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- Updated Merc Inventory Popup-Code (by The_Bob)
o externalized the hardcoded popup text code o enable/disable the popup in the ingame option screen -> To open the popup, left click on empty merc inventory slot while viewing sector inventory in mapscreen git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@5414 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
@@ -243,6 +243,7 @@ BOOLEAN LoadGameSettings()
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gGameSettings.fOptions[TOPTION_QUIET_REPAIRING] = iniReader.ReadBoolean("JA2 Game Settings","TOPTION_QUIET_REPAIRING" , FALSE );
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gGameSettings.fOptions[TOPTION_QUIET_DOCTORING] = iniReader.ReadBoolean("JA2 Game Settings","TOPTION_QUIET_DOCTORING" , FALSE );
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#ifdef USE_HIGHSPEED_GAMELOOP_TIMER
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if (!is_networked)
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gGameSettings.fOptions[TOPTION_AUTO_FAST_FORWARD_MODE] = iniReader.ReadBoolean("JA2 Game Settings","TOPTION_AUTO_FAST_FORWARD_MODE" , FALSE );
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@@ -258,6 +259,8 @@ BOOLEAN LoadGameSettings()
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gGameSettings.fOptions[TOPTION_ZOMBIES] = iniReader.ReadBoolean("JA2 Game Settings","TOPTION_ZOMBIES" , FALSE );
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#endif
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gGameSettings.fOptions[TOPTION_ENABLE_INVENTORY_POPUPS] = iniReader.ReadBoolean("JA2 Game Settings","TOPTION_ENABLE_INVENTORY_POPUPS" , TRUE ); // the_bob : enable popups for picking items from sector inv
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gGameSettings.fOptions[NUM_ALL_GAME_OPTIONS] = iniReader.ReadBoolean("JA2 Game Settings","NUM_ALL_GAME_OPTIONS" , FALSE );
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DeleteShadeTableDir(); // ary-05/05/2009 : Might be bad idea for it to be here. But its gotta happen for some reason every now and then.
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@@ -422,6 +425,7 @@ BOOLEAN SaveGameSettings()
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#ifdef ENABLE_ZOMBIES
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settings << "TOPTION_ZOMBIES = " << (gGameSettings.fOptions[TOPTION_ZOMBIES] ? "TRUE" : "FALSE" ) << endl;
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#endif
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settings << "TOPTION_ENABLE_INVENTORY_POPUPS = " << (gGameSettings.fOptions[TOPTION_ENABLE_INVENTORY_POPUPS] ? "TRUE" : "FALSE" ) << endl; // the_bob : enable popups for picking items from sector inv
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settings << "TOPTION_CHEAT_MODE_OPTIONS_HEADER = " << (gGameSettings.fOptions[TOPTION_CHEAT_MODE_OPTIONS_HEADER] ? "TRUE" : "FALSE" ) << endl;
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settings << "TOPTION_FORCE_BOBBY_RAY_SHIPMENTS = " << (gGameSettings.fOptions[TOPTION_FORCE_BOBBY_RAY_SHIPMENTS] ? "TRUE" : "FALSE" ) << endl;
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@@ -558,6 +562,8 @@ void InitGameSettings()
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gGameSettings.fOptions[ TOPTION_ZOMBIES ] = FALSE; // Flugente Zombies 1.0
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#endif
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gGameSettings.fOptions[ TOPTION_ENABLE_INVENTORY_POPUPS ] = TRUE; // the_bob : enable popups for picking items from sector inv
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// arynn: Cheat/Debug Menu
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gGameSettings.fOptions[ TOPTION_CHEAT_MODE_OPTIONS_HEADER ] = FALSE;
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gGameSettings.fOptions[ TOPTION_FORCE_BOBBY_RAY_SHIPMENTS ] = FALSE; // force all pending Bobby Ray shipments
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@@ -99,6 +99,8 @@ enum
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TOPTION_ZOMBIES, // Flugente Zombies 1.0: allow zombies
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#endif
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TOPTION_ENABLE_INVENTORY_POPUPS, // the_bob : enable popups for picking items from sector inv
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// arynn: Debug/Cheat
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TOPTION_CHEAT_MODE_OPTIONS_HEADER,
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TOPTION_FORCE_BOBBY_RAY_SHIPMENTS, // force all pending Bobby Ray shipments
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+10
-4
@@ -9459,10 +9459,16 @@ void MAPInvClickCallback( MOUSE_REGION *pRegion, INT32 iReason )
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if ( pSoldier->inv[ uiHandPos ].exists() == false )
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{
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if ( _KeyDown(CTRL) ){
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PocketPopupFull( pSoldier, uiHandPos ); // if ctrl is pressed, display all options
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} else {
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PocketPopupDefault( pSoldier, uiHandPos ); // display pocket-specific options
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if (gGameSettings.fOptions[ TOPTION_ENABLE_INVENTORY_POPUPS ] == TRUE) // the_bob : enable popups for picking items from sector inv
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{
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if ( _KeyDown(CTRL) )
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{
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PocketPopupFull( pSoldier, uiHandPos ); // if ctrl is pressed, display all options
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}
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else
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{
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PocketPopupDefault( pSoldier, uiHandPos ); // display pocket-specific options
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}
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}
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return;
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@@ -583,12 +583,88 @@ INV_DESC_REGIONS gODBItemDescRegions[4][8]; // Four regions of eight sub-regions
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// ------------------- Attachment popup callbacks
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INT16 getStatusOfLeastDamagedItemInStack( OBJECTTYPE * stack );
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// BOB : globals for telling attachment popups _where_ should the attachment go
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UINT8 gubPopupStatusIndex;
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UINT32 guiPopupItemPos;
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void popupCallbackItem(INT16 itemId){
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OBJECTTYPE* bestStack;
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std::map<UINT32,INT16> bestItemsStatus;
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for(UINT16 i = 0; i < pInventoryPoolList.size(); i++)
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{
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OBJECTTYPE * currentStack = &pInventoryPoolList[i].object;
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UINT16 currentItem = currentStack->usItem;
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if( currentItem == itemId )
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{
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INT16 leastDamagedStatus = getStatusOfLeastDamagedItemInStack( currentStack );
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if( bestItemsStatus[ currentItem ] < leastDamagedStatus ){ // either not indexed yet or worse then current
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bestItemsStatus[ currentItem ] = leastDamagedStatus;
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bestStack = currentStack;
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}
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} // found item
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} // inv loop
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// if this is a stack, try to find the least damaged object
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if( bestStack->ubNumberOfObjects > 1 ){
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UINT8 numObjectsToPlace = 1;
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for (UINT8 j = 1; j <= numObjectsToPlace; j++){
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UINT16 i = 0, leastDamagedIndex = 0;
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INT16 leastDamagedStatus = 0;
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StackedObjects::iterator p = bestStack->objectStack.begin();
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while(p != bestStack->objectStack.end()) {
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if( p->data.objectStatus > leastDamagedStatus ){
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leastDamagedIndex = i;
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leastDamagedStatus = p->data.objectStatus;
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}
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i++;p++;
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}
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OBJECTTYPE pObjTmp;
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pObjTmp.initialize();
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if( bestStack->RemoveObjectAtIndex(leastDamagedIndex, &pObjTmp) ){
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gpItemPointer = &pObjTmp; // pick up the object (or stack)
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DoAttachment((UINT8)gubPopupStatusIndex, guiPopupItemPos); // try to attach it
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//gpItemPointer = NULL; // dont drop it!
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gItemDescAttachmentPopups[giActiveAttachmentPopup]->hide();
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RenderItemDescriptionBox();
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giActiveAttachmentPopup = -1;
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//UpdateAttachmentTooltips(gpItemDescObject, gubItemDescStatusIndex);
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return;
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}
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}
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} else {
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gpItemPointer = bestStack; // pick up the object (or stack)
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DoAttachment((UINT8)gubPopupStatusIndex, guiPopupItemPos); // try to attach it
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gpItemPointer = NULL; // and drop it
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gItemDescAttachmentPopups[giActiveAttachmentPopup]->hide();
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RenderItemDescriptionBox();
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giActiveAttachmentPopup = -1;
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//UpdateAttachmentTooltips(gpItemDescObject, gubItemDescStatusIndex);
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return;
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}
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/*
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for(UINT16 i = 0; i < pInventoryPoolList.size(); i++){
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if( pInventoryPoolList[i].object.usItem == itemId ) {
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@@ -605,7 +681,7 @@ void popupCallbackItem(INT16 itemId){
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}
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}
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*/
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}
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bool popupCallbackItemInSector(INT16 itemId){
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@@ -1969,7 +2045,7 @@ void addItemsToPocketPopup( SOLDIERTYPE *pSoldier, INT16 sPocket, POPUP* popup,
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if( optsTotal > 0 && optsTotal%15 == 0 ){ // divide to subBoxes every 10 items
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POPUP * currPopupTmp = currPopup->addSubMenuOption( new std::wstring(L"more...") ); // the new popup
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POPUP * currPopupTmp = currPopup->addSubMenuOption( new std::wstring( gszPocketPopupText[POCKET_POPUP_MOAR] ) ); // the new popup
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POPUP_SUB_POPUP_OPTION * currSubPopupTmp = currPopup->getSubPopupOption( currPopup->subPopupOptionCount-1 ); // the sub-popup option in prev popup
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@@ -2044,7 +2120,7 @@ void addWeaponGroupsToPocketPopup( SOLDIERTYPE *pSoldier, INT16 sPocket, POPUP*
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POPUP * subPopup = NULL;
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subPopup = popup->addSubMenuOption( new std::wstring(L"Guns") );
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subPopup = popup->addSubMenuOption( new std::wstring(BobbyRFilter[17]/*Guns*/) );
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popup->getSubPopupOption( popup->subPopupOptionCount-1 )->setPopupPosition( 10,
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10,
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POPUP_POSITION_RELATIVE );
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@@ -2072,21 +2148,20 @@ void addWeaponGroupsToPocketPopup( SOLDIERTYPE *pSoldier, INT16 sPocket, POPUP*
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}
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subPopup = popup->addSubMenuOption( new std::wstring(L"Grenade launchers") );
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subPopup = popup->addSubMenuOption( new std::wstring( gszPocketPopupText[POCKET_POPUP_GRENADE_LAUNCHERS] ) );
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popup->getSubPopupOption( popup->subPopupOptionCount-1 )->setPopupPosition( 10,
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10,
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POPUP_POSITION_RELATIVE );
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addItemsToPocketPopup( pSoldier, sPocket, subPopup, IC_LAUNCHER, -1, -1, 0 );
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subPopup = popup->addSubMenuOption( new std::wstring(L"Rocket launchers") );
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subPopup = popup->addSubMenuOption( new std::wstring( gszPocketPopupText[POCKET_POPUP_ROCKET_LAUNCHERS] ) );
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popup->getSubPopupOption( popup->subPopupOptionCount-1 )->setPopupPosition( 10,
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10,
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POPUP_POSITION_RELATIVE );
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addItemsToPocketPopup( pSoldier, sPocket, subPopup, IC_GUN, -1, 0, 0);
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subPopup = popup->addSubMenuOption( new std::wstring(L"Melee & thrown weapons") );
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subPopup = popup->addSubMenuOption( new std::wstring( gszPocketPopupText[POCKET_POPUP_MEELE_AND_THROWN] ) );
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popup->getSubPopupOption( popup->subPopupOptionCount-1 )->setPopupPosition( 10,
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10,
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POPUP_POSITION_RELATIVE );
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@@ -2204,7 +2279,7 @@ void addAmmoToPocketPopup( SOLDIERTYPE *pSoldier, INT16 sPocket, POPUP* popup ){
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} // mag loop
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if (!ammoFound){
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POPUP_OPTION * o = popup->addOption( &std::wstring( L"- no matching ammo -" ), NULL );
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POPUP_OPTION * o = popup->addOption( &std::wstring( gszPocketPopupText[POCKET_POPUP_NO_AMMO] ), NULL );
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o->color_shade = COLOR_RED;
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}
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@@ -2214,7 +2289,7 @@ void addAmmoToPocketPopup( SOLDIERTYPE *pSoldier, INT16 sPocket, POPUP* popup ){
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} // found guns
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else
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{
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POPUP_OPTION * o = popup->addOption( &std::wstring( L"- no guns in inventory -" ), NULL );
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POPUP_OPTION * o = popup->addOption( &std::wstring( gszPocketPopupText[POCKET_POPUP_NO_GUNS] ), NULL );
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o->color_shade = COLOR_RED;
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}
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@@ -2287,37 +2362,36 @@ void PocketPopupFull( SOLDIERTYPE *pSoldier, INT16 sPocket ){
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POPUP * subPopup = NULL;
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subPopup = popup->addSubMenuOption( new std::wstring(L"Weapons") );
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subPopup = popup->addSubMenuOption( new std::wstring( iEditorItemsToolbarText[0]/*Weapons*/ ) );
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popup->getSubPopupOption( popup->subPopupOptionCount-1 )->setPopupPosition( 10,10,POPUP_POSITION_RELATIVE );
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addWeaponGroupsToPocketPopup( pSoldier, sPocket, subPopup );
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subPopup = popup->addSubMenuOption( new std::wstring(L"Ammo") );
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subPopup = popup->addSubMenuOption( new std::wstring( BobbyRText[BOBBYR_GUNS_AMMO]/*Ammo*/ ) );
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popup->getSubPopupOption( popup->subPopupOptionCount-1 )->setPopupPosition( 10,10,POPUP_POSITION_RELATIVE );
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addAmmoToPocketPopup( pSoldier, sPocket, subPopup );
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subPopup = popup->addSubMenuOption( new std::wstring(L"Armor") );
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subPopup = popup->addSubMenuOption( new std::wstring( BobbyRText[BOBBYR_GUNS_ARMOR]/*Amour*/ ) );
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popup->getSubPopupOption( popup->subPopupOptionCount-1 )->setPopupPosition( 10,10,POPUP_POSITION_RELATIVE );
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addArmorToPocketPopup( pSoldier, sPocket, subPopup );
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subPopup = popup->addSubMenuOption( new std::wstring(L"LBE") );
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subPopup = popup->addSubMenuOption( new std::wstring( BobbyRFilter[BOBBYR_FILTER_USED_LBEGEAR] /*"LBE"*/) );
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popup->getSubPopupOption( popup->subPopupOptionCount-1 )->setPopupPosition( 10,10,POPUP_POSITION_RELATIVE );
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addLBEToPocketPopup( pSoldier, sPocket, subPopup );
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subPopup = popup->addSubMenuOption( new std::wstring(L"Grenades") );
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subPopup = popup->addSubMenuOption( new std::wstring( BobbyRFilter[BOBBYR_FILTER_MISC_GRENADE]/*Grenades*/ ) );
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popup->getSubPopupOption( popup->subPopupOptionCount-1 )->setPopupPosition( 10,10,POPUP_POSITION_RELATIVE );
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addGrenadesToPocketPopup( pSoldier, sPocket, subPopup );
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subPopup = popup->addSubMenuOption( new std::wstring(L"Bombs") );
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subPopup = popup->addSubMenuOption( new std::wstring( BobbyRFilter[BOBBYR_FILTER_MISC_BOMB] ) );
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popup->getSubPopupOption( popup->subPopupOptionCount-1 )->setPopupPosition( 10,10,POPUP_POSITION_RELATIVE );
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addBombsToPocketPopup( pSoldier, sPocket, subPopup );
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subPopup = popup->addSubMenuOption( new std::wstring(L"Face Gear") );
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subPopup = popup->addSubMenuOption( new std::wstring( BobbyRFilter[BOBBYR_FILTER_MISC_FACE] ) );
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popup->getSubPopupOption( popup->subPopupOptionCount-1 )->setPopupPosition( 10,10,POPUP_POSITION_RELATIVE );
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addFaceGearToPocketPopup( pSoldier, sPocket, subPopup );
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popup->show();
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}
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}
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/*
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@@ -2390,7 +2464,7 @@ void PocketPopupDefault( SOLDIERTYPE *pSoldier, INT16 sPocket ){
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// default for LBE slots - grenades + ammo for merc's guns
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addAmmoToPocketPopup( pSoldier, sPocket, popup );
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POPUP * subPopup = popup->addSubMenuOption( new std::wstring(L"Grenades") );
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POPUP * subPopup = popup->addSubMenuOption( new std::wstring( BobbyRFilter[28]/*Grenades*/ ) );
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popup->getSubPopupOption( popup->subPopupOptionCount-1 )->setPopupPosition( 10,10,POPUP_POSITION_RELATIVE );
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addGrenadesToPocketPopup( pSoldier, sPocket, subPopup );
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} else {
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+13
-1
@@ -2172,7 +2172,19 @@ enum
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};
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extern STR16 Additional113Text[];
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extern STR16 ranks[];
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extern STR16 ranks[];
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//extern STR16 ranks[];
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enum
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{
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POCKET_POPUP_GRENADE_LAUNCHERS,
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POCKET_POPUP_ROCKET_LAUNCHERS,
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POCKET_POPUP_MEELE_AND_THROWN,
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POCKET_POPUP_NO_AMMO,
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POCKET_POPUP_NO_GUNS,
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POCKET_POPUP_MOAR
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};
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extern STR16 gszPocketPopupText[];
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// Enumeration support
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typedef struct Str8EnumLookupType {
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+14
-2
@@ -5126,7 +5126,7 @@ STR16 zOptionsToggleText[] =
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#ifdef ENABLE_ZOMBIES
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L"Allow Zombies", // TODO.Translate
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#endif
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L"Enable inventory popups", // the_bob : enable popups for picking items from sector inv // TODO.Translate
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L"--作弊模式选项--", // TOPTION_CHEAT_MODE_OPTIONS_HEADER,
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L"强制 Bobby Ray 送货", // force all pending Bobby Ray shipments
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L"-----------------", // TOPTION_CHEAT_MODE_OPTIONS_END
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@@ -5242,7 +5242,7 @@ STR16 zOptionsScreenHelpText[] =
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#ifdef ENABLE_ZOMBIES
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L"When ON, zombies will span. Be aware!", // allow zombies // TODO.Translate
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#endif
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L"When ON, enables popup boxes that appear when you left click on empty merc inventory slots while viewing sector inventory in mapscreen.", // TODO.Translate
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L"(text not rendered)TOPTION_CHEAT_MODE_OPTIONS_HEADER",
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L"强制 Bobby Ray 出货",
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L"(text not rendered)TOPTION_CHEAT_MODE_OPTIONS_END",
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@@ -7378,4 +7378,16 @@ STR16 zNewTacticalMessages[]=
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L"你选择了%S战役。 该战役是原版UB战役的玩家自定义游戏版本。你确认你要在 %S 战役下进行游戏吗?",
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L"如果你要使用编辑器的话,请选择一个战役,不要用默认战役。",
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};
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// The_bob : pocket popup text defs // TODO.Translate
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STR16 gszPocketPopupText[]=
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{
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L"Grenade launchers", // POCKET_POPUP_GRENADE_LAUNCHERS,
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L"Rocket launchers", // POCKET_POPUP_ROCKET_LAUNCHERS
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L"Melee & thrown weapons", // POCKET_POPUP_MEELE_AND_THROWN
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L"- no matching ammo -", //POCKET_POPUP_NO_AMMO
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L"- no guns in inventory -", //POCKET_POPUP_NO_GUNS
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L"more...", //POCKET_POPUP_MOAR
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};
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#endif //CHINESE
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+14
-2
@@ -5125,7 +5125,7 @@ STR16 zOptionsToggleText[] =
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#ifdef ENABLE_ZOMBIES
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L"Allow Zombies", // TODO.Translate
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#endif
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L"Enable inventory popups", // the_bob : enable popups for picking items from sector inv // TODO.Translate
|
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L"--Cheat Mode Options--", // TOPTION_CHEAT_MODE_OPTIONS_HEADER,
|
||||
L"Force Bobby Ray shipments", // force all pending Bobby Ray shipments
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L"-----------------", // TOPTION_CHEAT_MODE_OPTIONS_END
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@@ -5241,7 +5241,7 @@ STR16 zOptionsScreenHelpText[] =
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#ifdef ENABLE_ZOMBIES
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L"When ON, zombies will span. Be aware!", // allow zombies // TODO.Translate
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#endif
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|
||||
L"When ON, enables popup boxes that appear when you left click on empty merc inventory slots while viewing sector inventory in mapscreen.", // TODO.Translate
|
||||
L"(text not rendered)TOPTION_CHEAT_MODE_OPTIONS_HEADER",
|
||||
L"Force all pending Bobby Ray shipments",
|
||||
L"(text not rendered)TOPTION_CHEAT_MODE_OPTIONS_END",
|
||||
@@ -7373,4 +7373,16 @@ STR16 zNewTacticalMessages[]=
|
||||
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"In order to use the editor, please select a campaign other than the default.", ///@@new
|
||||
};
|
||||
|
||||
// The_bob : pocket popup text defs // TODO.Translate
|
||||
STR16 gszPocketPopupText[]=
|
||||
{
|
||||
L"Grenade launchers", // POCKET_POPUP_GRENADE_LAUNCHERS,
|
||||
L"Rocket launchers", // POCKET_POPUP_ROCKET_LAUNCHERS
|
||||
L"Melee & thrown weapons", // POCKET_POPUP_MEELE_AND_THROWN
|
||||
L"- no matching ammo -", //POCKET_POPUP_NO_AMMO
|
||||
L"- no guns in inventory -", //POCKET_POPUP_NO_GUNS
|
||||
L"more...", //POCKET_POPUP_MOAR
|
||||
};
|
||||
|
||||
#endif //DUTCH
|
||||
|
||||
+14
-2
@@ -5124,7 +5124,7 @@ STR16 zOptionsToggleText[] =
|
||||
#ifdef ENABLE_ZOMBIES
|
||||
L"Allow Zombies", // Flugente Zombies 1.0
|
||||
#endif
|
||||
|
||||
L"Enable inventory popups", // the_bob : enable popups for picking items from sector inv
|
||||
L"--Cheat Mode Options--", // TOPTION_CHEAT_MODE_OPTIONS_HEADER,
|
||||
L"Force Bobby Ray shipments", // force all pending Bobby Ray shipments
|
||||
L"-----------------", // TOPTION_CHEAT_MODE_OPTIONS_END
|
||||
@@ -5240,7 +5240,7 @@ STR16 zOptionsScreenHelpText[] =
|
||||
#ifdef ENABLE_ZOMBIES
|
||||
L"When ON, zombies will spawn. Be aware!", // allow zombies
|
||||
#endif
|
||||
|
||||
L"When ON, enables popup boxes that appear when you left click on empty merc inventory slots while viewing sector inventory in mapscreen.",
|
||||
L"(text not rendered)TOPTION_CHEAT_MODE_OPTIONS_HEADER",
|
||||
L"Force all pending Bobby Ray shipments",
|
||||
L"(text not rendered)TOPTION_CHEAT_MODE_OPTIONS_END",
|
||||
@@ -7363,4 +7363,16 @@ STR16 zNewTacticalMessages[]=
|
||||
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"In order to use the editor, please select a campaign other than the default.", ///@@new
|
||||
};
|
||||
|
||||
// The_bob : pocket popup text defs
|
||||
STR16 gszPocketPopupText[]=
|
||||
{
|
||||
L"Grenade launchers", // POCKET_POPUP_GRENADE_LAUNCHERS,
|
||||
L"Rocket launchers", // POCKET_POPUP_ROCKET_LAUNCHERS
|
||||
L"Melee & thrown weapons", // POCKET_POPUP_MEELE_AND_THROWN
|
||||
L"- no matching ammo -", //POCKET_POPUP_NO_AMMO
|
||||
L"- no guns in inventory -", //POCKET_POPUP_NO_GUNS
|
||||
L"more...", //POCKET_POPUP_MOAR
|
||||
};
|
||||
|
||||
#endif //ENGLISH
|
||||
|
||||
+14
-2
@@ -5115,7 +5115,7 @@ STR16 zOptionsToggleText[] =
|
||||
#ifdef ENABLE_ZOMBIES
|
||||
L"Allow Zombies", // Flugente Zombies 1.0
|
||||
#endif
|
||||
|
||||
L"Enable inventory popups", // the_bob : enable popups for picking items from sector inv // TODO.Translate
|
||||
L"--Cheat Mode Options--", // TOPTION_CHEAT_MODE_OPTIONS_HEADER,
|
||||
L"Forcer envois Bobby Ray", // force all pending Bobby Ray shipments
|
||||
L"-----------------", // TOPTION_CHEAT_MODE_OPTIONS_END
|
||||
@@ -5231,7 +5231,7 @@ STR16 zOptionsScreenHelpText[] =
|
||||
#ifdef ENABLE_ZOMBIES
|
||||
L"When ON, zombies will span. Be aware!", // allow zombies // TODO.Translate
|
||||
#endif
|
||||
|
||||
L"When ON, enables popup boxes that appear when you left click on empty merc inventory slots while viewing sector inventory in mapscreen.", // TODO.Translate
|
||||
L"(text not rendered)TOPTION_CHEAT_MODE_OPTIONS_HEADER",
|
||||
L"Forcer tous les envois en attente de Bobby Ray",
|
||||
L"(text not rendered)TOPTION_CHEAT_MODE_OPTIONS_END",
|
||||
@@ -7348,4 +7348,16 @@ STR16 zNewTacticalMessages[]=
|
||||
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"Pour pouvoir utiliser l'éditeur, veuillez choisir une autre campagne que celle par défaut.", ///@@new
|
||||
};
|
||||
|
||||
// The_bob : pocket popup text defs // TODO.Translate
|
||||
STR16 gszPocketPopupText[]=
|
||||
{
|
||||
L"Grenade launchers", // POCKET_POPUP_GRENADE_LAUNCHERS,
|
||||
L"Rocket launchers", // POCKET_POPUP_ROCKET_LAUNCHERS
|
||||
L"Melee & thrown weapons", // POCKET_POPUP_MEELE_AND_THROWN
|
||||
L"- no matching ammo -", //POCKET_POPUP_NO_AMMO
|
||||
L"- no guns in inventory -", //POCKET_POPUP_NO_GUNS
|
||||
L"more...", //POCKET_POPUP_MOAR
|
||||
};
|
||||
|
||||
#endif //FRENCH
|
||||
|
||||
+15
-3
@@ -4971,9 +4971,9 @@ STR16 zOptionsToggleText[] =
|
||||
#endif
|
||||
|
||||
#ifdef ENABLE_ZOMBIES
|
||||
L"Allow Zombies", // Flugente Zombies 1.0
|
||||
L"Zombies erlauben", // Flugente Zombies 1.0
|
||||
#endif
|
||||
|
||||
L"Inventar Popup-Menüs", // the_bob : enable popups for picking items from sector inv
|
||||
L"--Cheat Mode Options--", // TOPTION_CHEAT_MODE_OPTIONS_HEADER,
|
||||
L"Erzwinge BR Lieferung", // force all pending Bobby Ray shipments
|
||||
L"-----------------", // TOPTION_CHEAT_MODE_OPTIONS_END
|
||||
@@ -5089,7 +5089,7 @@ STR16 zOptionsScreenHelpText[] =
|
||||
#ifdef ENABLE_ZOMBIES
|
||||
L"Wenn diese Funktion aktiviert ist, können Tote als Zombies wieder auferstehen. Seien Sie auf der Hut!",
|
||||
#endif
|
||||
|
||||
L"Wenn diese Funktion aktiviert ist, und Sie mit der linken Maustaste auf einen freien Söldner-Inventarplatz klicken (während das Sektor-Inventar angezeigt wird), wird ein hilfreiches Popup-Menü eingeblendet.",
|
||||
L"(text not rendered)TOPTION_CHEAT_MODE_OPTIONS_HEADER",
|
||||
L"Force all pending Bobby Ray shipments",
|
||||
L"(text not rendered)TOPTION_CHEAT_MODE_OPTIONS_END",
|
||||
@@ -7190,4 +7190,16 @@ STR16 zNewTacticalMessages[]=
|
||||
L"Sie haben die Kampagne %S gewählt. Diese ist eine vom Spieler modifizierte Version der Originalkampagne von JA2UB. Möchten Sie die Kampagne %S spielen?",
|
||||
L"Um den Editor zu benutzen, müssen Sie eine andere als die Standardkampgane auswählen.",
|
||||
};
|
||||
|
||||
// The_bob : pocket popup text defs
|
||||
STR16 gszPocketPopupText[]=
|
||||
{
|
||||
L"Granatwerfer", // POCKET_POPUP_GRENADE_LAUNCHERS,
|
||||
L"Raketenwerfer", // POCKET_POPUP_ROCKET_LAUNCHERS
|
||||
L"Hand- & Wurfwaffen", // POCKET_POPUP_MEELE_AND_THROWN
|
||||
L"- keine passende Munition -", //POCKET_POPUP_NO_AMMO
|
||||
L"- keine Waffen im Inventar -", //POCKET_POPUP_NO_GUNS
|
||||
L"weitere...", //POCKET_POPUP_MOAR
|
||||
};
|
||||
|
||||
#endif //GERMAN
|
||||
|
||||
+14
-2
@@ -5110,7 +5110,7 @@ STR16 zOptionsToggleText[] =
|
||||
#ifdef ENABLE_ZOMBIES
|
||||
L"Allow Zombies", // Flugente Zombies 1.0
|
||||
#endif
|
||||
|
||||
L"Enable inventory popups", // the_bob : enable popups for picking items from sector inv // TODO.Translate
|
||||
L"--Cheat Mode Options--", // TOPTION_CHEAT_MODE_OPTIONS_HEADER,
|
||||
L"Force Bobby Ray shipments", // force all pending Bobby Ray shipments
|
||||
L"-----------------", // TOPTION_CHEAT_MODE_OPTIONS_END
|
||||
@@ -5226,7 +5226,7 @@ STR16 zOptionsScreenHelpText[] =
|
||||
#ifdef ENABLE_ZOMBIES
|
||||
L"When ON, zombies will span. Be aware!", // allow zombies // TODO.Translate
|
||||
#endif
|
||||
|
||||
L"When ON, enables popup boxes that appear when you left click on empty merc inventory slots while viewing sector inventory in mapscreen.", // TODO.Translate
|
||||
L"(text not rendered)TOPTION_CHEAT_MODE_OPTIONS_HEADER",
|
||||
L"Force all pending Bobby Ray shipments",
|
||||
L"(text not rendered)TOPTION_CHEAT_MODE_OPTIONS_END",
|
||||
@@ -7361,4 +7361,16 @@ STR16 zNewTacticalMessages[]=
|
||||
L"Hai selezionato la campagna %S. Questa campagna è una versione amatoriale della campagna originale di Unfinished Business. Sei sicuro di voler giocare la campagna %S?",
|
||||
L"Per usare l'editor, selezionare una campagna diversa da quella di default.",
|
||||
};
|
||||
|
||||
// The_bob : pocket popup text defs // TODO.Translate
|
||||
STR16 gszPocketPopupText[]=
|
||||
{
|
||||
L"Grenade launchers", // POCKET_POPUP_GRENADE_LAUNCHERS,
|
||||
L"Rocket launchers", // POCKET_POPUP_ROCKET_LAUNCHERS
|
||||
L"Melee & thrown weapons", // POCKET_POPUP_MEELE_AND_THROWN
|
||||
L"- no matching ammo -", //POCKET_POPUP_NO_AMMO
|
||||
L"- no guns in inventory -", //POCKET_POPUP_NO_GUNS
|
||||
L"more...", //POCKET_POPUP_MOAR
|
||||
};
|
||||
|
||||
#endif //ITALIAN
|
||||
|
||||
+13
-2
@@ -5122,7 +5122,7 @@ STR16 zOptionsToggleText[] =
|
||||
#ifdef ENABLE_ZOMBIES
|
||||
L"Allow Zombies", // Flugente Zombies 1.0
|
||||
#endif
|
||||
|
||||
L"Enable inventory popups", // the_bob : enable popups for picking items from sector inv // TODO.Translate
|
||||
L"--Cheat Mode Options--", // TOPTION_CHEAT_MODE_OPTIONS_HEADER,
|
||||
L"Force Bobby Ray shipments", // force all pending Bobby Ray shipments
|
||||
L"-----------------", // TOPTION_CHEAT_MODE_OPTIONS_END
|
||||
@@ -5238,7 +5238,7 @@ STR16 zOptionsScreenHelpText[] =
|
||||
#ifdef ENABLE_ZOMBIES
|
||||
L"When ON, zombies will span. Be aware!", // allow zombies // TODO.Translate
|
||||
#endif
|
||||
|
||||
L"When ON, enables popup boxes that appear when you left click on empty merc inventory slots while viewing sector inventory in mapscreen.", // TODO.Translate
|
||||
L"(text not rendered)TOPTION_CHEAT_MODE_OPTIONS_HEADER",
|
||||
L"WymuŚ wszystkie oczekiwane dostawy od Bobby Ray's.",
|
||||
L"(text not rendered)TOPTION_CHEAT_MODE_OPTIONS_END",
|
||||
@@ -7374,4 +7374,15 @@ STR16 zNewTacticalMessages[]=
|
||||
L"Żeby użyć edytora powinieneś wcześniej wybrać kampanię inną niż standardowa.", ///@@new
|
||||
};
|
||||
|
||||
// The_bob : pocket popup text defs // TODO.Translate
|
||||
STR16 gszPocketPopupText[]=
|
||||
{
|
||||
L"Grenade launchers", // POCKET_POPUP_GRENADE_LAUNCHERS,
|
||||
L"Rocket launchers", // POCKET_POPUP_ROCKET_LAUNCHERS
|
||||
L"Melee & thrown weapons", // POCKET_POPUP_MEELE_AND_THROWN
|
||||
L"- no matching ammo -", //POCKET_POPUP_NO_AMMO
|
||||
L"- no guns in inventory -", //POCKET_POPUP_NO_GUNS
|
||||
L"more...", //POCKET_POPUP_MOAR
|
||||
};
|
||||
|
||||
#endif //POLISH
|
||||
|
||||
+13
-2
@@ -5105,7 +5105,7 @@ STR16 zOptionsToggleText[] =
|
||||
#ifdef ENABLE_ZOMBIES
|
||||
L"Allow Zombies", // Flugente Zombies 1.0
|
||||
#endif
|
||||
|
||||
L"Enable inventory popups", // the_bob : enable popups for picking items from sector inv // TODO.Translate
|
||||
L"--Читерские настройки--", // TOPTION_CHEAT_MODE_OPTIONS_HEADER,
|
||||
L"Ускорить доставку Бобби Рэя", // force all pending Bobby Ray shipments
|
||||
L"-----------------", // TOPTION_CHEAT_MODE_OPTIONS_END
|
||||
@@ -5221,7 +5221,7 @@ STR16 zOptionsScreenHelpText[] =
|
||||
#ifdef ENABLE_ZOMBIES
|
||||
L"When ON, zombies will span. Be aware!", // allow zombies // TODO.Translate
|
||||
#endif
|
||||
|
||||
L"When ON, enables popup boxes that appear when you left click on empty merc inventory slots while viewing sector inventory in mapscreen.", // TODO.Translate
|
||||
L"(text not rendered)TOPTION_CHEAT_MODE_OPTIONS_HEADER",
|
||||
L"Выберите этот пункт чтобы груз Бобби Рэя прибыл немедленно.",
|
||||
L"(text not rendered)TOPTION_CHEAT_MODE_OPTIONS_END",
|
||||
@@ -7340,4 +7340,15 @@ STR16 zNewTacticalMessages[]=
|
||||
L"Чтобы воспользоваться редактором, смените кампанию по умолчанию на другую.",
|
||||
};
|
||||
|
||||
// The_bob : pocket popup text defs // TODO.Translate
|
||||
STR16 gszPocketPopupText[]=
|
||||
{
|
||||
L"Grenade launchers", // POCKET_POPUP_GRENADE_LAUNCHERS,
|
||||
L"Rocket launchers", // POCKET_POPUP_ROCKET_LAUNCHERS
|
||||
L"Melee & thrown weapons", // POCKET_POPUP_MEELE_AND_THROWN
|
||||
L"- no matching ammo -", //POCKET_POPUP_NO_AMMO
|
||||
L"- no guns in inventory -", //POCKET_POPUP_NO_GUNS
|
||||
L"more...", //POCKET_POPUP_MOAR
|
||||
};
|
||||
|
||||
#endif //RUSSIAN
|
||||
|
||||
@@ -5126,7 +5126,7 @@ STR16 zOptionsToggleText[] =
|
||||
#ifdef ENABLE_ZOMBIES
|
||||
L"Allow Zombies", // Flugente Zombies 1.0
|
||||
#endif
|
||||
|
||||
L"Enable inventory popups", // the_bob : enable popups for picking items from sector inv // TODO.Translate
|
||||
L"--Cheat Mode Options--", // TOPTION_CHEAT_MODE_OPTIONS_HEADER,
|
||||
L"Force Bobby Ray shipments", // force all pending Bobby Ray shipments
|
||||
L"-----------------", // TOPTION_CHEAT_MODE_OPTIONS_END
|
||||
@@ -5242,7 +5242,7 @@ STR16 zOptionsScreenHelpText[] =
|
||||
#ifdef ENABLE_ZOMBIES
|
||||
L"When ON, zombies will span. Be aware!", // allow zombies // TODO.Translate
|
||||
#endif
|
||||
|
||||
L"When ON, enables popup boxes that appear when you left click on empty merc inventory slots while viewing sector inventory in mapscreen.", // TODO.Translate
|
||||
L"(text not rendered)TOPTION_CHEAT_MODE_OPTIONS_HEADER",
|
||||
L"Force all pending Bobby Ray shipments",
|
||||
L"(text not rendered)TOPTION_CHEAT_MODE_OPTIONS_END",
|
||||
@@ -7376,4 +7376,16 @@ STR16 zNewTacticalMessages[]=
|
||||
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"In order to use the editor, please select a campaign other than the default.", ///@@new
|
||||
};
|
||||
|
||||
// The_bob : pocket popup text defs // TODO.Translate
|
||||
STR16 gszPocketPopupText[]=
|
||||
{
|
||||
L"Grenade launchers", // POCKET_POPUP_GRENADE_LAUNCHERS,
|
||||
L"Rocket launchers", // POCKET_POPUP_ROCKET_LAUNCHERS
|
||||
L"Melee & thrown weapons", // POCKET_POPUP_MEELE_AND_THROWN
|
||||
L"- no matching ammo -", //POCKET_POPUP_NO_AMMO
|
||||
L"- no guns in inventory -", //POCKET_POPUP_NO_GUNS
|
||||
L"more...", //POCKET_POPUP_MOAR
|
||||
};
|
||||
|
||||
#endif //TAIWANESE
|
||||
|
||||
Reference in New Issue
Block a user