- 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:
Wanne
2012-07-23 14:01:08 +00:00
parent 609047e333
commit c265a63b28
14 changed files with 248 additions and 42 deletions
+6
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@@ -243,6 +243,7 @@ BOOLEAN LoadGameSettings()
gGameSettings.fOptions[TOPTION_QUIET_REPAIRING] = iniReader.ReadBoolean("JA2 Game Settings","TOPTION_QUIET_REPAIRING" , FALSE );
gGameSettings.fOptions[TOPTION_QUIET_DOCTORING] = iniReader.ReadBoolean("JA2 Game Settings","TOPTION_QUIET_DOCTORING" , FALSE );
#ifdef USE_HIGHSPEED_GAMELOOP_TIMER
if (!is_networked)
gGameSettings.fOptions[TOPTION_AUTO_FAST_FORWARD_MODE] = iniReader.ReadBoolean("JA2 Game Settings","TOPTION_AUTO_FAST_FORWARD_MODE" , FALSE );
@@ -258,6 +259,8 @@ BOOLEAN LoadGameSettings()
gGameSettings.fOptions[TOPTION_ZOMBIES] = iniReader.ReadBoolean("JA2 Game Settings","TOPTION_ZOMBIES" , FALSE );
#endif
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
gGameSettings.fOptions[NUM_ALL_GAME_OPTIONS] = iniReader.ReadBoolean("JA2 Game Settings","NUM_ALL_GAME_OPTIONS" , FALSE );
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.
@@ -422,6 +425,7 @@ BOOLEAN SaveGameSettings()
#ifdef ENABLE_ZOMBIES
settings << "TOPTION_ZOMBIES = " << (gGameSettings.fOptions[TOPTION_ZOMBIES] ? "TRUE" : "FALSE" ) << endl;
#endif
settings << "TOPTION_ENABLE_INVENTORY_POPUPS = " << (gGameSettings.fOptions[TOPTION_ENABLE_INVENTORY_POPUPS] ? "TRUE" : "FALSE" ) << endl; // the_bob : enable popups for picking items from sector inv
settings << "TOPTION_CHEAT_MODE_OPTIONS_HEADER = " << (gGameSettings.fOptions[TOPTION_CHEAT_MODE_OPTIONS_HEADER] ? "TRUE" : "FALSE" ) << endl;
settings << "TOPTION_FORCE_BOBBY_RAY_SHIPMENTS = " << (gGameSettings.fOptions[TOPTION_FORCE_BOBBY_RAY_SHIPMENTS] ? "TRUE" : "FALSE" ) << endl;
@@ -558,6 +562,8 @@ void InitGameSettings()
gGameSettings.fOptions[ TOPTION_ZOMBIES ] = FALSE; // Flugente Zombies 1.0
#endif
gGameSettings.fOptions[ TOPTION_ENABLE_INVENTORY_POPUPS ] = TRUE; // the_bob : enable popups for picking items from sector inv
// arynn: Cheat/Debug Menu
gGameSettings.fOptions[ TOPTION_CHEAT_MODE_OPTIONS_HEADER ] = FALSE;
gGameSettings.fOptions[ TOPTION_FORCE_BOBBY_RAY_SHIPMENTS ] = FALSE; // force all pending Bobby Ray shipments
+2
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@@ -99,6 +99,8 @@ enum
TOPTION_ZOMBIES, // Flugente Zombies 1.0: allow zombies
#endif
TOPTION_ENABLE_INVENTORY_POPUPS, // the_bob : enable popups for picking items from sector inv
// arynn: Debug/Cheat
TOPTION_CHEAT_MODE_OPTIONS_HEADER,
TOPTION_FORCE_BOBBY_RAY_SHIPMENTS, // force all pending Bobby Ray shipments
+10 -4
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@@ -9459,10 +9459,16 @@ void MAPInvClickCallback( MOUSE_REGION *pRegion, INT32 iReason )
if ( pSoldier->inv[ uiHandPos ].exists() == false )
{
if ( _KeyDown(CTRL) ){
PocketPopupFull( pSoldier, uiHandPos ); // if ctrl is pressed, display all options
} else {
PocketPopupDefault( pSoldier, uiHandPos ); // display pocket-specific options
if (gGameSettings.fOptions[ TOPTION_ENABLE_INVENTORY_POPUPS ] == TRUE) // the_bob : enable popups for picking items from sector inv
{
if ( _KeyDown(CTRL) )
{
PocketPopupFull( pSoldier, uiHandPos ); // if ctrl is pressed, display all options
}
else
{
PocketPopupDefault( pSoldier, uiHandPos ); // display pocket-specific options
}
}
return;
+92 -18
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@@ -583,12 +583,88 @@ INV_DESC_REGIONS gODBItemDescRegions[4][8]; // Four regions of eight sub-regions
// ------------------- Attachment popup callbacks
INT16 getStatusOfLeastDamagedItemInStack( OBJECTTYPE * stack );
// BOB : globals for telling attachment popups _where_ should the attachment go
UINT8 gubPopupStatusIndex;
UINT32 guiPopupItemPos;
void popupCallbackItem(INT16 itemId){
OBJECTTYPE* bestStack;
std::map<UINT32,INT16> bestItemsStatus;
for(UINT16 i = 0; i < pInventoryPoolList.size(); i++)
{
OBJECTTYPE * currentStack = &pInventoryPoolList[i].object;
UINT16 currentItem = currentStack->usItem;
if( currentItem == itemId )
{
INT16 leastDamagedStatus = getStatusOfLeastDamagedItemInStack( currentStack );
if( bestItemsStatus[ currentItem ] < leastDamagedStatus ){ // either not indexed yet or worse then current
bestItemsStatus[ currentItem ] = leastDamagedStatus;
bestStack = currentStack;
}
} // found item
} // inv loop
// if this is a stack, try to find the least damaged object
if( bestStack->ubNumberOfObjects > 1 ){
UINT8 numObjectsToPlace = 1;
for (UINT8 j = 1; j <= numObjectsToPlace; j++){
UINT16 i = 0, leastDamagedIndex = 0;
INT16 leastDamagedStatus = 0;
StackedObjects::iterator p = bestStack->objectStack.begin();
while(p != bestStack->objectStack.end()) {
if( p->data.objectStatus > leastDamagedStatus ){
leastDamagedIndex = i;
leastDamagedStatus = p->data.objectStatus;
}
i++;p++;
}
OBJECTTYPE pObjTmp;
pObjTmp.initialize();
if( bestStack->RemoveObjectAtIndex(leastDamagedIndex, &pObjTmp) ){
gpItemPointer = &pObjTmp; // pick up the object (or stack)
DoAttachment((UINT8)gubPopupStatusIndex, guiPopupItemPos); // try to attach it
//gpItemPointer = NULL; // dont drop it!
gItemDescAttachmentPopups[giActiveAttachmentPopup]->hide();
RenderItemDescriptionBox();
giActiveAttachmentPopup = -1;
//UpdateAttachmentTooltips(gpItemDescObject, gubItemDescStatusIndex);
return;
}
}
} else {
gpItemPointer = bestStack; // pick up the object (or stack)
DoAttachment((UINT8)gubPopupStatusIndex, guiPopupItemPos); // try to attach it
gpItemPointer = NULL; // and drop it
gItemDescAttachmentPopups[giActiveAttachmentPopup]->hide();
RenderItemDescriptionBox();
giActiveAttachmentPopup = -1;
//UpdateAttachmentTooltips(gpItemDescObject, gubItemDescStatusIndex);
return;
}
/*
for(UINT16 i = 0; i < pInventoryPoolList.size(); i++){
if( pInventoryPoolList[i].object.usItem == itemId ) {
@@ -605,7 +681,7 @@ void popupCallbackItem(INT16 itemId){
}
}
*/
}
bool popupCallbackItemInSector(INT16 itemId){
@@ -1969,7 +2045,7 @@ void addItemsToPocketPopup( SOLDIERTYPE *pSoldier, INT16 sPocket, POPUP* popup,
if( optsTotal > 0 && optsTotal%15 == 0 ){ // divide to subBoxes every 10 items
POPUP * currPopupTmp = currPopup->addSubMenuOption( new std::wstring(L"more...") ); // the new popup
POPUP * currPopupTmp = currPopup->addSubMenuOption( new std::wstring( gszPocketPopupText[POCKET_POPUP_MOAR] ) ); // the new popup
POPUP_SUB_POPUP_OPTION * currSubPopupTmp = currPopup->getSubPopupOption( currPopup->subPopupOptionCount-1 ); // the sub-popup option in prev popup
@@ -2044,7 +2120,7 @@ void addWeaponGroupsToPocketPopup( SOLDIERTYPE *pSoldier, INT16 sPocket, POPUP*
POPUP * subPopup = NULL;
subPopup = popup->addSubMenuOption( new std::wstring(L"Guns") );
subPopup = popup->addSubMenuOption( new std::wstring(BobbyRFilter[17]/*Guns*/) );
popup->getSubPopupOption( popup->subPopupOptionCount-1 )->setPopupPosition( 10,
10,
POPUP_POSITION_RELATIVE );
@@ -2072,21 +2148,20 @@ void addWeaponGroupsToPocketPopup( SOLDIERTYPE *pSoldier, INT16 sPocket, POPUP*
}
subPopup = popup->addSubMenuOption( new std::wstring(L"Grenade launchers") );
subPopup = popup->addSubMenuOption( new std::wstring( gszPocketPopupText[POCKET_POPUP_GRENADE_LAUNCHERS] ) );
popup->getSubPopupOption( popup->subPopupOptionCount-1 )->setPopupPosition( 10,
10,
POPUP_POSITION_RELATIVE );
addItemsToPocketPopup( pSoldier, sPocket, subPopup, IC_LAUNCHER, -1, -1, 0 );
subPopup = popup->addSubMenuOption( new std::wstring(L"Rocket launchers") );
subPopup = popup->addSubMenuOption( new std::wstring( gszPocketPopupText[POCKET_POPUP_ROCKET_LAUNCHERS] ) );
popup->getSubPopupOption( popup->subPopupOptionCount-1 )->setPopupPosition( 10,
10,
POPUP_POSITION_RELATIVE );
addItemsToPocketPopup( pSoldier, sPocket, subPopup, IC_GUN, -1, 0, 0);
subPopup = popup->addSubMenuOption( new std::wstring(L"Melee & thrown weapons") );
subPopup = popup->addSubMenuOption( new std::wstring( gszPocketPopupText[POCKET_POPUP_MEELE_AND_THROWN] ) );
popup->getSubPopupOption( popup->subPopupOptionCount-1 )->setPopupPosition( 10,
10,
POPUP_POSITION_RELATIVE );
@@ -2204,7 +2279,7 @@ void addAmmoToPocketPopup( SOLDIERTYPE *pSoldier, INT16 sPocket, POPUP* popup ){
} // mag loop
if (!ammoFound){
POPUP_OPTION * o = popup->addOption( &std::wstring( L"- no matching ammo -" ), NULL );
POPUP_OPTION * o = popup->addOption( &std::wstring( gszPocketPopupText[POCKET_POPUP_NO_AMMO] ), NULL );
o->color_shade = COLOR_RED;
}
@@ -2214,7 +2289,7 @@ void addAmmoToPocketPopup( SOLDIERTYPE *pSoldier, INT16 sPocket, POPUP* popup ){
} // found guns
else
{
POPUP_OPTION * o = popup->addOption( &std::wstring( L"- no guns in inventory -" ), NULL );
POPUP_OPTION * o = popup->addOption( &std::wstring( gszPocketPopupText[POCKET_POPUP_NO_GUNS] ), NULL );
o->color_shade = COLOR_RED;
}
@@ -2287,37 +2362,36 @@ void PocketPopupFull( SOLDIERTYPE *pSoldier, INT16 sPocket ){
POPUP * subPopup = NULL;
subPopup = popup->addSubMenuOption( new std::wstring(L"Weapons") );
subPopup = popup->addSubMenuOption( new std::wstring( iEditorItemsToolbarText[0]/*Weapons*/ ) );
popup->getSubPopupOption( popup->subPopupOptionCount-1 )->setPopupPosition( 10,10,POPUP_POSITION_RELATIVE );
addWeaponGroupsToPocketPopup( pSoldier, sPocket, subPopup );
subPopup = popup->addSubMenuOption( new std::wstring(L"Ammo") );
subPopup = popup->addSubMenuOption( new std::wstring( BobbyRText[BOBBYR_GUNS_AMMO]/*Ammo*/ ) );
popup->getSubPopupOption( popup->subPopupOptionCount-1 )->setPopupPosition( 10,10,POPUP_POSITION_RELATIVE );
addAmmoToPocketPopup( pSoldier, sPocket, subPopup );
subPopup = popup->addSubMenuOption( new std::wstring(L"Armor") );
subPopup = popup->addSubMenuOption( new std::wstring( BobbyRText[BOBBYR_GUNS_ARMOR]/*Amour*/ ) );
popup->getSubPopupOption( popup->subPopupOptionCount-1 )->setPopupPosition( 10,10,POPUP_POSITION_RELATIVE );
addArmorToPocketPopup( pSoldier, sPocket, subPopup );
subPopup = popup->addSubMenuOption( new std::wstring(L"LBE") );
subPopup = popup->addSubMenuOption( new std::wstring( BobbyRFilter[BOBBYR_FILTER_USED_LBEGEAR] /*"LBE"*/) );
popup->getSubPopupOption( popup->subPopupOptionCount-1 )->setPopupPosition( 10,10,POPUP_POSITION_RELATIVE );
addLBEToPocketPopup( pSoldier, sPocket, subPopup );
subPopup = popup->addSubMenuOption( new std::wstring(L"Grenades") );
subPopup = popup->addSubMenuOption( new std::wstring( BobbyRFilter[BOBBYR_FILTER_MISC_GRENADE]/*Grenades*/ ) );
popup->getSubPopupOption( popup->subPopupOptionCount-1 )->setPopupPosition( 10,10,POPUP_POSITION_RELATIVE );
addGrenadesToPocketPopup( pSoldier, sPocket, subPopup );
subPopup = popup->addSubMenuOption( new std::wstring(L"Bombs") );
subPopup = popup->addSubMenuOption( new std::wstring( BobbyRFilter[BOBBYR_FILTER_MISC_BOMB] ) );
popup->getSubPopupOption( popup->subPopupOptionCount-1 )->setPopupPosition( 10,10,POPUP_POSITION_RELATIVE );
addBombsToPocketPopup( pSoldier, sPocket, subPopup );
subPopup = popup->addSubMenuOption( new std::wstring(L"Face Gear") );
subPopup = popup->addSubMenuOption( new std::wstring( BobbyRFilter[BOBBYR_FILTER_MISC_FACE] ) );
popup->getSubPopupOption( popup->subPopupOptionCount-1 )->setPopupPosition( 10,10,POPUP_POSITION_RELATIVE );
addFaceGearToPocketPopup( pSoldier, sPocket, subPopup );
popup->show();
}
}
/*
@@ -2390,7 +2464,7 @@ void PocketPopupDefault( SOLDIERTYPE *pSoldier, INT16 sPocket ){
// default for LBE slots - grenades + ammo for merc's guns
addAmmoToPocketPopup( pSoldier, sPocket, popup );
POPUP * subPopup = popup->addSubMenuOption( new std::wstring(L"Grenades") );
POPUP * subPopup = popup->addSubMenuOption( new std::wstring( BobbyRFilter[28]/*Grenades*/ ) );
popup->getSubPopupOption( popup->subPopupOptionCount-1 )->setPopupPosition( 10,10,POPUP_POSITION_RELATIVE );
addGrenadesToPocketPopup( pSoldier, sPocket, subPopup );
} else {
+13 -1
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@@ -2172,7 +2172,19 @@ enum
};
extern STR16 Additional113Text[];
extern STR16 ranks[];
extern STR16 ranks[];
//extern STR16 ranks[];
enum
{
POCKET_POPUP_GRENADE_LAUNCHERS,
POCKET_POPUP_ROCKET_LAUNCHERS,
POCKET_POPUP_MEELE_AND_THROWN,
POCKET_POPUP_NO_AMMO,
POCKET_POPUP_NO_GUNS,
POCKET_POPUP_MOAR
};
extern STR16 gszPocketPopupText[];
// Enumeration support
typedef struct Str8EnumLookupType {
+14 -2
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@@ -5126,7 +5126,7 @@ STR16 zOptionsToggleText[] =
#ifdef ENABLE_ZOMBIES
L"Allow Zombies", // TODO.Translate
#endif
L"Enable inventory popups", // the_bob : enable popups for picking items from sector inv // TODO.Translate
L"--作弊模式选项--", // TOPTION_CHEAT_MODE_OPTIONS_HEADER,
L"强制 Bobby Ray 送货", // 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"强制 Bobby Ray 出货",
L"(text not rendered)TOPTION_CHEAT_MODE_OPTIONS_END",
@@ -7378,4 +7378,16 @@ STR16 zNewTacticalMessages[]=
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?",
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。",
};
// 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 //CHINESE
+14 -2
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@@ -5125,7 +5125,7 @@ STR16 zOptionsToggleText[] =
#ifdef ENABLE_ZOMBIES
L"Allow Zombies", // TODO.Translate
#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
@@ -5241,7 +5241,7 @@ 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",
@@ -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
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@@ -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
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@@ -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
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@@ -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
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@@ -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
View File
@@ -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
View File
@@ -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
+14 -2
View File
@@ -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