- 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 <Tool
Name="VCLinkerTool" Name="VCLinkerTool"
AdditionalDependencies="libexpatMT.lib mss32.lib winmm.lib smackw32.lib fmodvc.lib" 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" LinkIncremental="2"
SuppressStartupBanner="TRUE" SuppressStartupBanner="TRUE"
AdditionalLibraryDirectories=".\..\..\Standard Gaming Platform\" AdditionalLibraryDirectories=".\..\..\Standard Gaming Platform\"
+36 -36
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@@ -105,32 +105,32 @@ void SoldierTooltip( SOLDIERTYPE* pSoldier )
{ {
// display "debug" info // display "debug" info
if ( gGameExternalOptions.fEnableSoldierTooltipLocation ) if ( gGameExternalOptions.fEnableSoldierTooltipLocation )
swprintf( pStrInfo, L"%s|Location: %d\n", pStrInfo, sSoldierGridNo ); swprintf( pStrInfo, gzTooltipStrings[STR_TT_CAT_LOCATION], pStrInfo, sSoldierGridNo );
if ( gGameExternalOptions.fEnableSoldierTooltipBrightness ) 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 ) 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 ) 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 ) 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 ) 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 ) 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 ) 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 // armor info code block start
if ( ubTooltipDetailLevel >= DL_Full ) if ( ubTooltipDetailLevel >= DL_Full )
{ {
if ( gGameExternalOptions.fEnableSoldierTooltipHelmet ) 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 ) 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 ) 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 else
{ {
@@ -141,25 +141,25 @@ void SoldierTooltip( SOLDIERTYPE* pSoldier )
{ {
if ( ArmourPercent( pSoldier ) ) if ( ArmourPercent( pSoldier ) )
{ {
swprintf( pStrInfo, L"|Armor: " ); swprintf( pStrInfo, gzTooltipStrings[STR_TT_CAT_ARMOR] );
if ( ubTooltipDetailLevel == DL_Basic ) if ( ubTooltipDetailLevel == DL_Basic )
{ {
if ( gGameExternalOptions.fEnableSoldierTooltipHelmet ) 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 ) 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 ) 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" ); wcscat( pStrInfo, L"\n" );
} }
else // ubTooltipDetailLevel == DL_Limited 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 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 ) if ( ubTooltipDetailLevel >= DL_Full )
{ {
swprintf( pStrInfo, L"%s|N|V|G: %s\n", pStrInfo, swprintf( pStrInfo, gzTooltipStrings[STR_TT_CAT_NVG], pStrInfo,
iNVG ? ItemNames[ pSoldier->inv[ iNVG ].usItem ] : L"no NVG" ); iNVG ? ItemNames[ pSoldier->inv[ iNVG ].usItem ] : gzTooltipStrings[STR_TT_NO_NVG] );
} }
else 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, swprintf( pStrInfo, gzTooltipStrings[STR_TT_CAT_GAS_MASK], pStrInfo,
( FindGasMask(pSoldier) != NO_SLOT ) ? L"worn" : L"no mask" ); ( FindGasMask(pSoldier) != NO_SLOT ) ? gzTooltipStrings[STR_TT_WORN] : gzTooltipStrings[STR_TT_NO_MASK] );
} }
} }
else // gGameExternalOptions.ubSoldierTooltipDetailLevel == DL_Debug else // gGameExternalOptions.ubSoldierTooltipDetailLevel == DL_Debug
{ {
if ( gGameExternalOptions.fEnableSoldierTooltipHeadItem1 ) 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 ) 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 // head slots info code block end
@@ -271,7 +271,7 @@ void SoldierTooltip( SOLDIERTYPE* pSoldier )
} }
if ( fDisplayBigSlotItem ) if ( fDisplayBigSlotItem )
{ {
wcscat( pStrInfo, L"\n(In Backpack) " ); wcscat( pStrInfo, gzTooltipStrings[STR_TT_IN_BACKPACK] );
DisplayWeaponInfo( pSoldier, pStrInfo, BigSlot, ubTooltipDetailLevel ); DisplayWeaponInfo( pSoldier, pStrInfo, BigSlot, ubTooltipDetailLevel );
fDisplayBigSlotItem = FALSE; fDisplayBigSlotItem = FALSE;
} }
@@ -303,8 +303,8 @@ void DisplayWeaponInfo( SOLDIERTYPE* pSoldier, CHAR16* pStrInfo, UINT8 ubSlot, U
if ( ubTooltipDetailLevel >= DL_Full ) if ( ubTooltipDetailLevel >= DL_Full )
{ {
// display exact weapon model // display exact weapon model
swprintf( pStrInfo, L"%s|Weapon: %s ", pStrInfo, swprintf( pStrInfo, gzTooltipStrings[STR_TT_CAT_WEAPON], pStrInfo,
WeaponInHand( pSoldier ) ? ItemNames[ pSoldier->inv[ubSlot].usItem ] : L"no weapon" ); WeaponInHand( pSoldier ) ? ItemNames[ pSoldier->inv[ubSlot].usItem ] : gzTooltipStrings[STR_TT_NO_WEAPON] );
} }
else else
{ {
@@ -314,33 +314,33 @@ void DisplayWeaponInfo( SOLDIERTYPE* pSoldier, CHAR16* pStrInfo, UINT8 ubSlot, U
switch( Weapon[pSoldier->inv[ubSlot].usItem].ubWeaponClass ) switch( Weapon[pSoldier->inv[ubSlot].usItem].ubWeaponClass )
{ {
case HANDGUNCLASS: case HANDGUNCLASS:
swprintf( pStrInfo, L"%s|Weapon: %s ", pStrInfo, L"handgun" ); swprintf( pStrInfo, gzTooltipStrings[STR_TT_CAT_WEAPON], pStrInfo, gzTooltipStrings[STR_TT_HANDGUN] );
break; break;
case SMGCLASS: case SMGCLASS:
swprintf( pStrInfo, L"%s|Weapon: %s ", pStrInfo, L"SMG" ); swprintf( pStrInfo, gzTooltipStrings[STR_TT_CAT_WEAPON], pStrInfo, gzTooltipStrings[STR_TT_SMG] );
break; break;
case RIFLECLASS: case RIFLECLASS:
swprintf( pStrInfo, L"%s|Weapon: %s ", pStrInfo, L"rifle" ); swprintf( pStrInfo, gzTooltipStrings[STR_TT_CAT_WEAPON], pStrInfo, gzTooltipStrings[STR_TT_RIFLE] );
break; break;
case MGCLASS: case MGCLASS:
swprintf( pStrInfo, L"%s|Weapon: %s ", pStrInfo, L"MG" ); swprintf( pStrInfo, gzTooltipStrings[STR_TT_CAT_WEAPON], pStrInfo, gzTooltipStrings[STR_TT_MG] );
break; break;
case SHOTGUNCLASS: case SHOTGUNCLASS:
swprintf( pStrInfo, L"%s|Weapon: %s ", pStrInfo, L"shotgun" ); swprintf( pStrInfo, gzTooltipStrings[STR_TT_CAT_WEAPON], pStrInfo, gzTooltipStrings[STR_TT_SHOTGUN] );
break; break;
case KNIFECLASS: case KNIFECLASS:
swprintf( pStrInfo, L"%s|Weapon: %s ", pStrInfo, L"knife" ); swprintf( pStrInfo, gzTooltipStrings[STR_TT_CAT_WEAPON], pStrInfo, gzTooltipStrings[STR_TT_KNIFE] );
break; break;
default: 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; break;
} }
} }
else else
{ {
// display general weapon type // display general weapon type
swprintf( pStrInfo, L"%s|Weapon: %s ", pStrInfo, swprintf( pStrInfo, gzTooltipStrings[STR_TT_CAT_WEAPON], pStrInfo,
WeaponInHand( pSoldier) ? WeaponType[Weapon[pSoldier->inv[ubSlot].usItem].ubWeaponType] : L"no weapon" ); 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 gzCWStrings[];
extern STR16 gzTooltipStrings[];
enum enum
{ {
ANTIHACKERSTR_EXITGAME, ANTIHACKERSTR_EXITGAME,
@@ -329,7 +331,50 @@ enum
STR_NO_AUTOFIRE, STR_NO_AUTOFIRE,
STR_ACCURATE, STR_ACCURATE,
STR_INACCURATE, 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 #define LARGE_STRING_LENGTH 200
+50
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@@ -285,6 +285,7 @@ UINT16 Message[][STRING_LENGTH] =
L"Beurt bloodcats", L"Beurt bloodcats",
L"automatic", L"automatic",
L"no full auto", L"no full auto",
L"No more items to steal!",
}; };
@@ -4117,6 +4118,55 @@ STR16 gzLateLocalizedString[] =
L"%s fires %d more round than intended!", 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"accurate",
L"inaccurate", L"inaccurate",
L"no semi auto", L"no semi auto",
L"No more items to steal!", // WANNE
}; };
@@ -4125,5 +4126,50 @@ STR16 gzCWStrings[] =
L"Call reinforcements from adjacent sectors?", 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 #endif //ENGLISH
+51
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@@ -291,6 +291,7 @@ UINT16 Message[][STRING_LENGTH] =
L"Tour des chats sauvages", L"Tour des chats sauvages",
L"automatic", L"automatic",
L"no full auto", L"no full auto",
L"No more items to steal!",
}; };
@@ -4099,4 +4100,54 @@ STR16 gzLateLocalizedString[] =
L"%s fires %d more round than intended!", 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 #endif //FRENCH
+47 -1
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@@ -293,6 +293,7 @@ UINT16 Message[][STRING_LENGTH] =
L"genau", L"genau",
L"ungenau", L"ungenau",
L"kein Einzelschuss", L"kein Einzelschuss",
L"Es sind keine Gegenstände mehr zum Stehlen vorhanden!",
}; };
CHAR16 pTownNames[MAX_TOWNS][MAX_TOWN_NAME_LENGHT] = 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, wird Tracereffekt auch für Einzelschüsse angezeigt.",
L"Wenn diese Funktion aktiviert ist, werden Regengeräusche hörbar falls es regnet.", 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, 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.", L"Wenn diese Funktion aktiviert ist, wird nach jeder Runde automatisch gespeichert.",
}; };
@@ -3916,4 +3917,49 @@ STR16 gzCWStrings[] =
L"Verstärkung von anliegenden Sektoren anfordern?", 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 #endif //GERMAN
+50
View File
@@ -284,6 +284,7 @@ UINT16 Message[][STRING_LENGTH] =
L"Turno dei Bloodcat", L"Turno dei Bloodcat",
L"automatic", L"automatic",
L"no full auto", L"no full auto",
L"No more items to steal!",
}; };
@@ -4095,6 +4096,55 @@ STR16 gzLateLocalizedString[] =
L"%s fires %d more round than intended!", 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"Tura dzikich kotów",
L"automatic", L"automatic",
L"no full auto", L"no full auto",
L"No more items to steal!",
}; };
@@ -4093,7 +4094,50 @@ STR16 gzLateLocalizedString[] =
L"%s fires %d more round than intended!", 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 #endif //POLISH
+45 -1
View File
@@ -292,6 +292,7 @@ UINT16 Message[][STRING_LENGTH] =
L"accurate", L"accurate",
L"inaccurate", L"inaccurate",
L"no semi auto", L"no semi auto",
L"No more items to steal!",
}; };
@@ -4114,6 +4115,49 @@ STR16 gzCWStrings[] =
L"Нужна ли поддержка ополчения из соседних секторов?", 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 #endif //RUSSIAN