARGET,
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STR_TT_CAT_ID,
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STR_TT_CAT_ORDERS,
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STR_TT_CAT_ATTITUDE,
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STR_TT_CAT_CURRENT_APS,
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STR_TT_CAT_CURRENT_HEALTH,
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STR_TT_CAT_HELMET,
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STR_TT_CAT_VEST,
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STR_TT_CAT_LEGGINGS,
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STR_TT_CAT_ARMOR,
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STR_TT_HELMET,
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STR_TT_VEST,
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STR_TT_LEGGINGS,
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STR_TT_WORN,
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STR_TT_NO_ARMOR,
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STR_TT_CAT_NVG,
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STR_TT_NO_NVG,
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STR_TT_CAT_GAS_MASK,
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STR_TT_NO_MASK,
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STR_TT_CAT_HEAD_POS_1,
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STR_TT_CAT_HEAD_POS_2,
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STR_TT_IN_BACKPACK,
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STR_TT_CAT_WEAPON,
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STR_TT_NO_WEAPON,
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STR_TT_HANDGUN,
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STR_TT_SMG,
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STR_TT_RIFLE,
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STR_TT_MG,
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STR_TT_SHOTGUN,
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STR_TT_KNIFE,
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STR_TT_HEAVY_WEAPON,
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STR_TT_NO_HELMET,
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STR_TT_NO_VEST,
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STR_TT_NO_LEGGING,
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STR_TT_CAT_ARMOR_2,
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};
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#define LARGE_STRING_LENGTH 200
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@@ -285,6 +285,7 @@ UINT16 Message[][STRING_LENGTH] =
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L"Beurt bloodcats",
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L"automatic",
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L"no full auto",
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L"No more items to steal!",
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};
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@@ -4117,6 +4118,55 @@ STR16 gzLateLocalizedString[] =
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L"%s fires %d more round than intended!",
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};
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STR16 gzCWStrings[] =
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{
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L"Call reinforcements from adjacent sectors?",
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};
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// WANNE: Tooltips
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STR16 gzTooltipStrings[] =
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{
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// Debug info
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L"%s|Location: %d\n",
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L"%s|Brightness: %d / %d\n",
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L"%s|Range to |Target: %d\n",
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L"%s|I|D: %d\n",
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L"%s|Orders: %d\n",
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L"%s|Attitude: %d\n",
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L"%s|Current |A|Ps: %d\n",
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L"%s|Current |Health: %d\n",
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// Full info
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L"%s|Helmet: %s\n",
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L"%s|Vest: %s\n",
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L"%s|Leggings: %s\n",
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// Limited, Basic
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L"|Armor: ",
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L"Helmet",
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L"Vest",
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L"Leggings",
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L"worn",
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L"no Armor",
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L"%s|N|V|G: %s\n",
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L"no NVG",
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L"%s|Gas |Mask: %s\n",
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L"no Gas Mask",
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L"%s|Head |Position |1: %s\n",
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L"%s|Head |Position |2: %s\n",
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L"\n(in Backpack) ",
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L"%s|Weapon: %s ",
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L"no Weapon",
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L"Handgun",
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L"SMG",
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L"Rifle",
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L"MG",
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L"Shotgun",
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L"Knife",
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L"Heavy Weapon",
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L"no Helmet",
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L"no Vest",
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L"no Leggings",
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L"|Armor: %s\n",
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};
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@@ -300,6 +300,7 @@ UINT16 Message[][STRING_LENGTH] =
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L"accurate",
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L"inaccurate",
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L"no semi auto",
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L"No more items to steal!", // WANNE
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};
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@@ -4125,5 +4126,50 @@ STR16 gzCWStrings[] =
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L"Call reinforcements from adjacent sectors?",
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};
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// WANNE: Tooltips
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STR16 gzTooltipStrings[] =
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{
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// Debug info
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L"%s|Location: %d\n",
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L"%s|Brightness: %d / %d\n",
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L"%s|Range to |Target: %d\n",
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L"%s|I|D: %d\n",
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L"%s|Orders: %d\n",
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L"%s|Attitude: %d\n",
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L"%s|Current |A|Ps: %d\n",
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L"%s|Current |Health: %d\n",
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// Full info
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L"%s|Helmet: %s\n",
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L"%s|Vest: %s\n",
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L"%s|Leggings: %s\n",
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// Limited, Basic
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L"|Armor: ",
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L"Helmet",
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L"Vest",
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L"Leggings",
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L"worn",
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L"no Armor",
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L"%s|N|V|G: %s\n",
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L"no NVG",
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L"%s|Gas |Mask: %s\n",
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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
|
||||
@@ -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
@@ -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
|
||||
|
||||
@@ -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
@@ -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
@@ -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
|
||||
|
||||
Reference in New Issue
Block a user