diff --git a/JA2.suo b/JA2.suo index 6471f22e..8efaa691 100644 Binary files a/JA2.suo and b/JA2.suo differ diff --git a/JA2.vcproj b/JA2.vcproj index a0d79941..786a3162 100644 --- a/JA2.vcproj +++ b/JA2.vcproj @@ -43,7 +43,7 @@ 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] ); } } diff --git a/Utils/Text.h b/Utils/Text.h index 0fce6f2b..4108245f 100644 --- a/Utils/Text.h +++ b/Utils/Text.h @@ -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 diff --git a/Utils/_DutchText.cpp b/Utils/_DutchText.cpp index e799c815..c0bd24c2 100644 --- a/Utils/_DutchText.cpp +++ b/Utils/_DutchText.cpp @@ -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", +}; diff --git a/Utils/_EnglishText.cpp b/Utils/_EnglishText.cpp index 65007a52..41b8ba3d 100644 --- a/Utils/_EnglishText.cpp +++ b/Utils/_EnglishText.cpp @@ -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 \ No newline at end of file diff --git a/Utils/_FrenchText.cpp b/Utils/_FrenchText.cpp index 489df31f..5c1d1c17 100644 --- a/Utils/_FrenchText.cpp +++ b/Utils/_FrenchText.cpp @@ -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 diff --git a/Utils/_GermanText.cpp b/Utils/_GermanText.cpp index 2c592e20..e6f3f9c1 100644 --- a/Utils/_GermanText.cpp +++ b/Utils/_GermanText.cpp @@ -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 diff --git a/Utils/_ItalianText.cpp b/Utils/_ItalianText.cpp index 24c44928..1db603d1 100644 --- a/Utils/_ItalianText.cpp +++ b/Utils/_ItalianText.cpp @@ -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", +}; diff --git a/Utils/_PolishText.cpp b/Utils/_PolishText.cpp index 6a7e565d..61e20f51 100644 --- a/Utils/_PolishText.cpp +++ b/Utils/_PolishText.cpp @@ -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 diff --git a/Utils/_RussianText.cpp b/Utils/_RussianText.cpp index fabbce11..3bface50 100644 --- a/Utils/_RussianText.cpp +++ b/Utils/_RussianText.cpp @@ -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"Íóæíà ëè ïîääåðæêà îïîë÷åíèÿ èç ñîñåäíèõ ñåêòîðîâ?", }; - +// 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