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Merged revision(s) 7254 from branches/ja2_source_official_2014:
Deleted TAIWANESE language versions. git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@7255 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
@@ -163,9 +163,6 @@ static const STR GetLanguagePrefix()
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#ifdef ITALIAN
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return ITALIAN_PREFIX;
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#endif
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#ifdef TAIWANESE
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return TAIWANESE_PREFIX;
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#endif
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#ifdef CHINESE
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return CHINESE_PREFIX;
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#endif
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@@ -14,8 +14,6 @@
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# pragma message(" (Language set to FRENCH, You'll need french CDs)")
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#elif defined(ITALIAN)
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# pragma message(" (Language set to ITALIAN, You'll need italian CDs)")
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#elif defined(TAIWANESE)
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# pragma message(" (Language set to TAIWANESE, You'll need taiwanese CDs)")
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#elif defined(CHINESE)
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# pragma message(" (Language set to CHINESE, You'll need chinese CDs)")
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#else
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+4
-5
@@ -81,7 +81,7 @@
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// Only enable this "undef", if you use the 3. way of building the executable!
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#undef ENGLISH
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#if !defined(ENGLISH) && !defined(GERMAN) && !defined(RUSSIAN) && !defined(DUTCH) && !defined(POLISH) && !defined(FRENCH) && !defined(ITALIAN) && !defined(TAIWANESE) && !defined(CHINESE)
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#if !defined(ENGLISH) && !defined(GERMAN) && !defined(RUSSIAN) && !defined(DUTCH) && !defined(POLISH) && !defined(FRENCH) && !defined(ITALIAN) && !defined(CHINESE)
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/* please set one manually here (by uncommenting) if not willingly to set Workspace wide */
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#define ENGLISH
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@@ -90,7 +90,6 @@
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//#define DUTCH
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//#define FRENCH
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//#define ITALIAN
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//#define TAIWANESE
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//#define POLISH
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// INFO: For Chinese 1.13 version, you also have to set USE_WINFONTS = 1 in ja2.ini inside your JA2 installation directory!
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@@ -108,13 +107,13 @@
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* Regardless of if we did it Workspace wide or by uncommenting above,
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* HERE we must see, what language was selected. If one, we
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*/
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#if !defined(ENGLISH) && !defined(GERMAN) && !defined(RUSSIAN) && !defined(DUTCH) && !defined(POLISH) && !defined(FRENCH) && !defined(ITALIAN) && !defined(TAIWANESE) && !defined(CHINESE)
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#if !defined(ENGLISH) && !defined(GERMAN) && !defined(RUSSIAN) && !defined(DUTCH) && !defined(POLISH) && !defined(FRENCH) && !defined(ITALIAN) && !defined(CHINESE)
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# error "At least You have to specify a Language somewhere. See comments above."
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#endif
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//if the language represents words as single chars
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#ifdef TAIWAN
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/*#ifdef TAIWAN
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#define SINGLE_CHAR_WORDS
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#endif
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#endif*/
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#endif
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@@ -3245,12 +3245,7 @@ BOOLEAN DisplayTalkingMercFaceForVideoPopUp(INT32 iFaceIndex)
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void DisplayTextForMercFaceVideoPopUp(STR16 pString)
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{
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#ifdef TAIWANESE
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swprintf( gsTalkingMercText, L"%s", pString );
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#else
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swprintf( gsTalkingMercText, L"\"%s\"", pString );
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#endif
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//Set the minimum time for the dialogue text to be present
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usAimMercSpeechDuration = wcslen( gsTalkingMercText ) * AIM_TEXT_SPEECH_MODIFIER;
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@@ -1896,11 +1896,7 @@ void DisplayTextForSpeckVideoPopUp(STR16 pString)
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// wcscpy(gsSpeckDialogueTextPopUp, pString);
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//add the "" around the speech.
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#ifdef TAIWANESE
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swprintf( gsSpeckDialogueTextPopUp, L"%s", pString );
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#else
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swprintf( gsSpeckDialogueTextPopUp, L"\"%s\"", pString );
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#endif
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gfDisplaySpeckTextBox = TRUE;
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@@ -411,12 +411,7 @@ void BeginCivQuote( SOLDIERTYPE *pCiv, UINT16 ubCivQuoteID, UINT16 ubEntryID, IN
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return;
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}
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#ifdef TAIWANESE
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swprintf( gzCivQuote, L"%s", zQuote );
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#else
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swprintf( gzCivQuote, L"\"%s\"", zQuote );
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#endif
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if ( ubCivQuoteID == CIV_QUOTE_HINT )
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{
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@@ -1913,11 +1908,8 @@ void StartEnemyTaunt( SOLDIERTYPE *pCiv, TAUNTTYPE iTauntType, SOLDIERTYPE *pTar
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{
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swprintf( sTauntText, zApplicableTaunts[ iChosenTaunt ].szText );
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}
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#ifdef TAIWANESE
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swprintf( gzTauntQuote, L"%s", sTauntText );
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#else
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swprintf( gzTauntQuote, L"\"%s\"", sTauntText );
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#endif
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// block this enemy from taunting for a time being
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uiTauntFinishTimes[pCiv->ubID] = GetJA2Clock() + min( gTauntsSettings.sMaxDelay , max( gTauntsSettings.sMinDelay, FindDelayForString( gzTauntQuote ) + gTauntsSettings.sModDelay ) );
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@@ -2731,13 +2731,9 @@ void HandleTacticalNPCTextUI( UINT8 ubCharacterNum, STR16 zQuoteStr )
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}
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// post message to mapscreen message system
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#ifdef TAIWANESE
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swprintf( gTalkPanel.zQuoteStr, L"%s", zQuoteStr );
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#else
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swprintf( gTalkPanel.zQuoteStr, L"\"%s\"", zQuoteStr );
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swprintf( zText, L"%s: \"%s\"", gMercProfiles[ ubCharacterNum ].zNickname, zQuoteStr );
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MapScreenMessage( FONT_MCOLOR_WHITE, MSG_DIALOG, L"%s", zText );
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#endif
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}
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@@ -2747,7 +2743,6 @@ void DisplayTextForExternalNPC( UINT8 ubCharacterNum, STR16 zQuoteStr )
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CHAR16 zText[ QUOTE_MESSAGE_SIZE ];
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INT16 sLeft;
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// Setup dialogue text box
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if ( guiCurrentScreen != MAP_SCREEN )
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{
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@@ -2756,13 +2751,9 @@ void DisplayTextForExternalNPC( UINT8 ubCharacterNum, STR16 zQuoteStr )
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}
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// post message to mapscreen message system
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#ifdef TAIWANESE
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swprintf( gTalkPanel.zQuoteStr, L"%s", zQuoteStr );
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#else
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swprintf( gTalkPanel.zQuoteStr, L"\"%s\"", zQuoteStr );
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swprintf( zText, L"%s: \"%s\"", gMercProfiles[ ubCharacterNum ].zNickname, zQuoteStr );
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MapScreenMessage( FONT_MCOLOR_WHITE, MSG_DIALOG, L"%s", zText );
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#endif
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if ( guiCurrentScreen == MAP_SCREEN )
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{
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@@ -2789,11 +2780,7 @@ void HandleTacticalTextUI( INT32 iFaceIndex, SOLDIERTYPE *pSoldier, STR16 zQuote
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//BUild text
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// How do we do this with defines?
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//swprintf( zText, L"\xb4\xa2 %s: \xb5 \"%s\"", gMercProfiles[ ubCharacterNum ].zNickname, zQuoteStr );
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#ifdef TAIWANESE
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swprintf( zText, L"%s", zQuoteStr );
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#else
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swprintf( zText, L"\"%s\"", zQuoteStr );
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#endif
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// TODO.RW: Wenn wir in tactical sind, dann normal. In strategy den offset dazurechnen!
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if ( guiCurrentScreen == GAME_SCREEN )
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@@ -2809,12 +2796,6 @@ void HandleTacticalTextUI( INT32 iFaceIndex, SOLDIERTYPE *pSoldier, STR16 zQuote
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//sLeft = 110;
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ExecuteTacticalTextBox( sLeft, zText );
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#ifndef TAIWANESE
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swprintf( zText, L"%s: \"%s\"", gMercProfiles[ pSoldier->ubProfile ].zNickname, zQuoteStr );
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MapScreenMessage( FONT_MCOLOR_WHITE, MSG_DIALOG, L"%s", zText );
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#endif
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}
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@@ -324,4 +324,6 @@ void HandleDynamicOpinionTeamDrinking( SOLDIERTYPE* pSoldier );
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UINT8 HighestInventoryCoolness( SOLDIERTYPE* pSoldier );
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void HandleDynamicOpinionDialogue();
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#endif
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@@ -5219,7 +5219,6 @@ BOOLEAN IsGunOrAmmoOfSameTypeSelected( OBJECTTYPE *pItemObject )
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return( TRUE );
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}
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return( FALSE );
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}
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@@ -5228,12 +5227,7 @@ void InitShopKeeperSubTitledText( STR16 pString )
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//Clear the contents of the subtitle text
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memset( gsShopKeeperTalkingText, 0, SKI_SUBTITLE_TEXT_SIZE );
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#ifdef TAIWANESE
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swprintf( gsShopKeeperTalkingText, L"%s", pString );
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#else
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swprintf( gsShopKeeperTalkingText, L"\"%s\"", pString );
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#endif
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//Now setup the popup box
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if( gGameSettings.fOptions[ TOPTION_SUBTITLES ] )
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@@ -5242,8 +5236,7 @@ void InitShopKeeperSubTitledText( STR16 pString )
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UINT16 usActualHeight=0;
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giPopUpBoxId = PrepareMercPopupBox( giPopUpBoxId, BASIC_MERC_POPUP_BACKGROUND, BASIC_MERC_POPUP_BORDER, gsShopKeeperTalkingText, 300, 0, 0, 0, &usActualWidth, &usActualHeight);
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// gusPositionOfSubTitlesX = ( 640 - usActualWidth ) / 2 ;
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//position it to start under the guys face
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@@ -49,7 +49,6 @@ typedef PARSE_STAGE;
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#define POLISH_PREFIX "Polish."
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#define FRENCH_PREFIX "French."
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#define ITALIAN_PREFIX "Italian."
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#define TAIWANESE_PREFIX "Taiwanese."
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#define CHINESE_PREFIX "Chinese."
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#define ATTACHMENTSFILENAME "Items\\Attachments.xml"
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@@ -65,10 +65,6 @@ namespace Loc
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# include "_RussianText.cpp"
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static Loc::Language gs_Lang = Loc::Russian;
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#endif
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#ifdef TAIWANESE
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# include "_TaiwaneseText.cpp"
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static Loc::Language gs_Lang = Loc::Taiwanese;
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#endif
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}
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#include "Assignments.h"
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@@ -17,7 +17,6 @@ namespace Loc
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Italian,
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Polish,
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Russian,
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Taiwanese,
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};
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static const wchar_t* LangSuffix [] = {
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@@ -14,7 +14,7 @@
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BOOLEAN GetMLGFilename( SGPFILENAME filename, UINT16 usMLGGraphicID )
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{
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#if defined( ENGLISH ) || defined( TAIWANESE )
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#if defined( ENGLISH )
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switch( usMLGGraphicID )
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{
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case MLG_AIMSYMBOL:
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@@ -291,8 +291,6 @@ BOOLEAN GetMLGFilename( SGPFILENAME filename, UINT16 usMLGGraphicID )
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sprintf( (char *)zLanguage, "RUSSIAN" );
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#elif defined( SPANISH )
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sprintf( (char *)zLanguage, "SPANISH" );
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#elif defined( TAIWANESE )
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sprintf( (char *)zLanguage, "TAIWANESE" );
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#elif defined( CHINESE )
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sprintf( (char *)zLanguage, "CHINESE" );
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#else
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@@ -2814,7 +2814,6 @@ void this_is_the_GermanText_public_symbol(void);
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void this_is_the_ItalianText_public_symbol(void);
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void this_is_the_PolishText_public_symbol(void);
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void this_is_the_RussianText_public_symbol(void);
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void this_is_the_TaiwaneseText_public_symbol(void);
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void this_is_the_Ja25ChineseText_public_symbol(void);
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void this_is_the_Ja25DutchText_public_symbol(void);
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@@ -2824,4 +2823,3 @@ void this_is_the_Ja25GermanText_public_symbol(void);
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void this_is_the_Ja25ItalianText_public_symbol(void);
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void this_is_the_Ja25PolishText_public_symbol(void);
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void this_is_the_Ja25RussianText_public_symbol(void);
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void this_is_the_Ja25TaiwaneseText_public_symbol(void);
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@@ -367,10 +367,6 @@
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RelativePath=".\_Ja25RussianText.h"
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>
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</File>
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<File
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RelativePath=".\_Ja25TaiwaneseText.h"
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>
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</File>
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<File
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RelativePath=".\Animated ProgressBar.h"
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>
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@@ -605,10 +601,6 @@
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RelativePath=".\_Ja25RussianText.cpp"
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>
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</File>
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<File
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RelativePath=".\_Ja25TaiwaneseText.cpp"
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>
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</File>
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<File
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RelativePath=".\_PolishText.cpp"
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>
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@@ -617,10 +609,6 @@
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RelativePath=".\_RussianText.cpp"
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>
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</File>
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<File
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RelativePath=".\_TaiwaneseText.cpp"
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>
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</File>
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<File
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RelativePath=".\Animated ProgressBar.cpp"
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>
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@@ -369,10 +369,6 @@
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RelativePath="_Ja25RussianText.h"
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>
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</File>
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<File
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RelativePath="_Ja25TaiwaneseText.h"
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>
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</File>
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<File
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RelativePath="Animated ProgressBar.h"
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>
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@@ -605,10 +601,6 @@
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RelativePath="_Ja25RussianText.cpp"
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>
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</File>
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<File
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RelativePath="_Ja25TaiwaneseText.cpp"
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>
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</File>
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<File
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RelativePath="_PolishText.cpp"
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>
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@@ -616,11 +608,7 @@
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<File
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RelativePath="_RussianText.cpp"
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>
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</File>
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<File
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RelativePath="_TaiwaneseText.cpp"
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>
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</File>
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</File
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<File
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RelativePath="Animated ProgressBar.cpp"
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>
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@@ -73,7 +73,6 @@
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<ClInclude Include="_Ja25ItalianText.h" />
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<ClInclude Include="_Ja25PolishText.h" />
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<ClInclude Include="_Ja25RussianText.h" />
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<ClInclude Include="_Ja25TaiwaneseText.h" />
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</ItemGroup>
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<ItemGroup>
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<ClCompile Include="Animated ProgressBar.cpp" />
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@@ -130,10 +129,8 @@
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<ClCompile Include="_Ja25ItalianText.cpp" />
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<ClCompile Include="_Ja25PolishText.cpp" />
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<ClCompile Include="_Ja25RussianText.cpp" />
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<ClCompile Include="_Ja25TaiwaneseText.cpp" />
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<ClCompile Include="_PolishText.cpp" />
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<ClCompile Include="_RussianText.cpp" />
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<ClCompile Include="_TaiwaneseText.cpp" />
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||||
</ItemGroup>
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||||
<PropertyGroup Label="Globals">
|
||||
<ProjectGuid>{082F6E91-D049-4314-BE9D-D9509E853B01}</ProjectGuid>
|
||||
|
||||
@@ -30,9 +30,6 @@
|
||||
<ClInclude Include="_Ja25RussianText.h">
|
||||
<Filter>Header Files</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="_Ja25TaiwaneseText.h">
|
||||
<Filter>Header Files</Filter>
|
||||
</ClInclude>
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||||
<ClInclude Include="Animated ProgressBar.h">
|
||||
<Filter>Header Files</Filter>
|
||||
</ClInclude>
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||||
@@ -206,18 +203,12 @@
|
||||
<ClCompile Include="_Ja25RussianText.cpp">
|
||||
<Filter>Source Files</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="_Ja25TaiwaneseText.cpp">
|
||||
<Filter>Source Files</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="_PolishText.cpp">
|
||||
<Filter>Source Files</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="_RussianText.cpp">
|
||||
<Filter>Source Files</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="_TaiwaneseText.cpp">
|
||||
<Filter>Source Files</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="Animated ProgressBar.cpp">
|
||||
<Filter>Source Files</Filter>
|
||||
</ClCompile>
|
||||
|
||||
@@ -73,7 +73,6 @@
|
||||
<ClInclude Include="_Ja25ItalianText.h" />
|
||||
<ClInclude Include="_Ja25PolishText.h" />
|
||||
<ClInclude Include="_Ja25RussianText.h" />
|
||||
<ClInclude Include="_Ja25TaiwaneseText.h" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<ClCompile Include="Animated ProgressBar.cpp" />
|
||||
@@ -130,10 +129,8 @@
|
||||
<ClCompile Include="_Ja25ItalianText.cpp" />
|
||||
<ClCompile Include="_Ja25PolishText.cpp" />
|
||||
<ClCompile Include="_Ja25RussianText.cpp" />
|
||||
<ClCompile Include="_Ja25TaiwaneseText.cpp" />
|
||||
<ClCompile Include="_PolishText.cpp" />
|
||||
<ClCompile Include="_RussianText.cpp" />
|
||||
<ClCompile Include="_TaiwaneseText.cpp" />
|
||||
</ItemGroup>
|
||||
<PropertyGroup Label="Globals">
|
||||
<ProjectGuid>{082F6E91-D049-4314-BE9D-D9509E853B01}</ProjectGuid>
|
||||
|
||||
@@ -30,9 +30,6 @@
|
||||
<ClInclude Include="_Ja25RussianText.h">
|
||||
<Filter>Header Files</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="_Ja25TaiwaneseText.h">
|
||||
<Filter>Header Files</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="Animated ProgressBar.h">
|
||||
<Filter>Header Files</Filter>
|
||||
</ClInclude>
|
||||
@@ -206,18 +203,12 @@
|
||||
<ClCompile Include="_Ja25RussianText.cpp">
|
||||
<Filter>Source Files</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="_Ja25TaiwaneseText.cpp">
|
||||
<Filter>Source Files</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="_PolishText.cpp">
|
||||
<Filter>Source Files</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="_RussianText.cpp">
|
||||
<Filter>Source Files</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="_TaiwaneseText.cpp">
|
||||
<Filter>Source Files</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="Animated ProgressBar.cpp">
|
||||
<Filter>Source Files</Filter>
|
||||
</ClCompile>
|
||||
|
||||
@@ -1,513 +0,0 @@
|
||||
// WANNE: Yes, this should be disabled, otherwise we get weird behavior when running the game with a VS 2005 build!
|
||||
//#pragma setlocale("TAIWANESE")
|
||||
|
||||
#ifdef PRECOMPILEDHEADERS
|
||||
#include "Utils All.h"
|
||||
#include "_Ja25Taiwanesetext.h"
|
||||
#else
|
||||
#include "Language Defines.h"
|
||||
#ifdef TAIWANESE
|
||||
#include "text.h"
|
||||
#include "Fileman.h"
|
||||
#endif
|
||||
#endif
|
||||
|
||||
//suppress : warning LNK4221: no public symbols found; archive member will be inaccessible
|
||||
void this_is_the_Ja25TaiwaneseText_public_symbol(void){;}
|
||||
|
||||
#ifdef TAIWANESE
|
||||
|
||||
// VERY TRUNCATED FILE COPIED FROM JA2.5 FOR ITS FEATURES FOR JA2 GOLD
|
||||
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
// SANDRO - New STOMP laptop strings
|
||||
//these strings match up with the defines in IMP Skill trait.cpp
|
||||
STR16 gzIMPSkillTraitsText[]=
|
||||
{
|
||||
// made this more elegant
|
||||
L"Lock Picking",
|
||||
L"Hand to Hand",
|
||||
L"Electronics",
|
||||
L"Night Operations",
|
||||
L"Throwing",
|
||||
L"Teaching",
|
||||
L"Heavy Weapons",
|
||||
L"Auto Weapons",
|
||||
L"Stealth",
|
||||
L"Ambidextrous",
|
||||
L"Knifing",
|
||||
L"Sniper",
|
||||
L"Camouflaged",
|
||||
L"Martial Arts",
|
||||
|
||||
L"None",
|
||||
L"I.M.P. Specialties",
|
||||
L"(Expert)",
|
||||
|
||||
};
|
||||
|
||||
//added another set of skill texts for new major traits
|
||||
STR16 gzIMPSkillTraitsTextNewMajor[]=
|
||||
{
|
||||
L"Auto Weapons",
|
||||
L"Heavy Weapons",
|
||||
L"Marksman",
|
||||
L"Hunter",
|
||||
L"Gunslinger",
|
||||
L"Hand to Hand",
|
||||
L"Deputy",
|
||||
L"Technician",
|
||||
L"Paramedic",
|
||||
L"Covert Ops", // TODO.Translate
|
||||
|
||||
L"None",
|
||||
L"I.M.P. Major Traits",
|
||||
// second names
|
||||
L"Machinegunner",
|
||||
L"Bombardier",
|
||||
L"Sniper",
|
||||
L"Ranger",
|
||||
L"Gunfighter",
|
||||
L"Martial Arts",
|
||||
L"Squadleader",
|
||||
L"Engineer",
|
||||
L"Doctor",
|
||||
L"Spy", // TODO.Translate
|
||||
};
|
||||
|
||||
//added another set of skill texts for new minor traits
|
||||
STR16 gzIMPSkillTraitsTextNewMinor[]=
|
||||
{
|
||||
L"Ambidextrous",
|
||||
L"Melee",
|
||||
L"Throwing",
|
||||
L"Night Ops",
|
||||
L"Stealthy",
|
||||
L"Athletics",
|
||||
L"Bodybuilding",
|
||||
L"Demolitions",
|
||||
L"Teaching",
|
||||
L"Scouting",
|
||||
L"Radio Operator",
|
||||
|
||||
L"None",
|
||||
L"I.M.P. Minor Traits",
|
||||
};
|
||||
|
||||
//these texts are for help popup windows, describing trait properties
|
||||
STR16 gzIMPMajorTraitsHelpTextsAutoWeapons[]=
|
||||
{
|
||||
L"+%d%s CtH with Assault Rifles\n",
|
||||
L"+%d%s CtH with SMGs\n",
|
||||
L"+%d%s CtH with LMGs\n",
|
||||
L"-%d%s APs to fire LMGs on autofire or burst mode\n",
|
||||
L"-%d%s APs to ready LMGs\n",
|
||||
L"Auto fire/burst CtH penalty reduced by %d%s\n",
|
||||
L"Reduced chance for shooting extra bullets on autofire\n",
|
||||
};
|
||||
|
||||
STR16 gzIMPMajorTraitsHelpTextsHeavyWeapons[]=
|
||||
{
|
||||
L"-%d%s APs to fire grenade launchers\n",
|
||||
L"-%d%s APs to fire rocket launchers\n",
|
||||
L"+%d%s CtH with grenade launchers\n",
|
||||
L"+%d%s CtH with rocket launchers\n",
|
||||
L"-%d%s APs to fire mortar\n",
|
||||
L"Reduced penalty for mortar CtH by %d%s\n",
|
||||
L"+%d%s damage to tanks with heavy weapons, grenades and explosives\n",
|
||||
L"+%d%s damage to other targets with heavy weapons\n",
|
||||
};
|
||||
|
||||
STR16 gzIMPMajorTraitsHelpTextsSniper[]=
|
||||
{
|
||||
L"+%d%s CtH with Rifles\n",
|
||||
L"+%d%s CtH with Sniper Rifles\n",
|
||||
L"-%d%s effective range to target with all weapons\n",
|
||||
L"+%d%s aiming bonus per aim click (except for handguns)\n",
|
||||
L"+%d%s damage on shot",
|
||||
L" plus",
|
||||
L" per every aim click",
|
||||
L" after first",
|
||||
L" after second",
|
||||
L" after third",
|
||||
L" after fourth",
|
||||
L" after fifth",
|
||||
L" after sixth",
|
||||
L" after seventh",
|
||||
L"-%d%s APs to chamber a round with bolt-action rifles \n",
|
||||
L"Adds one more aim click for rifle-type guns\n",
|
||||
L"Adds %d more aim clicks for rifle-type guns\n",
|
||||
L"Makes aiming faster with rifle-type guns by one aim click\n",
|
||||
L"Makes aiming faster with rifle-type guns by %d aim clicks\n",
|
||||
};
|
||||
|
||||
STR16 gzIMPMajorTraitsHelpTextsRanger[]=
|
||||
{
|
||||
L"+%d%s CtH with Rifles\n",
|
||||
L"+%d%s CtH with Shotguns\n",
|
||||
L"-%d%s APs needed to pump Shotguns\n",
|
||||
L"-%d%s APs to fire Shotguns\n",
|
||||
L"Adds %d more aim click for Shotguns\n",
|
||||
L"Adds %d more aim clicks for Shotguns\n",
|
||||
L"+%d%s group traveling speed between sectors if traveling by foot\n",
|
||||
L"+%d%s group traveling speed between sectors if traveling in vehicle (except helicopter)\n",
|
||||
L"-%d%s less energy spent for travelling between sectors\n",
|
||||
L"-%d%s weather penalties\n",
|
||||
L"+%d%s camouflage effectiveness\n",
|
||||
L"-%d%s worn out speed of camouflage by water or time\n",
|
||||
};
|
||||
|
||||
STR16 gzIMPMajorTraitsHelpTextsGunslinger[]=
|
||||
{
|
||||
L"-%d%s APs to fire with pistols and revolvers\n",
|
||||
L"+%d%s effective range with pistols and revolvers\n",
|
||||
L"+%d%s CtH with pistols and revolvers\n",
|
||||
L"+%d%s CtH with machine pistols",
|
||||
L" (on single shots only)",
|
||||
L"+%d%s aiming bonus per click with pistols, machine pistols and revolvers\n",
|
||||
L"-%d%s APs to ready pistols and revolvers\n",
|
||||
L"-%d%s APs to reload pistols, machine pistols and revolvers\n",
|
||||
L"Adds %d more aim click for pistols, machine pistols and revolvers\n",
|
||||
L"Adds %d more aim clicks for pistols, machine pistols and revolvers\n",
|
||||
};
|
||||
|
||||
STR16 gzIMPMajorTraitsHelpTextsMartialArts[]=
|
||||
{
|
||||
L"-%d%s AP for hand to hand attacks(bare hands or with brass knuckles)\n",
|
||||
L"+%d%s CtH with hand to hand attacks with bare hands\n",
|
||||
L"+%d%s CtH with hand to hand attacks with brass knuckles\n",
|
||||
L"+%d%s damage of hand to hand attacks(bare hands or with brass knuckles)\n",
|
||||
L"+%d%s breath damage of hand to hand attacks(bare hands or with brass knuckles)\n",
|
||||
L"Enemy knocked out due to your HtH attacks takes slightly longer to recuperate\n",
|
||||
L"Enemy knocked out due to your HtH attacks takes longer to recuperate\n",
|
||||
L"Enemy knocked out due to your HtH attacks takes much longer to recuperate\n",
|
||||
L"Enemy knocked out due to your HtH attacks takes very long to recuperate\n",
|
||||
L"Enemy knocked out due to your HtH attacks takes extremely long to recuperate\n",
|
||||
L"Enemy knocked out due to your HtH attacks takes long hours to recuperate\n",
|
||||
L"Enemy knocked out due to your HtH attacks probably never stand up\n",
|
||||
L"Focused (aimed) punch deals +%d%s more damage\n",
|
||||
L"Special spinning kick deals +%d%s more damage\n",
|
||||
L"+%d%s chance to dodge hand to hand attacks\n",
|
||||
L"+%d%s additional chance to dodge HtH attacks with bare hands",
|
||||
L" or brass knuckles",
|
||||
L" (+%d%s with brass knuckles)",
|
||||
L"+%d%s additional chance to dodge HtH attacks with brass knuckles\n",
|
||||
L"+%d%s chance to dodge attacks by any melee weapon\n",
|
||||
L"-%d%s APs to steal weapon from enemy hands\n",
|
||||
L"-%d%s APs to change stance (stand, crouch, lie down), turn around, climb on/off roof and jump obstacles\n",
|
||||
L"-%d%s APs to change stance (stand, crouch, lie down)\n",
|
||||
L"-%d%s APs to turn around\n",
|
||||
L"-%d%s APs to climb on/off roof and jump obstacles\n",
|
||||
L"+%d%s chance to kick open doors\n",
|
||||
L"Gains special animations for hand to hand combat\n",
|
||||
L"-%d%s chance to be interrupted when charging towards an enemy on close range\n",
|
||||
};
|
||||
|
||||
STR16 gzIMPMajorTraitsHelpTextsSquadleader[]=
|
||||
{
|
||||
L"+%d%s APs per round of other mercs in vicinity\n",
|
||||
L"+%d effective exp level of other mercs in vicinity, which have lesser level than the %s\n",
|
||||
L"+%d effective exp level to count as a standby when counting friends' bonus for suppression\n",
|
||||
L"+%d%s total suppression tolerance for other mercs in the vicinity and %s himself\n",
|
||||
L"+%d morale gain for other mercs in the vicinity\n",
|
||||
L"-%d morale loss for other mercs in the vicinity\n",
|
||||
L"The vicinity for bonuses is %d tiles",
|
||||
L" (%d tiles with extended ears)",
|
||||
L"(Max simultaneous bonuses for one soldier is %d)\n",
|
||||
L"+%d%s fear resistence of %s\n",
|
||||
L"Drawback: %dx morale loss for %s's death for all other mercs\n",
|
||||
L"+%d%s chance to trigger collective interrupts\n",
|
||||
};
|
||||
|
||||
STR16 gzIMPMajorTraitsHelpTextsTechnician[]=
|
||||
{
|
||||
L"+%d%s to repair speed\n",
|
||||
L"+%d%s to lockpick (normal/electronic locks)\n",
|
||||
L"+%d%s to disarm electronic traps\n",
|
||||
L"+%d%s to attach special items and combining things\n",
|
||||
L"+%d%s to unjamm a gun in combat\n",
|
||||
L"Reduced penalty to repair electronic items by %d%s\n",
|
||||
L"Increased chance to detect traps and mines (+%d detect level)\n",
|
||||
L"+%d%s robot's CtH controlled by the %s\n",
|
||||
L"%s trait grants ability to repair the robot\n",
|
||||
L"Reduced penalty to repair speed of the robot by %d%s\n",
|
||||
};
|
||||
|
||||
STR16 gzIMPMajorTraitsHelpTextsDoctor[]=
|
||||
{
|
||||
L"Able to use medical bag to perform surgical intervention on wounded soldier\n",
|
||||
L"Surgery instantly returns %d%s of lost health back.",
|
||||
L" (This will deplete the medical bag.)",
|
||||
L"Able to heal lost stats (from critical hits) by",
|
||||
L" surgery or",
|
||||
L" doctor assignment.\n",
|
||||
L"+%d%s effectiveness on doctor-patient assignment\n",
|
||||
L"+%d%s bandaging speed\n",
|
||||
L"+%d%s natural regeneration speed for all soldiers in the same sector",
|
||||
L" (max %d of these bonuses per sector stack)",
|
||||
};
|
||||
|
||||
STR16 gzIMPMajorTraitsHelpTextsCovertOps[]=
|
||||
{
|
||||
L"Able to disguise as a civilian or soldier to slip behind enemy lines.\n",
|
||||
L"Will be detected if performing suspicious actions, having\nsuspicious gear or being near fresh corpses.\n",
|
||||
L"Will be detected if disguised as a soldier and\ncloser than %d tiles to the enemy.\n",
|
||||
L"Will be detected if disguised as a soldier and\ncloser than %d tiles to a fresh corpse.\n",
|
||||
L"+%d%s CtH with covert melee weapons\n",
|
||||
L"+%d%s chance of instakill with covert melee weapons\n",
|
||||
L"Disguise AP cost lowered by %d%s.\n",
|
||||
};
|
||||
|
||||
STR16 gzIMPMajorTraitsHelpTextsRadioOperator[]= // TODO.Translate
|
||||
{
|
||||
L"Can use communications equipment\n",
|
||||
L"Can call in artillery strikes from allies in neighbouring sectors.\n",
|
||||
L"Via Frequency Scan assignment, enemy patrols can be located.\n",
|
||||
L"Communications can be jammed sector-wide.\n",
|
||||
L"If communications are jammed, a operator can scan for the jamming device.\n",
|
||||
L"Can call in militia reinforcements from neighbouring sectors.\n",
|
||||
};
|
||||
|
||||
STR16 gzIMPMajorTraitsHelpTextsNone[]=
|
||||
{
|
||||
L"No bonuses",
|
||||
};
|
||||
|
||||
STR16 gzIMPMinorTraitsHelpTextsAmbidextrous[]=
|
||||
{
|
||||
L"Reduced penalty to shoot dual weapons by %d%s\n",
|
||||
L"+%d%s speed on reloading guns with magazines\n",
|
||||
L"+%d%s speed on reloading guns with loose rounds\n",
|
||||
L"-%d%s APs to pickup items\n",
|
||||
L"-%d%s APs to work backpack\n",
|
||||
L"-%d%s APs to handle doors\n",
|
||||
L"-%d%s APs to plant/remove bombs and mines\n",
|
||||
L"-%d%s APs to attach items\n",
|
||||
};
|
||||
|
||||
STR16 gzIMPMinorTraitsHelpTextsMelee[]=
|
||||
{
|
||||
L"-%d%s APs to attack with blades\n",
|
||||
L"+%d%s CtH with blades\n",
|
||||
L"+%d%s CtH with blunt melee weapons\n",
|
||||
L"+%d%s damage with blades\n",
|
||||
L"+%d%s damage with blunt melee weapons\n",
|
||||
L"Aimed attack with any melee weapon deals +%d%s damage\n",
|
||||
L"+%d%s chance to dodge attack from melee blades\n",
|
||||
L"+%d%s additional chance to dodge melee blades if holding a blade\n",
|
||||
L"+%d%s chance to dodge attack from blunt melee weapons\n",
|
||||
L"+%d%s additional chance to dodge blunt melee weapons if holding a blade\n",
|
||||
};
|
||||
|
||||
STR16 gzIMPMinorTraitsHelpTextsThrowing[]=
|
||||
{
|
||||
L"-%d%s basic APs to throw blades\n",
|
||||
L"+%d%s max range when throwing blades\n",
|
||||
L"+%d%s CtH when throwing blades\n",
|
||||
L"+%d%s CtH when throwing blades per aim click\n",
|
||||
L"+%d%s damage with throwing blades\n",
|
||||
L"+%d%s damage with throwing blades per aim click\n",
|
||||
L"+%d%s chance to inflict critical hit with throwing blade if not seen or heard\n",
|
||||
L"+%d critical hit with throwing blade multiplier\n",
|
||||
L"Adds %d more aim click for throwing blades\n",
|
||||
L"Adds %d more aim clicks for throwing blades\n",
|
||||
};
|
||||
|
||||
STR16 gzIMPMinorTraitsHelpTextsNightOps[]=
|
||||
{
|
||||
L"+%d to effective sight range in the dark\n",
|
||||
L"+%d to general effective hearing range\n",
|
||||
L"+%d additional hearing range in the dark\n",
|
||||
L"+%d to interrupts modifier in the dark\n",
|
||||
L"-%d need to sleep\n",
|
||||
};
|
||||
|
||||
STR16 gzIMPMinorTraitsHelpTextsStealthy[]=
|
||||
{
|
||||
L"-%d%s APs to move quietly\n",
|
||||
L"+%d%s chance to move quietly\n",
|
||||
L"+%d%s stealth (being 'invisible' if unnoticed)\n",
|
||||
L"Reduced cover penalty for movement by %d%s\n",
|
||||
L"-%d%s chance to be interrupted\n",
|
||||
};
|
||||
|
||||
STR16 gzIMPMinorTraitsHelpTextsAthletics[]=
|
||||
{
|
||||
L"-%d%s APs for movement (running, walking, squatting, crawling, swimming, etc.)\n",
|
||||
L"-%d%s energy spent for moving, roof-climbing, obstacle-jumping, swimming, etc.\n",
|
||||
};
|
||||
|
||||
STR16 gzIMPMinorTraitsHelpTextsBodybuilding[]=
|
||||
{
|
||||
L"%d%s damage resistance\n",
|
||||
L"+%d%s effective strength for carrying weight capacity\n",
|
||||
L"Reduced energy lost when hit by HtH attack by %d%s\n",
|
||||
L"Increased damage needed to fall down by %d%s if hit on legs\n",
|
||||
};
|
||||
|
||||
STR16 gzIMPMinorTraitsHelpTextsDemolitions[]=
|
||||
{
|
||||
L"-%d%s APs to throw grenades\n",
|
||||
L"+%d%s max range when throwing grenades\n",
|
||||
L"+%d%s CtH when throwing grenades\n",
|
||||
L"+%d%s damage for set bombs and mines\n",
|
||||
L"+%d%s to attaching detonators check\n",
|
||||
L"+%d%s to planting/removing bombs check\n",
|
||||
L"Decreased chance of enemy detecting your bombs and mines (+%d bomb level)\n",
|
||||
L"Increased chance for shaped charge on opening doors (damage multiplied by %d)\n",
|
||||
};
|
||||
|
||||
STR16 gzIMPMinorTraitsHelpTextsTeaching[]=
|
||||
{
|
||||
L"+%d%s bonus to militia training speed\n",
|
||||
L"+%d%s bonus to effective leadership for determining militia training\n",
|
||||
L"+%d%s bonus to teach other mercs\n",
|
||||
L"Skill value treated to be +%d higher for being able to teach this skill to other mercs\n",
|
||||
L"+%d%s bonus to train stats through self-practice assignment\n",
|
||||
};
|
||||
|
||||
STR16 gzIMPMinorTraitsHelpTextsScouting[]=
|
||||
{
|
||||
L"+%d to effective sight range with scopes on weapons\n",
|
||||
L"+%d to effective sight range with binoculars (and scopes separated from weapons)\n",
|
||||
L"-%d tunnel vision with binoculars (and scopes separated from weapons)\n",
|
||||
L"If in sector, adjacent sectors will show exact number of enemies\n",
|
||||
L"If in sector, adjacent sectors will show presence of enemies, if any\n",
|
||||
L"Prevents enemy ambushes on your squad\n",
|
||||
L"Prevents bloodcat ambushes on your squad\n",
|
||||
};
|
||||
STR16 gzIMPMinorTraitsHelpTextsSnitch[]=
|
||||
{
|
||||
L"Will occasionally inform you about his teammates' opinions.\n", // TODO.Translate
|
||||
L"Prevents teammates' misbehaviour (drugs, alcohol, scrounging).\n", // TODO.Translate
|
||||
L"Can spread propaganda in towns.\n", // TODO.Translate
|
||||
L"Can gather rumours in towns.\n", // TODO.Translate
|
||||
L"Can be put undercover in prisons.\n", // TODO.Translate
|
||||
L"Increases your reputation by %d every day if in good morale.\n", // TODO.Translate
|
||||
L"+%d to effective hearing range\n", // TODO.Translate
|
||||
};
|
||||
STR16 gzIMPMinorTraitsHelpTextsNone[]=
|
||||
{
|
||||
L"No bonuses",
|
||||
};
|
||||
|
||||
STR16 gzIMPOldSkillTraitsHelpTexts[]=
|
||||
{
|
||||
L"+%d%s bonus to lockpicking\n", // 0
|
||||
L"+%d%s hand to hand chance to hit\n",
|
||||
L"+%d%s hand to hand damage\n",
|
||||
L"+%d%s chance to dodge hand to hand attacks\n",
|
||||
L"Eliminates penalty to repair and handle\nelectronic things (locks, traps, rem. detonators, robot, etc.)\n",
|
||||
L"+%d to effective sight range in the dark\n",
|
||||
L"+%d to general effective hearing range\n",
|
||||
L"+%d extra hearing range in the dark\n",
|
||||
L"+%d to interrupts modifier in the dark\n",
|
||||
L"-%d need to sleep\n",
|
||||
L"+%d%s max range when throwing anything\n", // 10
|
||||
L"+%d%s chance to hit when throwing anything\n",
|
||||
L"+%d%s chance to instantly kill by throwing knife if not seen or heard\n",
|
||||
L"+%d%s bonus to militia training and other mercs instructing speed\n",
|
||||
L"+%d%s effective leadership for militia training calculations\n",
|
||||
L"+%d%s chance to hit with rocket/grenade launchers and mortar\n",
|
||||
L"Auto fire/burst chance to hit penalty is divided by %d\n",
|
||||
L"Reduced chance for shooting unwanted bullets on autofire\n",
|
||||
L"+%d%s chance to move quietly\n",
|
||||
L"+%d%s stealth (being 'invisible' if unnoticed)\n",
|
||||
L"Eliminates CtH penalty when firing two weapons at once\n", // 20
|
||||
L"+%d%s chance to hit with melee blades\n",
|
||||
L"+%d%s chance to dodge attacks by melee blades if having blade in hands\n",
|
||||
L"+%d%s chance to dodge attacks by melee blades if having anything else in hands\n",
|
||||
L"+%d%s chance to dodge hand to hand attacks if having blade in hands\n",
|
||||
L"-%d%s effective range to target with all weapons\n",
|
||||
L"+%d%s aiming bonus per aim click\n",
|
||||
L"Provides permanent camouflage\n",
|
||||
L"+%d%s hand to hand chance to hit\n",
|
||||
L"+%d%s hand to hand damage\n",
|
||||
L"+%d%s chance to dodge hand to hand attacks if having empty hands\n", // 30
|
||||
L"+%d%s chance to dodge hand to hand attacks if not having empty hands\n",
|
||||
L"+%d%s chance to dodge attacks by melee blades\n",
|
||||
L"Can perform spinning kick attack on weakened enemies to deal double damage\n",
|
||||
L"Gains special animations for hand to hand combat\n",
|
||||
L"No bonuses",
|
||||
};
|
||||
|
||||
STR16 gzIMPNewCharacterTraitsHelpTexts[]=
|
||||
{
|
||||
L"A: No advantage.\nD: No disadvantage.",
|
||||
L"A: Better performance when a couple of mercs are nearby.\nD: Gains no morale when no other merc is nearby.",
|
||||
L"A: Better performance when no other merc is nearby.\nD: Gains no morale when in a group.",
|
||||
L"A: Morale sinks a little slower and grows faster than normal.\nD: Lower chance to detect traps and mines.",
|
||||
L"A: Bonus on training militia and is better at communicating with people.\nD: Gains no morale for actions of other mercs.",
|
||||
L"A: Slightly faster learning when self-practicing or as a student.\nD: Lower suppression and fear resistance.",
|
||||
L"A: Energy goes down a bit slower except on assignments such as doctor, repairman, militia trainer or if learning certain skills.\nD: Wisdom, leadership, explosives, mechanical and medical skills improve slightly slower.",
|
||||
L"A: Slightly better CtH on burst/autofire and inflicts slightly bigger damage in close combat\n Gains a little more morale for killing.\nD: Penalty for actions that need patience like repairing items, picking locks, removing traps, doctoring, training militia.",
|
||||
L"A: Bonus for actions that need patience like repairing items, picking locks, removing traps, doctoring and training militia.\nD: Interrupt chance is slightly lowered.",
|
||||
L"A: Higher suppression and fear resistance.\n Morale loss for taking damage and companions deaths is lower.\nD: Higher chance to be hit and enemy's penalty reduced when oneself is the moving target.",
|
||||
L"A: Gains morale on non-combat assignments (except training militia).\nD: Gains no morale for killing.",
|
||||
L"A: Higher chance for inflicting stat loss, which may also inflict special painful wounds.\n Gains bonus morale for inflicting stat loss.\nD: Penalty in communicating with people and morale sinks faster while not in battle.",
|
||||
L"A: Better performance when mercs of opposite gender are nearby.\nD: Morale for mercs of the same gender grows slower when nearby.",
|
||||
};
|
||||
|
||||
STR16 gzIMPDisabilitiesHelpTexts[]=
|
||||
{
|
||||
L"No effects.",
|
||||
L"Problems with breathing and reduced overall performance when in tropical or desert sectors.",
|
||||
L"Will suffer panic attack if left alone in certain situations.",
|
||||
L"Overall performance is reduced when underground.",
|
||||
L"Will drown easily if attempt to swim.",
|
||||
L"A look at large insects can cause big problems\nand being in tropical sectors also reduces performance a bit.",
|
||||
L"Sometimes forgets orders given and will lose some APs if it happens in combat.",
|
||||
L"Will go psycho and shoot like mad once in a while\nand will lose morale if unable to do so with equipped weapon.",
|
||||
L"Drastically reduced hearing.",
|
||||
L"Reduced sight range.",
|
||||
};
|
||||
|
||||
|
||||
STR16 gzIMPProfileCostText[]=
|
||||
{
|
||||
L"The profile cost is $%d. Authorize payment?",
|
||||
};
|
||||
|
||||
STR16 zGioNewTraitsImpossibleText[]=
|
||||
{
|
||||
L"You cannot choose the New Trait System with PROFEX utility deactivated. Check your JA2_Options.ini for entry: READ_PROFILE_DATA_FROM_XML.",
|
||||
};
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
//@@@: New string as of March 3, 2000.
|
||||
STR16 gzIronManModeWarningText[]=
|
||||
{
|
||||
L"You have chosen IRON MAN mode. This setting makes the game considerably more challenging as you will not be able to save your game when in a sector occupied by enemies. This setting will affect the entire course of the game. Are you sure want to play in IRON MAN mode?",
|
||||
L"You have chosen SOFT IRON MAN mode. This setting makes the game slightly more challenging as you will not be able to save your game during turn-based combat. This setting will affect the entire course of the game. Are you sure want to play in SOFT IRON MAN mode?",// TODO.Translate
|
||||
L"You have chosen EXTREME IRON MAN mode. This setting makes the game way more challenging as you will be able to save your progress only once per day - at %02d:00. This setting will affect the entire course of the game. Do you seriously want to play in EXTREME IRON MAN mode?",// TODO.Translate
|
||||
};
|
||||
|
||||
STR16 gzDisplayCoverText[]=
|
||||
{
|
||||
L"Cover: %d/100 %s, Brightness: %d/100",
|
||||
L"Gun Range: %d/%d tiles, Chance to hit: %d/100",
|
||||
L"Gun Range: %d/%d tiles, Muzzle Stability: %d/100",
|
||||
L"Disabling cover display",
|
||||
L"Showing mercenary view",
|
||||
L"Showing danger zones for mercenary",
|
||||
L"Wood", // wanted to use jungle , but wood is shorter in german too (dschungel vs wald)
|
||||
L"Urban",
|
||||
L"Desert",
|
||||
L"Snow",
|
||||
L"Wood and Desert",
|
||||
L"Wood and Desert",
|
||||
L"Wood and Urban",
|
||||
L"Wood and Snow",
|
||||
L"Desert and Urban",
|
||||
L"Desert and Snow",
|
||||
L"Urban and Snow",
|
||||
L"-", // yes empty for now
|
||||
L"Cover: %d/100, Brightness: %d/100",
|
||||
L"Footstep volume",
|
||||
L"Stealth difficulty",
|
||||
L"Trap level",
|
||||
};
|
||||
|
||||
|
||||
#endif
|
||||
@@ -1,82 +0,0 @@
|
||||
#ifndef _JA25ENGLISHTEXT__H_
|
||||
#define _JA25ENGLISHTEXT__H_
|
||||
|
||||
extern STR16 gzIMPSkillTraitsText[];
|
||||
|
||||
////////////////////////////////////////////////////////
|
||||
// added by SANDRO
|
||||
extern STR16 gzIMPSkillTraitsTextNewMajor[];
|
||||
extern STR16 gzIMPSkillTraitsTextNewMinor[];
|
||||
|
||||
extern STR16 gzIMPMajorTraitsHelpTextsAutoWeapons[];
|
||||
extern STR16 gzIMPMajorTraitsHelpTextsHeavyWeapons[];
|
||||
extern STR16 gzIMPMajorTraitsHelpTextsSniper[];
|
||||
extern STR16 gzIMPMajorTraitsHelpTextsRanger[];
|
||||
extern STR16 gzIMPMajorTraitsHelpTextsGunslinger[];
|
||||
extern STR16 gzIMPMajorTraitsHelpTextsMartialArts[];
|
||||
extern STR16 gzIMPMajorTraitsHelpTextsSquadleader[];
|
||||
extern STR16 gzIMPMajorTraitsHelpTextsTechnician[];
|
||||
extern STR16 gzIMPMajorTraitsHelpTextsDoctor[];
|
||||
extern STR16 gzIMPMajorTraitsHelpTextsCovertOps[]; // added by Flugente
|
||||
extern STR16 gzIMPMajorTraitsHelpTextsRadioOperator[]; // added by Flugente
|
||||
extern STR16 gzIMPMajorTraitsHelpTextsNone[];
|
||||
|
||||
extern STR16 gzIMPMinorTraitsHelpTextsAmbidextrous[];
|
||||
extern STR16 gzIMPMinorTraitsHelpTextsMelee[];
|
||||
extern STR16 gzIMPMinorTraitsHelpTextsThrowing[];
|
||||
extern STR16 gzIMPMinorTraitsHelpTextsStealthy[];
|
||||
extern STR16 gzIMPMinorTraitsHelpTextsNightOps[];
|
||||
extern STR16 gzIMPMinorTraitsHelpTextsAthletics[];
|
||||
extern STR16 gzIMPMinorTraitsHelpTextsBodybuilding[];
|
||||
extern STR16 gzIMPMinorTraitsHelpTextsDemolitions[];
|
||||
extern STR16 gzIMPMinorTraitsHelpTextsTeaching[];
|
||||
extern STR16 gzIMPMinorTraitsHelpTextsScouting[];
|
||||
extern STR16 gzIMPMinorTraitsHelpTextsSnitch[];
|
||||
extern STR16 gzIMPMinorTraitsHelpTextsNone[];
|
||||
|
||||
extern STR16 gzIMPOldSkillTraitsHelpTexts[];
|
||||
|
||||
extern STR16 gzIMPNewCharacterTraitsHelpTexts[];
|
||||
|
||||
extern STR16 gzIMPDisabilitiesHelpTexts[];
|
||||
|
||||
extern STR16 gzIMPProfileCostText[];
|
||||
|
||||
extern STR16 zGioNewTraitsImpossibleText[];
|
||||
///////////////////////////////////////////////////////
|
||||
|
||||
enum
|
||||
{
|
||||
IMM__IRON_MAN_MODE_WARNING_TEXT,
|
||||
IMM__SOFT_IRON_MAN_MODE_WARNING_TEXT,
|
||||
IMM__EXTREME_IRON_MAN_MODE_WARNING_TEXT,
|
||||
};
|
||||
extern STR16 gzIronManModeWarningText[];
|
||||
|
||||
// display cover message (for tactical usually, seperated)
|
||||
// display cover terrain type info (used in cover information)
|
||||
enum
|
||||
{
|
||||
DC_MSG__COVER_INFORMATION,
|
||||
DC_MSG__GUN_RANGE_INFORMATION,
|
||||
DC_MSG__NCTH_GUN_RANGE_INFORMATION,
|
||||
DC_MSG__COVER_DRAW_OFF,
|
||||
DC_MSG__COVER_DRAW_MERC_VIEW,
|
||||
DC_MSG__COVER_DRAW_ENEMY_VIEW,
|
||||
DC_TTI__WOOD,
|
||||
DC_TTI__URBAN,
|
||||
DC_TTI__DESERT,
|
||||
DC_TTI__SNOW,
|
||||
DC_TTI__WOOD_AND_DESERT,
|
||||
DC_TTI__WOOD_AND_URBAN,
|
||||
DC_TTI__WOOD_AND_SNOW,
|
||||
DC_TTI__DESERT_AND_URBAN,
|
||||
DC_TTI__DESERT_AND_SNOW,
|
||||
DC_TTI__URBAN_AND_SNOW,
|
||||
DC_TTI__UNKNOWN
|
||||
};
|
||||
extern STR16 gzDisplayCoverText[];
|
||||
|
||||
#endif
|
||||
|
||||
|
||||
File diff suppressed because it is too large
Load Diff
Reference in New Issue
Block a user