New Release Build (2445)

BE SURE TO UPDATE FROM SVN GAME DIR (REV. 1060) TO GET THE UDPATED GAME DATA FILES (FONTS) FOR THIS SOURCE MODIFICATION, BECAUSE OF FRENCH VERSION ADJUSTMENTS

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@2445 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
Wanne
2008-12-05 22:44:55 +00:00
parent 276306c435
commit b8c1ceffee
7 changed files with 745 additions and 624 deletions
+2 -2
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@@ -28,11 +28,11 @@ CHAR16 zVersionLabel[256] = { L"Beta v. 0.98" };
#else #else
//RELEASE BUILD VERSION //RELEASE BUILD VERSION
CHAR16 zVersionLabel[256] = { L"Release v1.13.2436" }; CHAR16 zVersionLabel[256] = { L"Release v1.13.2445" };
#endif #endif
CHAR8 czVersionNumber[16] = { "Build 08.11.26" }; //YY.MM.DD CHAR8 czVersionNumber[16] = { "Build 08.12.05" }; //YY.MM.DD
CHAR16 zTrackingNumber[16] = { L"Z" }; CHAR16 zTrackingNumber[16] = { L"Z" };
+220 -113
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@@ -711,19 +711,19 @@ CHAR16 GetUnicodeChar(CHAR16 siChar)
#ifdef GERMAN #ifdef GERMAN
//switch( siChar ) //switch( siChar )
//{ //{
// // ? // // ü
// case 252: siChar = 252; break; // case 252: siChar = 252; break;
// // ? // // Ü
// case 220: siChar = 220; break; // case 220: siChar = 220; break;
// // ? // // ä
// case 228: siChar = 228; break; // case 228: siChar = 228; break;
// // ? // // Ä
// case 196: siChar = 196; break; // case 196: siChar = 196; break;
// // ? // // ö
// case 246: siChar = 246; break; // case 246: siChar = 246; break;
// // ? // // Ö
// case 214: siChar = 214; break; // case 214: siChar = 214; break;
// // ? // // ß
// case 223: siChar = 223; break; // case 223: siChar = 223; break;
//} //}
#endif #endif
@@ -767,17 +767,17 @@ CHAR16 GetUnicodeChar(CHAR16 siChar)
case 223: siChar = 1071; break; //U+042F d0 af CYRILLIC CAPITAL LETTER YA case 223: siChar = 1071; break; //U+042F d0 af CYRILLIC CAPITAL LETTER YA
//small letters //small letters
case 185: siChar = 8470; break; // ? case 185: siChar = 8470; break; // ¹
case 178: siChar = 1030; break; // ? case 178: siChar = 1030; break; // ²
case 161: siChar = 1038; break; // ? case 161: siChar = 1038; break; // ¡
case 179: siChar = 1110; break; // ? case 179: siChar = 1110; break; // ³
case 162: siChar = 1118; break; // ? case 162: siChar = 1118; break; // ¢
case 165: siChar = 1168; break; // ? case 165: siChar = 1168; break; // ¥
case 170: siChar = 1028; break; // ? case 170: siChar = 1028; break; // ª
case 175: siChar = 1031; break; // ? case 175: siChar = 1031; break; // ¯
case 180: siChar = 1169; break; // ? case 180: siChar = 1169; break; // ´
case 186: siChar = 1108; break; // ? case 186: siChar = 1108; break; // º
case 191: siChar = 1111; break; // ? case 191: siChar = 1111; break; // ¿
case 184: siChar = 1105; break; //U+0451 d1 91 CYRILLIC SMALL LETTER IO case 184: siChar = 1105; break; //U+0451 d1 91 CYRILLIC SMALL LETTER IO
case 224: siChar = 1072; break; //U+0430 a d0 b0 CYRILLIC SMALL LETTER A case 224: siChar = 1072; break; //U+0430 a d0 b0 CYRILLIC SMALL LETTER A
@@ -841,6 +841,48 @@ CHAR16 GetUnicodeChar(CHAR16 siChar)
} }
#endif #endif
#ifdef FRENCH
switch( siChar )
{
//capital letters
//case 192: siChar = 192; break; //À
//case 194: siChar = 194; break; //Â
//case 199: siChar = 199; break; //Ç
//case 200: siChar = 200; break; //È
//case 201: siChar = 201; break; //É
//case 202: siChar = 202; break; //Ê
//case 203: siChar = 203; break; //Ë
//case 206: siChar = 206; break; //Î
//case 207: siChar = 207; break; //Ï
//case 212: siChar = 212; break; //Ô
//case 217: siChar = 217; break; //Ù
//case 219: siChar = 219; break; //Û
case 143: siChar = 376; break; //Ÿ
//small letters
//case 224: siChar = 224; break; //à
//case 226: siChar = 226; break; //â
//case 231: siChar = 231; break; //ç
//case 232: siChar = 232; break; //è
//case 233: siChar = 233; break; //é
//case 234: siChar = 234; break; //ê
//case 235: siChar = 235; break; //ë
//case 238: siChar = 238; break; //î
//case 239: siChar = 239; break; //ï
//case 244: siChar = 244; break; //ô
//case 249: siChar = 249; break; //ù
//case 251: siChar = 251; break; //û
//case 255: siChar = 255; break; //ÿ
//inshy: I've added the character codes for French ligatures to the sources, but I haven't added them in the fonts!
//Ligature
//case 198: siChar = 198; break; //Æ
//case 140: siChar = 338; break; //Œ
//case 230: siChar = 230; break; //æ
//case 156: siChar = 339; break; //œ
}
#endif
return siChar; return siChar;
} }
@@ -1504,7 +1546,7 @@ FontTranslationTable *CreateEnglishTransTable( )
// pTable->usNumberOfSymbols = 255; // pTable->usNumberOfSymbols = 255;
//#endif //#endif
pTable->usNumberOfSymbols = 200; pTable->usNumberOfSymbols = 255;
pTable->DynamicArrayOf16BitValues = (UINT16 *)MemAlloc(pTable->usNumberOfSymbols * 2); pTable->DynamicArrayOf16BitValues = (UINT16 *)MemAlloc(pTable->usNumberOfSymbols * 2);
temp = pTable->DynamicArrayOf16BitValues; temp = pTable->DynamicArrayOf16BitValues;
@@ -1713,201 +1755,266 @@ FontTranslationTable *CreateEnglishTransTable( )
temp++; temp++;
// RUSSIAN letters in UNICODE // RUSSIAN letters in UNICODE
*temp = 1040; //? *temp = 1040; //À
temp++; temp++;
*temp = 1041; //? *temp = 1041; //Á
temp++; temp++;
*temp = 1042; //? *temp = 1042; //Â
temp++; temp++;
*temp = 1043; //? *temp = 1043; //Ã
temp++; temp++;
*temp = 1044; //? *temp = 1044; //Ä
temp++; temp++;
*temp = 1045; //? *temp = 1045; //Å
temp++; temp++;
*temp = 1046; //? *temp = 1046; //Æ
temp++; temp++;
*temp = 1047; //? *temp = 1047; //Ç
temp++; temp++;
*temp = 1048; //? *temp = 1048; //È
temp++; temp++;
*temp = 1049; //? *temp = 1049; //É
temp++; temp++;
*temp = 1050; //? *temp = 1050; //Ê
temp++; temp++;
*temp = 1051; //? *temp = 1051; //Ë
temp++; temp++;
*temp = 1052; //? *temp = 1052; //Ì
temp++; temp++;
*temp = 1053; //? *temp = 1053; //Í
temp++; temp++;
*temp = 1054; //? *temp = 1054; //Î
temp++; temp++;
*temp = 1055; //? *temp = 1055; //Ï
temp++; temp++;
*temp = 1056; //? *temp = 1056; //Ð
temp++; temp++;
*temp = 1057; //? *temp = 1057; //Ñ
temp++; temp++;
*temp = 1058; //? *temp = 1058; //Ò
temp++; temp++;
*temp = 1059; //? *temp = 1059; //Ó
temp++; temp++;
*temp = 1060; //? *temp = 1060; //Ô
temp++; temp++;
*temp = 1061; //? *temp = 1061; //Õ
temp++; temp++;
*temp = 1062; //? *temp = 1062; //Ö
temp++; temp++;
*temp = 1063; //? *temp = 1063; //×
temp++; temp++;
*temp = 1064; //? *temp = 1064; //Ø
temp++; temp++;
*temp = 1065; //? *temp = 1065; //Ù
temp++; temp++;
*temp = 1066; //? *temp = 1066; //Ú
temp++; temp++;
*temp = 1067; //? *temp = 1067; //Û
temp++; temp++;
*temp = 1068; //? *temp = 1068; //Ü
temp++; temp++;
*temp = 1069; //? *temp = 1069; //Ý
temp++; temp++;
*temp = 1070; //? *temp = 1070; //Þ
temp++; temp++;
*temp = 1071; //? *temp = 1071; //ß
temp++; temp++;
*temp = 1072; // ? *temp = 1072; // à
temp++; temp++;
*temp = 1073; // ? *temp = 1073; // á
temp++; temp++;
*temp = 1074; // ? *temp = 1074; // â
temp++; temp++;
*temp = 1075; // ? *temp = 1075; // ã
temp++; temp++;
*temp = 1076; // ? *temp = 1076; // ä
temp++; temp++;
*temp = 1077; // ? *temp = 1077; // å
temp++; temp++;
*temp = 1078; // ? *temp = 1078; // æ
temp++; temp++;
*temp = 1079; // ? *temp = 1079; // ç
temp++; temp++;
*temp = 1080; // ? *temp = 1080; // è
temp++; temp++;
*temp = 1081; // ? *temp = 1081; // é
temp++; temp++;
*temp = 1082; // ? *temp = 1082; // ê
temp++; temp++;
*temp = 1083; // ? *temp = 1083; // ë
temp++; temp++;
*temp = 1084; // ? *temp = 1084; // ì
temp++; temp++;
*temp = 1085; // ? *temp = 1085; // í
temp++; temp++;
*temp = 1086; // ? *temp = 1086; // î
temp++; temp++;
*temp = 1087; // ? *temp = 1087; // ï
temp++; temp++;
*temp = 1088; // ? *temp = 1088; // ð
temp++; temp++;
*temp = 1089; // ? *temp = 1089; // ñ
temp++; temp++;
*temp = 1090; // ? *temp = 1090; // ò
temp++; temp++;
*temp = 1091; // ? *temp = 1091; // ó
temp++; temp++;
*temp = 1092; // ? *temp = 1092; // ô
temp++; temp++;
*temp = 1093; // ? *temp = 1093; // õ
temp++; temp++;
*temp = 1094; // ? *temp = 1094; // ö
temp++; temp++;
*temp = 1095; // ? *temp = 1095; // ÷
temp++; temp++;
*temp = 1096; // ? *temp = 1096; // ø
temp++; temp++;
*temp = 1097; // ? *temp = 1097; // ù
temp++; temp++;
*temp = 1098; // ? *temp = 1098; // ú
temp++; temp++;
*temp = 1099; // ? *temp = 1099; // û
temp++; temp++;
*temp = 1100; // ? *temp = 1100; // ü
temp++; temp++;
*temp = 1101; // ? *temp = 1101; // ý
temp++; temp++;
*temp = 1102; // ? *temp = 1102; // þ
temp++; temp++;
*temp = 1103; // ÿ *temp = 1103; // ÿ
temp++; temp++;
// BELORUSSIAN and UKRAINIAN letters in UNICODE // BELORUSSIAN and UKRAINIAN letters in UNICODE
*temp = 8470; // ? *temp = 8470; // ¹
temp++; temp++;
*temp = 1025; // ? *temp = 1025; // ¨
temp++; temp++;
*temp = 1030; // ? *temp = 1030; // ²
temp++; temp++;
*temp = 1038; // ? *temp = 1038; // ¡
temp++; temp++;
*temp = 1105; // ? *temp = 1105; // ¸
temp++; temp++;
*temp = 1110; // ? *temp = 1110; // ³
temp++; temp++;
*temp = 1118; // ? *temp = 1118; // ¢
temp++; temp++;
*temp = 1168; // ? *temp = 1168; // ¥
temp++; temp++;
*temp = 1028; // ? *temp = 1028; // ª
temp++; temp++;
*temp = 1031; // ? *temp = 1031; // ¯
temp++; temp++;
*temp = 1169; // ? *temp = 1169; // ´
temp++; temp++;
*temp = 1108; // ? *temp = 1108; // º
temp++; temp++;
*temp = 1111; // ? *temp = 1111; // ¿
temp++; temp++;
// POLISH letters in UNICODE // POLISH letters in UNICODE
*temp = 260; // ?(îí) *temp = 260; // ¥ (îí)
temp++; temp++;
*temp = 262; // ?(öå) *temp = 262; // Æ (öå)
temp++; temp++;
*temp = 280; // ?(ýí) *temp = 280; // Ê (ýí)
temp++; temp++;
*temp = 321; // ?(ýë? *temp = 321; // £ (ýëü)
temp++; temp++;
*temp = 323; // ?(ýí? *temp = 323; // Ñ (ýíü)
temp++; temp++;
*temp = 211; // ?(?êðàòêî? *temp = 211; // Ó (î êðàòêîå)
temp++; temp++;
*temp = 346; // ?(ýñ? *temp = 346; // Œ (ýñü)
temp++; temp++;
*temp = 379; // ?(æå? *temp = 379; // ¯ (æåò)
temp++; temp++;
*temp = 377; // ?(çå? *temp = 377; // (çåò)
temp++; temp++;
*temp = 261; // ?(îí) *temp = 261; // ¹ (îí)
temp++; temp++;
*temp = 263; // ?(öå) *temp = 263; // æ (öå)
temp++; temp++;
*temp = 281; // ?(ýí) *temp = 281; // ê (ýí)
temp++; temp++;
*temp = 322; // ?(ýë? *temp = 322; // ³ (ýëü)
temp++; temp++;
*temp = 324; // ?(ýí? *temp = 324; // ñ (ýíü)
temp++; temp++;
*temp = 243; // ?(?êðàòêî? *temp = 243; // ó (î êðàòêîå)
temp++; temp++;
*temp = 347; // ?(ýñ? *temp = 347; // œ (ýñü)
temp++; temp++;
*temp = 380; // ?(æå? *temp = 380; // ¿ (æåò)
temp++; temp++;
*temp = 378; // ?(çå? *temp = 378; // Ÿ (çåò)
temp++; temp++;
// FRENCH letters in UNICODE
*temp = 192; //À
temp++;
*temp = 194; //Â
temp++;
*temp = 199; //Ç
temp++;
*temp = 200; //È
temp++;
*temp = 201; //É
temp++;
*temp = 202; //Ê
temp++;
*temp = 203; //Ë
temp++;
*temp = 206; //Î
temp++;
*temp = 207; //Ï
temp++;
*temp = 212; //Ô
temp++;
*temp = 217; //Ù
temp++;
*temp = 219; //Û
temp++;
*temp = 376; //Ÿ
temp++;
//small letters
*temp = 224; //à
temp++;
*temp = 226; //â
temp++;
*temp = 231; //ç
temp++;
*temp = 232; //è
temp++;
*temp = 233; //é
temp++;
*temp = 234; //ê
temp++;
*temp = 235; //ë
temp++;
*temp = 238; //î
temp++;
*temp = 239; //ï
temp++;
*temp = 244; //ô
temp++;
*temp = 249; //ù
temp++;
*temp = 251; //û
temp++;
*temp = 255; //ÿ
temp++;
//inshy: I've added the character codes for French ligatures to the sources, but I haven't added them in the fonts!
//Ligature
// *temp = 198; //Æ
// temp++;
// *temp = 338; //Œ
// temp++;
// *temp = 230; //æ
// temp++;
// *temp = 339; //œ
// temp++;
// Font glyphs for spell targeting icons // Font glyphs for spell targeting icons
//ATE: IMPORTANT! INcreate the array above if you add any new items here... //ATE: IMPORTANT! INcreate the array above if you add any new items here...
//temp++; //temp++;
+407 -394
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File diff suppressed because it is too large Load Diff
+39 -38
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@@ -1,3 +1,4 @@
#pragma setlocale("FRENCH")
#ifdef PRECOMPILEDHEADERS #ifdef PRECOMPILEDHEADERS
#include "Utils All.h" #include "Utils All.h"
#include "_Ja25Frenchtext.h" #include "_Ja25Frenchtext.h"
@@ -15,56 +16,56 @@
STR16 zNewTacticalMessages[]= STR16 zNewTacticalMessages[]=
{ {
L"Range to target: %d tiles, Brightness: %d/%d", L"Distance cible: %d tiles, Brightness: %d/%d",
L"Attaching the transmitter to your laptop computer.", L"Attache le transpondeur à votre PC portable.",
L"You cannot afford to hire %s", L"Vous n'avez pas les moyens d'engager %s",
L"For a limited time, the above fee covers the cost of the entire mission and includes the equipment listed below.", L"Pour une durée limitée, les frais ci-dessus couvrent la mission entière, équipement ci-dessous compris.",
L"Hire %s now and take advantage of our unprecedented 'one fee covers all' pricing. Also included in this unbelievable offer is the mercenary's personal equipment at no charge.", L"Engagez %s et découvrez dès à présent notre prix \"tout compris\". Aussi inclus dans cette incroyable offerte l'équipement personnel du mercenaire sans frais supplémentaires.",
L"Fee", L"Frais",
L"There is someone else in the sector...", L"Il y a quelqu'un d'autre dans le secteur...",
L"Gun Range: %d tiles, Chance to hit: %d percent", L"Portée arme: %d tiles, Probabilités: %d pourcent",
L"Display Cover", L"Afficher couverture",
L"Line of Sight", L"Ligne de vision",
L"New Recruits cannot arrive there.", L"Les nouvelles recrues ne peuvent arriver ici.",
L"Since your laptop has no transmitter, you won't be able to hire new team members. Perhaps this would be a good time to load a saved game or start over!", L"Comme votre PC n'a pas de transpondeur, vous ne pouvez engager de nouvelles recrues. Revenez à une sauvegarde précédente et réessayez.",
L"%s hears the sound of crumpling metal coming from underneath Jerry's body. It sounds disturbingly like your laptop antenna being crushed.", //the %s is the name of a merc. @@@ Modified L"%s entend le son de métal broyé provenant d'en dessous du corps de Jerry. On dirait que l'antenne de votre PC ne sers plus à rien.", //the %s is the name of a merc. @@@ Modified
L"After scanning the note left behind by Deputy Commander Morris, %s senses an oppurtinity. The note contains the coordinates for launching missiles against different towns in Arulco. It also gives the coodinates of the origin - the missile facility.", L"Apres avoir scanné la note laissée par le Deputy Commander Morris, %s sent une oppurtinité. La note contient les coordonnées pour le lancement de missiles sur Arulco. Elle contient aussi l'emplacement de l'usine d'où les missiles proviennent.",
L"Noticing the control panel, %s figures the numbers can be reveresed, so that the missile might destroy this very facility. %s needs to find an escape route. The elevator appears to offer the fastest solution...", L"En examinant le panneau de contrôle, %s s'aperçoît que less chiffres peuvent être inversés, pour que les missiles détruisent cette même usine. %s a besoin de trouver un chemin pour s'enfuir. L'ascenseur semble être la solution la plus rapide...",
L"This is an IRON MAN game and you cannot save when enemies are around.", // @@@ new text L"Ceci est un jeu IRON MAN et vous ne pouvez sauvegarder s'il ya des ennemis dans les parages.", // @@@ new text
L"(Cannot save during combat)", //@@@@ new text L"(ne peut sauvegarder en plein combat)", //@@@@ new text
L"The current campaign name is greater than 30 characters.", // @@@ new text L"Le nom de la campagne actuelle est supérieur à 30 lettres.", // @@@ new text
L"The current campaign cannot be found.", // @@@ new text L"La campagne actuelle est introuvable.", // @@@ new text
L"Campaign: Default ( %S )", // @@@ new text L"Campaign: Defaut ( %S )", // @@@ new text
L"Campaign: %S", // @@@ new text L"Campaign: %S", // @@@ new text
L"You have selected the campaign %S. This campaign is a player-modified version of the original Unfinished Business campaign. Are you sure you wish to play the %S campaign?", // @@@ new text L"Vous avez choisi la campagne %S. Cette campagne est un mod d'unfinished business. Etes vous sûr de vouloir jouer la campagne %S ?", // @@@ new text
L"In order to use the editor, please select a campaign other than the default.", ///@@new L"Pour pouvoir utiliser l'éditeur, veuillez choisir une autre campagne que celle par defaut.", ///@@new
}; };
//these strings match up with the defines in IMP Skill trait.cpp //these strings match up with the defines in IMP Skill trait.cpp
STR16 gzIMPSkillTraitsText[]= STR16 gzIMPSkillTraitsText[]=
{ {
L"Lock picking", L"crochetage",
L"Hand to hand combat", L"combat à mains nues",
L"Electronics", L"Electronique",
L"Night operations", L"Operations de nuit",
L"Throwing", L"Lancer",
L"Teaching", L"Enseigner",
L"Heavy Weapons", L"Armes lourdes",
L"Auto Weapons", L"Armes automatiques",
L"Stealth", L"Discretion",
L"Ambidextrous", L"Ambidextre",
L"Knifing", L"Couteau",
L"Sniper", L"Tireur isolé",
L"Camouflage", L"Camouflage",
L"Martial Arts", L"Arts martiaux",
L"None", L"aucune",
L"I.M.P. Specialties", L"Spécialtés I.M.P.",
}; };
//@@@: New string as of March 3, 2000. //@@@: New string as of March 3, 2000.
STR16 gzIronManModeWarningText[]= 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"Vous avez choisi le mode IRON MAN. La difficultée du jeu s'en trouveras considerablement augmentée du fait de l'imposssiblité de sauvegarder en territoire ennemi. Ce paramètre prendra effet tout au long de la partie. Etes vous vraiment sûr de vouloir jouer en mode IRON MAN ?",
}; };
+50 -50
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@@ -1588,7 +1588,7 @@ CHAR16 TacticalStr[][ MED_STRING_LENGTH ] =
L"Stan: %d/%d\nPaliwo: %d/%d", L"Stan: %d/%d\nPaliwo: %d/%d",
L"%s nie widzi - %s.", // Cannot see person trying to talk to L"%s nie widzi - %s.", // Cannot see person trying to talk to
L"Dodatek usuniêty", L"Dodatek usuniêty",
L"Can not gain another vehicle as you already have 2", L"Nie mo¿esz zdobyæ kolejnego pojazdu, poniewa¿ posiadasz ju¿ 2",
}; };
//Varying helptext explains (for the "Go to Sector/Map" checkbox) what will happen given different circumstances in the "exiting sector" interface. //Varying helptext explains (for the "Go to Sector/Map" checkbox) what will happen given different circumstances in the "exiting sector" interface.
@@ -1799,7 +1799,7 @@ STR16 pMapInventoryErrorString[] =
L"Podczas walki nie mo¿na korzystaæ z tego panelu.", L"Podczas walki nie mo¿na korzystaæ z tego panelu.",
L"Podczas walki nie mo¿na korzystaæ z tego panelu.", L"Podczas walki nie mo¿na korzystaæ z tego panelu.",
L"%s nie mo¿e tu zostawiæ tego przedmiotu, gdy¿ nie jest w tym sektorze.", L"%s nie mo¿e tu zostawiæ tego przedmiotu, gdy¿ nie jest w tym sektorze.",
L"During combat, you can't reload with an ammo crate.", L"W trakcie walki nie mo¿esz do³adowywaæ magazynka.",
}; };
STR16 pMapInventoryStrings[] = STR16 pMapInventoryStrings[] =
@@ -1939,7 +1939,7 @@ STR16 pSenderNameList[] =
L"Meltdown", L"Meltdown",
//---------- //----------
L"M.I.S. Ubezpieczenia", L"M.I.S. Ubezpieczenia",
L"Bobby Ray", L"Bobby Rays",
L"Kingpin", L"Kingpin",
L"John Kulba", L"John Kulba",
L"A.I.M.", L"A.I.M.",
@@ -3025,7 +3025,7 @@ STR16 BobbyRFilter[] =
// Used // Used
L"Broñ", L"Broñ",
L"Pancerz", L"Pancerz",
L"LBE Gear", L"Oporz¹dzenie",
L"Ró¿ne", L"Ró¿ne",
// Armour // Armour
@@ -3043,7 +3043,7 @@ STR16 BobbyRFilter[] =
L"Apteczki", L"Apteczki",
L"Ekwipunek", L"Ekwipunek",
L"Na twarz", L"Na twarz",
L"LBE Gear", L"Oporz¹dzenie", //LBE Gear
L"Inne", L"Inne",
}; };
@@ -3390,7 +3390,7 @@ STR16 AimScreenText[] =
L"Znaki A.I.M. i logo A.I.M. s¹ prawnie chronione w wiêkszoœci krajów.", L"Znaki A.I.M. i logo A.I.M. s¹ prawnie chronione w wiêkszoœci krajów.",
L"Wiêc nawet nie myœl o próbie ich podrobienia.", L"Wiêc nawet nie myœl o próbie ich podrobienia.",
L"Copyright 1998-1999 A.I.M., Ltd. All rights reserved.", L"Copyright 2005 A.I.M., Ltd. All rights reserved.",
//Text for an advertisement that gets displayed on the AIM page //Text for an advertisement that gets displayed on the AIM page
@@ -3570,8 +3570,8 @@ STR16 zSaveLoadText[] =
L"Wyœmienite", L"Wyœmienite",
L"Niewiarygodne", L"Niewiarygodne",
L"New Inventory does not work in 640x480 screen size. Please resize and try again.", L"Nowy inwentarz nie dzia³a w rozdzielczoœci 640x480. Aby z niego korzystaæ zmieñ rozdzielczoœæ i spróbuj ponownie.",
L"New Inventory does not work from the default 'Data' folder.", L"Nowy inwentarz nie korzysta z domyœlnego folderu 'Data'.",
}; };
@@ -3793,8 +3793,8 @@ STR16 gzGIOScreenText[] =
L"Wyœmienite", L"Wyœmienite",
L"Niewiarygodne", L"Niewiarygodne",
L"System Inwentarza", L"System Inwentarza",
L"Stara", L"Tradycyjny",
L"Nowa", L"Rozbudowany",
L"Load MP Game", L"Load MP Game",
L"POCZ¥TKOWE USTAWIENIA GRY (Only the server settings take effect)", L"POCZ¥TKOWE USTAWIENIA GRY (Only the server settings take effect)",
}; };
@@ -4169,20 +4169,20 @@ STR16 gzCreditNameTitle[]=
STR16 gzCreditNameFunny[]= STR16 gzCreditNameFunny[]=
{ {
L"", // Chris Camfield L"", // Chris Camfield
L"(still learning punctuation)", // Shaun Lyng L"(wci¹¿ uczy siê interpunkcji)", // Shaun Lyng
L"(\"It's done. I'm just fixing it\")", //Kris \"The Cow Rape Man\" Marnes L"(\"Skoñczone, tylko to posk³adam\")", //Kris \"The Cow Rape Man\" Marnes
L"(getting much too old for this)", // Ian Currie L"(robiê siê na to za stary)", // Ian Currie
L"(and working on Wizardry 8)", // Linda Currie L"(i pracuje nad Wizardry 8)", // Linda Currie
L"(forced at gunpoint to also do QA)", // Eric \"WTF\" Cheng L"(zmuszony pod broni¹ do koñcowych testów jakoœci produktu)", // Eric \"WTF\" Cheng
L"(Left us for the CFSA - go figure...)", // Lynn Holowka L"(Opuœci³ nas dla Stowarzyszenia na Rzecz Rozs¹dnych Wynagrodzeñ. Ciekawe czemu... )", // Lynn Holowka
L"", // Norman \"NRG\" Olsen L"", // Norman \"NRG\" Olsen
L"", // George Brooks L"", // George Brooks
L"(Dead Head and jazz lover)", // Andrew Stacey L"(mi³oœnik zespo³u Dead Head i jazzu)", // Andrew Stacey
L"(his real name is Robert)", // Scot Loving L"(tak naprawdê na imiê ma Robert)", // Scot Loving
L"(the only responsible person)", // Andrew \"Big Cheese Doddle\" Emmons L"(jedyna odpowiedzialna osoba)", // Andrew \"Big Cheese Doddle\" Emmons
L"(can now get back to motocrossing)", // Dave French L"(teraz mo¿e wróciæ do motocrossu)", // Dave French
L"(stolen from Wizardry 8)", // Alex Meduna L"(ukradziony z projektu Wizardry 8)", // Alex Meduna
L"(did items and loading screens too!)", // Joey \"Joeker\" Whelan", L"(zrobi³ przedmioty i ekrany wczytywania!!)", // Joey \"Joeker\" Whelan",
}; };
STR16 sRepairsDoneString[] = STR16 sRepairsDoneString[] =
@@ -4191,8 +4191,8 @@ STR16 sRepairsDoneString[] =
L"%s skoñczy³(a) naprawiaæ broñ i ochraniacze wszystkich cz³onków oddzia³u", L"%s skoñczy³(a) naprawiaæ broñ i ochraniacze wszystkich cz³onków oddzia³u",
L"%s skoñczy³(a) naprawiaæ wyposa¿enie wszystkich cz³onków oddzia³u", L"%s skoñczy³(a) naprawiaæ wyposa¿enie wszystkich cz³onków oddzia³u",
L"%s skoñczy³(a) naprawiaæ ekwipunek wszystkich cz³onków oddzia³u", L"%s skoñczy³(a) naprawiaæ ekwipunek wszystkich cz³onków oddzia³u",
L"%s skoñczy³(a) naprawiaæ ekwipunek wszystkich cz³onków oddzia³u", L"%s zakoñczy³(a) naprawê ekwipunku oddzia³u",
L"%s skoñczy³(a) naprawiaæ ekwipunek wszystkich cz³onków oddzia³u", L"%s zakoñczy³(a) naprawê ekwipunku oddzia³u",
}; };
STR16 zGioDifConfirmText[]= STR16 zGioDifConfirmText[]=
@@ -4400,24 +4400,24 @@ STR16 gzTooltipStrings[] =
STR16 New113Message[] = STR16 New113Message[] =
{ {
L"Storm started.", L"Nadesz³a burza.",
L"Storm ended.", L"Burza skoñczy³a siê.",
L"Rain started.", L"Rozpada³ siê deszcz.",
L"Rain ended.", L"Deszcz przesta³ padaæ.",
L"Watch out for snipers...", L"Uwa¿aj na snajperów...",
L"Suppression fire!", L"Ogieñ d³awi¹cy!",
L"BRST", L"BRST",
L"AUTO", L"AUTO",
L"GL", L"GL",
L"GL BRST", L"GL BRST",
L"GL AUTO", L"GL AUTO",
L"Sniper!", L"Snajper!",
L"Unable to split money due to having an item on your cursor.", L"Nie mo¿na podzieliæ pieniêdzy z powodu przedmiotu na kursorze.",
L"Arrival of new recruits is being rerouted to sector %s, as scheduled drop-off point of sector %s is enemy occupied.", L"Przybycie nowych rekrutów zosta³o przekierowane do sektora %s , z uwagi na to, ¿e poprzedni punkt zrzutu w sektorze %s jest zajêty przez wroga.",
L"Deleted item", L"Przedmiot usuniêty",
L"Deleted all items of this type", L"Usuniêto wszystkie przedmioty tego typu",
L"Sold item", L"Przedmiot sprzedany",
L"Sold all items of this type", L"Wszystkie przedmioty tego typu sprzedane",
}; };
// WANNE: This are the email texts, when one of the 4 new 1.13 MERC mercs have levelled up, that Speck sends // WANNE: This are the email texts, when one of the 4 new 1.13 MERC mercs have levelled up, that Speck sends
@@ -4425,13 +4425,13 @@ STR16 New113Message[] =
STR16 New113MERCMercMailTexts[] = STR16 New113MERCMercMailTexts[] =
{ {
// Gaston: Text from Line 39 in Email.edt // Gaston: Text from Line 39 in Email.edt
L"Hereby be informed that due to Gastons's past performance his fees for services rendered have undergone an increase. Personally, I'm not surprised. ± ± Speck T. Kline ± ", L"Niniejszym informujê, i¿ w zwi¹zku z dotychczasowymi osi¹gniêciami Gastona, op³ata za jego us³ugi zosta³a podniesiona. Osobiœcie, nie jestem tymfaktem zaskoczony. ± ± Speck T. Kline ± ",
// Stogie: Text from Line 43 in Email.edt // Stogie: Text from Line 43 in Email.edt
L"Please be advised that, as of this moment, Stogies's fees for services rendered have increased to coincide with the increase in his abilities. ± ± Speck T. Kline ± ", L"Informujemy, i¿ od chwili obecnej cena za us³ugi œwiadczone przez pana Stoggiego wzros³a w zwi¹zku ze wzrostem jego umiejêtnoœci. ± ± Speck T. Kline ± ",
// Tex: Text from Line 45 in Email.edt // Tex: Text from Line 45 in Email.edt
L"Please be advised that Tex's experience entitles him to more equitable compensation. He's fees have therefore been increased to more accurately reflect his worth. ± ± Speck T. Kline ± ", L"Informujemy, i¿ nabyte przez Texa doœwiadczenie upowa¿nia go do wy¿szego wynagrodzenia, z tego wzglêdu jego wynagrodzenie zosta³o zwiêkszone w celu lepszego odzwierciedlenia jego wartoœci. ± ± Speck T. Kline ± ",
// Biggens: Text from Line 49 in Email.edt // Biggens: Text from Line 49 in Email.edt
L"Please take note. Due to the improved performance of Biggens his fees for services rendered have undergone an increase. ± ± Speck T. Kline ± ", L"Proszê o zwrócenie uwagi, i¿ w zwi¹zku ze wzrostem jakoœci us³ug œwiadczonych przez pana Biggens`a jego pensja tak¿e uleg³a podwy¿szeniu. ± ± Speck T. Kline ± ",
}; };
// WANNE: These are the missing skills from the impass.edt file // WANNE: These are the missing skills from the impass.edt file
@@ -4439,20 +4439,20 @@ STR16 New113MERCMercMailTexts[] =
STR16 MissingIMPSkillsDescriptions[] = STR16 MissingIMPSkillsDescriptions[] =
{ {
// Sniper // Sniper
L"Sniper: Eyes of a hawk, you can shoot the wings from a fly at a hundred yards! ± ", L"Snajper: Sokole oczy! Mo¿esz odstrzeliæ skrzyd³a muszce ze stu jardów. ± ",
// Camouflage // Camouflage
L"Camouflage: Besides you even bushes look synthetic! ± ", L"Kamufla¿: Przy tobie nawet krzaki wygl¹daj¹ na sztuczne! ± ",
}; };
STR16 NewInvMessage[] = STR16 NewInvMessage[] =
{ {
L"Cannot pickup backpack at this time", L"Nie mo¿esz teraz podnieœæ plecaka.",
L"No place to put backpack", L"Nie ma miejsca, aby po³o¿yæ tutaj plecak",
L"Backpack not found", L"Nie znaleziono plecaka",
L"Zipper only works in combat", L"Zamek b³yskawiczny dzia³a tylko podczas walki.",
L"Can not move while backpack zipper active", L"Nie mo¿esz siê przemieszczaæ, gdy zamek plecaka jest aktywny.",
L"Are you sure you want to sell all sector items?", L"Na pewno chcesz sprzedaæ wszystkie przedmioty z tego sektora?",
L"Are you sure you want to delete all sector items?", L"Na pewno chcesz skasowaæ wszystkie przedmioty z tego sektora?",
L"Cannot climb while wearing a backpack", L"Cannot climb while wearing a backpack",
}; };
+25 -25
View File
@@ -223,10 +223,10 @@ CHAR16 Message[][STRING_LENGTH] =
L"%s ïîëó÷àåò ðàíåíèå â ïëå÷î è òåðÿåò â ëîâêîñòè!", L"%s ïîëó÷àåò ðàíåíèå â ïëå÷î è òåðÿåò â ëîâêîñòè!",
L"%s ïîëó÷àåò ðàíåíèå â ãðóäü è òåðÿåò â ñèëå!", L"%s ïîëó÷àåò ðàíåíèå â ãðóäü è òåðÿåò â ñèëå!",
L"%s ïîëó÷àåò ðàíåíèå â íîãó è òåðÿåò â ïðîâîðíîñòè!", L"%s ïîëó÷àåò ðàíåíèå â íîãó è òåðÿåò â ïðîâîðíîñòè!",
L"%s ïîëó÷àåò ðàíåíèå â ãîëîâó è òåðÿåò %d î÷êîâ èíòåëëåêòà!", L"%s ïîëó÷àåò ðàíåíèå â ãîëîâó è òåðÿåò %d åäèíèö èíòåëëåêòà!",
L"%s ïîëó÷àåò ðàíåíèå â ïëå÷î è òåðÿåò %d î÷êîâ ëîâêîñòè!", L"%s ïîëó÷àåò ðàíåíèå â ïëå÷î è òåðÿåò %d åäèíèö ëîâêîñòè!",
L"%s ïîëó÷àåò ðàíåíèå â ãðóäü è òåðÿåò %d î÷êîâ ñèëû!", L"%s ïîëó÷àåò ðàíåíèå â ãðóäü è òåðÿåò %d åäèíèö ñèëû!",
L"%s ïîëó÷àåò ðàíåíèå â íîãó è òåðÿåò %d î÷êîâ ïðîâîðíîñòè!", L"%s ïîëó÷àåò ðàíåíèå â íîãó è òåðÿåò %d åäèíèö ïðîâîðíîñòè!",
L"Ïåðåõâàò!", L"Ïåðåõâàò!",
// The first %s is a merc's name, the second is a string from pNoiseVolStr, // The first %s is a merc's name, the second is a string from pNoiseVolStr,
@@ -1174,18 +1174,18 @@ STR16 gzWeaponStatsFasthelpTactical[ 27 ] =
STR16 gzAmmoStatsFasthelp[ 20 ] = STR16 gzAmmoStatsFasthelp[ 20 ] =
{ {
L"Armor Penetration (Lower is better)", L"Ïðîíèêàþùèé ýôôåêò\n(÷åì ìåíüøå, òåì ëó÷øå)", //Armor Penetration (Lower is better)
L"Bullet Tumble (Higher is better)", L"Áëóæäàþùèé ýôôåêò\n(÷åì âûøå, òåì ëó÷øå)", //Bullet Tumble (Higher is better)
L"Pre-impact Explosion (Higher is better)", L"Ðàçðûâíîé ýôôåêò\n(÷åì âûøå, òåì ëó÷øå)", //Pre-impact Explosion (Higher is better)
L"Òðàññèðóþùèé ýôôåêò", //Tracer Effect L"Òðàññèðóþùèé ýôôåêò", //Tracer Effect
L"Êóìóëÿòèâíûå", //Anti-Tank L"Ïðîòèâîòàíêîâûå", //Anti-Tank
L"Lockbuster", L"Ðàçðóøàþò çàìîê", //Lockbuster
L"Èãíîðèðóåòñÿ íàëè÷èå áðîíè", //Ignores Armor L"Èãíîðèðóåòñÿ íàëè÷èå áðîíè", //Ignores Armor
L"Êèñëîòíûé ýôôåêò", //Acidic L"Êèñëîòíûé ýôôåêò", //Acidic
L"Ìîäèôèêàòîð äàëüíîáîéíîñòè", //Range Modifier L"Ìîäèôèêàòîð äàëüíîáîéíîñòè", //Range Modifier
L"Ìîäèôèêàòîð óðîíà", //Damage Modifier L"Ìîäèôèêàòîð óðîíà", //Damage Modifier
L"Ìîäèôèêàòîð òî÷íîñòè", //To-Hit Modifier L"Ìîäèôèêàòîð òî÷íîñòè", //To-Hit Modifier
L"Burst/Auto Penalty Modifier (Higher is better)", L"Ìîäèôèêàòîð øòðàôà\nçà îòäà÷ó ïðè\nñòðåëüáå î÷åðåäüþ\n(c îòñå÷êîé/áåç)", //Burst/Auto Penalty Modifier (Higher is better)",
L"Ìîäèôèêàòîð íà䏿íîñòè", //Reliability Modifier L"Ìîäèôèêàòîð íà䏿íîñòè", //Reliability Modifier
L"Ìîäèôèêàòîð øóìíîñòè\n(÷åì ìåíüøå, òåì ëó÷øå)", //Loudness Modifier (Lower is better) L"Ìîäèôèêàòîð øóìíîñòè\n(÷åì ìåíüøå, òåì ëó÷øå)", //Loudness Modifier (Lower is better)
L"", L"",
@@ -1213,7 +1213,7 @@ STR16 gzArmorStatsFasthelp[ 20 ] =
L"Ìîäèôèêàòîð äèàïàçîíà\nâèäèìîñòè íî÷üþ", //Night Vision Range Modifier L"Ìîäèôèêàòîð äèàïàçîíà\nâèäèìîñòè íî÷üþ", //Night Vision Range Modifier
L"Ìîäèôèêàòîð äèàïàçîíà\nâèäèìîñòè ïðè ÿðêîì îñâåùåíèè",//Bright Light Vision Range Modifier L"Ìîäèôèêàòîð äèàïàçîíà\nâèäèìîñòè ïðè ÿðêîì îñâåùåíèè",//Bright Light Vision Range Modifier
L"Ìîäèôèêàòîð äèàïàçîíà\nâèäèìîñòè â ïåùåðå", //Cave Vision Range Modifier L"Ìîäèôèêàòîð äèàïàçîíà\nâèäèìîñòè â ïåùåðå", //Cave Vision Range Modifier
L"Ïðîöåíò âèäèìîñòè â òîííåëå", //Tunnel Vision Percentage L"Ñóæåíèå ñåêòîðà îáçîðà", //Tunnel Vision Percentage
L"Ìîäèôèêàòîð äèàïàçîíà\nñëûøèìîñòè", //Hearing Range Modifier L"Ìîäèôèêàòîð äèàïàçîíà\nñëûøèìîñòè", //Hearing Range Modifier
L"", L"",
L"", L"",
@@ -1246,27 +1246,27 @@ STR16 gzExplosiveStatsFasthelp[ 20 ] =
STR16 gzMiscItemStatsFasthelp[ 34 ] = STR16 gzMiscItemStatsFasthelp[ 34 ] =
{ {
L"Item Size Modifier (Lower is better)", // 0 L"Ìîäèôèêàòîð ðàçìåðà ïðåäìåòà\n(÷åì ìåíüøå, òåì ëó÷øå)", //Item Size Modifier (Lower is better)
L"Ìîäèôèêàòîð íà䏿íîñòè", //Reliability Modifier L"Ìîäèôèêàòîð íà䏿íîñòè", //Reliability Modifier
L"Ìîäèôèêàòîð øóìíîñòè\n(÷åì ìåíüøå, òåì ëó÷øå)", //Loudness Modifier (Lower is better) L"Ìîäèôèêàòîð øóìíîñòè\n(÷åì ìåíüøå, òåì ëó÷øå)", //Loudness Modifier (Lower is better)
L"Ñêðûâàåò âñïûøêó", //Hides Muzzle Flash L"Ñêðûâàåò âñïûøêó", //Hides Muzzle Flash
L"Ìîäèôèêàòîð ñîøåê", //Bipod Modifier L"Ìîäèôèêàòîð ñîøåê", //Bipod Modifier
L"Ìîäèôèêàòîð äàëüíîáîéíîñòè", // 5 //Range Modifier L"Ìîäèôèêàòîð äàëüíîáîéíîñòè", //Range Modifier
L"Ìîäèôèêàòîð òî÷íîñòè", //To-Hit Modifier L"Ìîäèôèêàòîð òî÷íîñòè", //To-Hit Modifier
L"Ðàäèóñ íàèëó÷øåé âèäèìîñòè\nòî÷êè ïðèöåëèâàíèÿ", //Best Laser Range L"Ðàäèóñ íàèëó÷øåé âèäèìîñòè\nòî÷êè ïðèöåëèâàíèÿ", //Best Laser Range
L"Aiming Bonus Modifier", L"Ìîäèôèêàòîð áîíóñîâ îïòèêè", //Aiming Bonus Modifier
L"Burst Size Modifier", L"Ìîäèôèêàòîð î÷åðåäè ñ îòñå÷êîé", //Burst Size Modifier
L"Burst Penalty Modifier (Higher is better)", // 10 L"Ìîäèôèêàòîð øòðàôà çà îòäà÷ó\nïðè ñòðåëüáå c îòñå÷êîé\n(÷åì áîëüøå, òåì ëó÷øå)", //Burst Penalty Modifier (Higher is better)
L"Auto-Fire Penalty Modifier (Higher is better)", L"Ìîäèôèêàòîð øòðàôà çà îòäà÷ó\nïðè ñòðåëüáå î÷åðåäüþ\n(÷åì áîëüøå, òåì ëó÷øå)", //Auto-Fire Penalty Modifier (Higher is better)
L"AP Modifier", L"Ìîäèôèêàòîð ÎÄ", //AP Modifier
L"AP to Burst Modifier (Lower is better)", L"Ìîäèôèêàòîð ÎÄ\níà î÷åðåäü ñ îòñå÷êîé\n(÷åì ìåíüøå, òåì ëó÷øå)", //AP to Burst Modifier (Lower is better)
L"AP to Auto-Fire Modifier (Lower is better)", L"Ìîäèôèêàòîð ÎÄ\níà î÷åðåäü áåç îòñå÷êè\n(÷åì ìåíüøå, òåì ëó÷øå)", //AP to Auto-Fire Modifier (Lower is better)
L"AP to Ready Modifier (Lower is better)", // 15 L"Ìîäèôèêàòîð ÎÄ íà âñêèäêó\n(÷åì ìåíüøå, òåì ëó÷øå)", //AP to Ready Modifier (Lower is better)
L"AP to Reload Modifier (Lower is better)", L"Ìîäèôèêàòîð ÎÄ\níà çàìåíó ìàãàçèíà\n(÷åì ìåíüøå, òåì ëó÷øå)", //AP to Reload Modifier (Lower is better)
L"Ìîäèôèêàòîð îáú¸ìà ìàãàçèíà", //Magazine Size Modifier L"Ìîäèôèêàòîð îáú¸ìà ìàãàçèíà", //Magazine Size Modifier
L"AP to Attack Modifier (Lower is better)", L"Ìîäèôèêàòîð ÎÄ íà âûñòðåë\n(÷åì ìåíüøå, òåì ëó÷øå)", //AP to Attack Modifier (Lower is better)
L"Ìîäèôèêàòîð óðîíà", //Damage Modifier L"Ìîäèôèêàòîð óðîíà", //Damage Modifier
L"Melee Damage Modifier", // 20 L"Ìîäèôèêàòîð óðîíà\nâ áëèæíåì áîþ", //Melee Damage Modifier
L"Êàìóôëÿæ 'Ëåñ'", L"Êàìóôëÿæ 'Ëåñ'",
L"Êàìóôëÿæ 'Ãîðîä'", L"Êàìóôëÿæ 'Ãîðîä'",
L"Êàìóôëÿæ 'Ïóñòûíÿ'", L"Êàìóôëÿæ 'Ïóñòûíÿ'",
@@ -1278,7 +1278,7 @@ STR16 gzMiscItemStatsFasthelp[ 34 ] =
L"Ìîäèôèêàòîð äèàïàçîíà\nâèäèìîñòè íî÷üþ", L"Ìîäèôèêàòîð äèàïàçîíà\nâèäèìîñòè íî÷üþ",
L"Ìîäèôèêàòîð äèàïàçîíà\nâèäèìîñòè ïðè ÿðêîì îñâåùåíèè", //30 L"Ìîäèôèêàòîð äèàïàçîíà\nâèäèìîñòè ïðè ÿðêîì îñâåùåíèè", //30
L"Ìîäèôèêàòîð äèàïàçîíà\nâèäèìîñòè â ïåùåðå", L"Ìîäèôèêàòîð äèàïàçîíà\nâèäèìîñòè â ïåùåðå",
L"Ïðîöåíò âèäèìîñòè â òîííåëå\n(÷åì ìåíüøå, òåì ëó÷øå)", //Tunnel Vision Percentage (Lower is better) L"Ñóæåíèå ñåêòîðà îáçîðà\n(÷åì ìåíüøå, òåì ëó÷øå)", //Tunnel Vision Percentage (Lower is better)
L"Ìèíèìàëüíàÿ ýôôåêòèâíàÿ\näàëüíîñòü îïòèêè", //Minimum Range for Aiming Bonus L"Ìèíèìàëüíàÿ ýôôåêòèâíàÿ\näàëüíîñòü îïòèêè", //Minimum Range for Aiming Bonus
}; };
+2 -2
View File
@@ -66,7 +66,7 @@
<Tool <Tool
Name="VCLinkerTool" Name="VCLinkerTool"
AdditionalDependencies="Winmm.lib .\Multiplayer\raknet\RakNetLibStaticDebug.lib ws2_32.lib" AdditionalDependencies="Winmm.lib .\Multiplayer\raknet\RakNetLibStaticDebug.lib ws2_32.lib"
OutputFile="$(OutDir)\ja2_debug_2436_en.exe" OutputFile="$(OutDir)\ja2_debug_2445_en.exe"
LinkIncremental="2" LinkIncremental="2"
GenerateDebugInformation="true" GenerateDebugInformation="true"
SubSystem="2" SubSystem="2"
@@ -145,7 +145,7 @@
<Tool <Tool
Name="VCLinkerTool" Name="VCLinkerTool"
AdditionalDependencies="Winmm.lib .\Multiplayer\raknet\RakNetLibStatic.lib ws2_32.lib" AdditionalDependencies="Winmm.lib .\Multiplayer\raknet\RakNetLibStatic.lib ws2_32.lib"
OutputFile="$(OutDir)\ja2_release_2436_en.exe" OutputFile="$(OutDir)\ja2_release_2445_en.exe"
LinkIncremental="1" LinkIncremental="1"
GenerateDebugInformation="true" GenerateDebugInformation="true"
GenerateMapFile="true" GenerateMapFile="true"