diff --git a/GameSettings.cpp b/GameSettings.cpp index aee756cc..b7b62e66 100644 --- a/GameSettings.cpp +++ b/GameSettings.cpp @@ -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 diff --git a/GameSettings.h b/GameSettings.h index fc9c4cc8..9d58eb97 100644 --- a/GameSettings.h +++ b/GameSettings.h @@ -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 diff --git a/Strategic/mapscreen.cpp b/Strategic/mapscreen.cpp index c4ed8a93..baef233c 100644 --- a/Strategic/mapscreen.cpp +++ b/Strategic/mapscreen.cpp @@ -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; diff --git a/Tactical/Interface Items.cpp b/Tactical/Interface Items.cpp index d0c85373..26041175 100644 --- a/Tactical/Interface Items.cpp +++ b/Tactical/Interface Items.cpp @@ -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 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 { diff --git a/Utils/Text.h b/Utils/Text.h index 995bad22..732c2dbc 100644 --- a/Utils/Text.h +++ b/Utils/Text.h @@ -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 { diff --git a/Utils/_ChineseText.cpp b/Utils/_ChineseText.cpp index 8e4c3722..2b9ad1b3 100644 --- a/Utils/_ChineseText.cpp +++ b/Utils/_ChineseText.cpp @@ -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 diff --git a/Utils/_DutchText.cpp b/Utils/_DutchText.cpp index 28a8eec6..6fc2913d 100644 --- a/Utils/_DutchText.cpp +++ b/Utils/_DutchText.cpp @@ -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 diff --git a/Utils/_EnglishText.cpp b/Utils/_EnglishText.cpp index c0635a68..6a00948b 100644 --- a/Utils/_EnglishText.cpp +++ b/Utils/_EnglishText.cpp @@ -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 diff --git a/Utils/_FrenchText.cpp b/Utils/_FrenchText.cpp index 15fd99fd..d6b68350 100644 --- a/Utils/_FrenchText.cpp +++ b/Utils/_FrenchText.cpp @@ -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 diff --git a/Utils/_GermanText.cpp b/Utils/_GermanText.cpp index f45c344f..630f4c41 100644 --- a/Utils/_GermanText.cpp +++ b/Utils/_GermanText.cpp @@ -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 diff --git a/Utils/_ItalianText.cpp b/Utils/_ItalianText.cpp index 14b0444c..a097f388 100644 --- a/Utils/_ItalianText.cpp +++ b/Utils/_ItalianText.cpp @@ -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 diff --git a/Utils/_PolishText.cpp b/Utils/_PolishText.cpp index 4e93353c..67b7c2b2 100644 --- a/Utils/_PolishText.cpp +++ b/Utils/_PolishText.cpp @@ -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 diff --git a/Utils/_RussianText.cpp b/Utils/_RussianText.cpp index 07321018..b2bce73c 100644 --- a/Utils/_RussianText.cpp +++ b/Utils/_RussianText.cpp @@ -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 diff --git a/Utils/_TaiwaneseText.cpp b/Utils/_TaiwaneseText.cpp index da49c51f..b9238e35 100644 --- a/Utils/_TaiwaneseText.cpp +++ b/Utils/_TaiwaneseText.cpp @@ -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