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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
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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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