- 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_REPAIRING] = iniReader.ReadBoolean("JA2 Game Settings","TOPTION_QUIET_REPAIRING" , FALSE );
gGameSettings.fOptions[TOPTION_QUIET_DOCTORING] = iniReader.ReadBoolean("JA2 Game Settings","TOPTION_QUIET_DOCTORING" , FALSE ); gGameSettings.fOptions[TOPTION_QUIET_DOCTORING] = iniReader.ReadBoolean("JA2 Game Settings","TOPTION_QUIET_DOCTORING" , FALSE );
#ifdef USE_HIGHSPEED_GAMELOOP_TIMER #ifdef USE_HIGHSPEED_GAMELOOP_TIMER
if (!is_networked) if (!is_networked)
gGameSettings.fOptions[TOPTION_AUTO_FAST_FORWARD_MODE] = iniReader.ReadBoolean("JA2 Game Settings","TOPTION_AUTO_FAST_FORWARD_MODE" , FALSE ); 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 ); gGameSettings.fOptions[TOPTION_ZOMBIES] = iniReader.ReadBoolean("JA2 Game Settings","TOPTION_ZOMBIES" , FALSE );
#endif #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 ); 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. 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 #ifdef ENABLE_ZOMBIES
settings << "TOPTION_ZOMBIES = " << (gGameSettings.fOptions[TOPTION_ZOMBIES] ? "TRUE" : "FALSE" ) << endl; settings << "TOPTION_ZOMBIES = " << (gGameSettings.fOptions[TOPTION_ZOMBIES] ? "TRUE" : "FALSE" ) << endl;
#endif #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_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; 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 gGameSettings.fOptions[ TOPTION_ZOMBIES ] = FALSE; // Flugente Zombies 1.0
#endif #endif
gGameSettings.fOptions[ TOPTION_ENABLE_INVENTORY_POPUPS ] = TRUE; // the_bob : enable popups for picking items from sector inv
// arynn: Cheat/Debug Menu // arynn: Cheat/Debug Menu
gGameSettings.fOptions[ TOPTION_CHEAT_MODE_OPTIONS_HEADER ] = FALSE; gGameSettings.fOptions[ TOPTION_CHEAT_MODE_OPTIONS_HEADER ] = FALSE;
gGameSettings.fOptions[ TOPTION_FORCE_BOBBY_RAY_SHIPMENTS ] = FALSE; // force all pending Bobby Ray shipments 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 TOPTION_ZOMBIES, // Flugente Zombies 1.0: allow zombies
#endif #endif
TOPTION_ENABLE_INVENTORY_POPUPS, // the_bob : enable popups for picking items from sector inv
// arynn: Debug/Cheat // arynn: Debug/Cheat
TOPTION_CHEAT_MODE_OPTIONS_HEADER, TOPTION_CHEAT_MODE_OPTIONS_HEADER,
TOPTION_FORCE_BOBBY_RAY_SHIPMENTS, // force all pending Bobby Ray shipments 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 ( pSoldier->inv[ uiHandPos ].exists() == false )
{ {
if ( _KeyDown(CTRL) ){ if (gGameSettings.fOptions[ TOPTION_ENABLE_INVENTORY_POPUPS ] == TRUE) // the_bob : enable popups for picking items from sector inv
PocketPopupFull( pSoldier, uiHandPos ); // if ctrl is pressed, display all options {
} else { if ( _KeyDown(CTRL) )
PocketPopupDefault( pSoldier, uiHandPos ); // display pocket-specific options {
PocketPopupFull( pSoldier, uiHandPos ); // if ctrl is pressed, display all options
}
else
{
PocketPopupDefault( pSoldier, uiHandPos ); // display pocket-specific options
}
} }
return; 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 // ------------------- Attachment popup callbacks
INT16 getStatusOfLeastDamagedItemInStack( OBJECTTYPE * stack );
// BOB : globals for telling attachment popups _where_ should the attachment go // BOB : globals for telling attachment popups _where_ should the attachment go
UINT8 gubPopupStatusIndex; UINT8 gubPopupStatusIndex;
UINT32 guiPopupItemPos; UINT32 guiPopupItemPos;
void popupCallbackItem(INT16 itemId){ 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++){ for(UINT16 i = 0; i < pInventoryPoolList.size(); i++){
if( pInventoryPoolList[i].object.usItem == itemId ) { if( pInventoryPoolList[i].object.usItem == itemId ) {
@@ -605,7 +681,7 @@ void popupCallbackItem(INT16 itemId){
} }
} }
*/
} }
bool popupCallbackItemInSector(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 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 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; 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, popup->getSubPopupOption( popup->subPopupOptionCount-1 )->setPopupPosition( 10,
10, 10,
POPUP_POSITION_RELATIVE ); POPUP_POSITION_RELATIVE );
@@ -2072,21 +2148,20 @@ void addWeaponGroupsToPocketPopup( SOLDIERTYPE *pSoldier, INT16 sPocket, POPUP*
} }
subPopup = popup->addSubMenuOption( new std::wstring( gszPocketPopupText[POCKET_POPUP_GRENADE_LAUNCHERS] ) );
subPopup = popup->addSubMenuOption( new std::wstring(L"Grenade launchers") );
popup->getSubPopupOption( popup->subPopupOptionCount-1 )->setPopupPosition( 10, popup->getSubPopupOption( popup->subPopupOptionCount-1 )->setPopupPosition( 10,
10, 10,
POPUP_POSITION_RELATIVE ); POPUP_POSITION_RELATIVE );
addItemsToPocketPopup( pSoldier, sPocket, subPopup, IC_LAUNCHER, -1, -1, 0 ); 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, popup->getSubPopupOption( popup->subPopupOptionCount-1 )->setPopupPosition( 10,
10, 10,
POPUP_POSITION_RELATIVE ); POPUP_POSITION_RELATIVE );
addItemsToPocketPopup( pSoldier, sPocket, subPopup, IC_GUN, -1, 0, 0); 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, popup->getSubPopupOption( popup->subPopupOptionCount-1 )->setPopupPosition( 10,
10, 10,
POPUP_POSITION_RELATIVE ); POPUP_POSITION_RELATIVE );
@@ -2204,7 +2279,7 @@ void addAmmoToPocketPopup( SOLDIERTYPE *pSoldier, INT16 sPocket, POPUP* popup ){
} // mag loop } // mag loop
if (!ammoFound){ 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; o->color_shade = COLOR_RED;
} }
@@ -2214,7 +2289,7 @@ void addAmmoToPocketPopup( SOLDIERTYPE *pSoldier, INT16 sPocket, POPUP* popup ){
} // found guns } // found guns
else 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; o->color_shade = COLOR_RED;
} }
@@ -2287,37 +2362,36 @@ void PocketPopupFull( SOLDIERTYPE *pSoldier, INT16 sPocket ){
POPUP * subPopup = NULL; 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 ); popup->getSubPopupOption( popup->subPopupOptionCount-1 )->setPopupPosition( 10,10,POPUP_POSITION_RELATIVE );
addWeaponGroupsToPocketPopup( pSoldier, sPocket, subPopup ); 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 ); popup->getSubPopupOption( popup->subPopupOptionCount-1 )->setPopupPosition( 10,10,POPUP_POSITION_RELATIVE );
addAmmoToPocketPopup( pSoldier, sPocket, subPopup ); 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 ); popup->getSubPopupOption( popup->subPopupOptionCount-1 )->setPopupPosition( 10,10,POPUP_POSITION_RELATIVE );
addArmorToPocketPopup( pSoldier, sPocket, subPopup ); 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 ); popup->getSubPopupOption( popup->subPopupOptionCount-1 )->setPopupPosition( 10,10,POPUP_POSITION_RELATIVE );
addLBEToPocketPopup( pSoldier, sPocket, subPopup ); 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 ); popup->getSubPopupOption( popup->subPopupOptionCount-1 )->setPopupPosition( 10,10,POPUP_POSITION_RELATIVE );
addGrenadesToPocketPopup( pSoldier, sPocket, subPopup ); 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 ); popup->getSubPopupOption( popup->subPopupOptionCount-1 )->setPopupPosition( 10,10,POPUP_POSITION_RELATIVE );
addBombsToPocketPopup( pSoldier, sPocket, subPopup ); 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 ); popup->getSubPopupOption( popup->subPopupOptionCount-1 )->setPopupPosition( 10,10,POPUP_POSITION_RELATIVE );
addFaceGearToPocketPopup( pSoldier, sPocket, subPopup ); addFaceGearToPocketPopup( pSoldier, sPocket, subPopup );
popup->show(); popup->show();
} }
} }
/* /*
@@ -2390,7 +2464,7 @@ void PocketPopupDefault( SOLDIERTYPE *pSoldier, INT16 sPocket ){
// default for LBE slots - grenades + ammo for merc's guns // default for LBE slots - grenades + ammo for merc's guns
addAmmoToPocketPopup( pSoldier, sPocket, popup ); 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 ); popup->getSubPopupOption( popup->subPopupOptionCount-1 )->setPopupPosition( 10,10,POPUP_POSITION_RELATIVE );
addGrenadesToPocketPopup( pSoldier, sPocket, subPopup ); addGrenadesToPocketPopup( pSoldier, sPocket, subPopup );
} else { } else {
+13 -1
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@@ -2172,7 +2172,19 @@ enum
}; };
extern STR16 Additional113Text[]; extern STR16 Additional113Text[];
extern STR16 ranks[]; 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 // Enumeration support
typedef struct Str8EnumLookupType { typedef struct Str8EnumLookupType {
+14 -2
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@@ -5126,7 +5126,7 @@ STR16 zOptionsToggleText[] =
#ifdef ENABLE_ZOMBIES #ifdef ENABLE_ZOMBIES
L"Allow Zombies", // TODO.Translate L"Allow Zombies", // TODO.Translate
#endif #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"--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"强制 Bobby Ray 送货", // force all pending Bobby Ray shipments
L"-----------------", // TOPTION_CHEAT_MODE_OPTIONS_END L"-----------------", // TOPTION_CHEAT_MODE_OPTIONS_END
@@ -5242,7 +5242,7 @@ STR16 zOptionsScreenHelpText[] =
#ifdef ENABLE_ZOMBIES #ifdef ENABLE_ZOMBIES
L"When ON, zombies will span. Be aware!", // allow zombies // TODO.Translate L"When ON, zombies will span. Be aware!", // allow zombies // TODO.Translate
#endif #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"(text not rendered)TOPTION_CHEAT_MODE_OPTIONS_HEADER",
L"强制 Bobby Ray 出货", L"强制 Bobby Ray 出货",
L"(text not rendered)TOPTION_CHEAT_MODE_OPTIONS_END", 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"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。", 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 #endif //CHINESE
+14 -2
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@@ -5125,7 +5125,7 @@ STR16 zOptionsToggleText[] =
#ifdef ENABLE_ZOMBIES #ifdef ENABLE_ZOMBIES
L"Allow Zombies", // TODO.Translate L"Allow Zombies", // TODO.Translate
#endif #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"--Cheat Mode Options--", // TOPTION_CHEAT_MODE_OPTIONS_HEADER,
L"Force Bobby Ray shipments", // force all pending Bobby Ray shipments L"Force Bobby Ray shipments", // force all pending Bobby Ray shipments
L"-----------------", // TOPTION_CHEAT_MODE_OPTIONS_END L"-----------------", // TOPTION_CHEAT_MODE_OPTIONS_END
@@ -5241,7 +5241,7 @@ STR16 zOptionsScreenHelpText[] =
#ifdef ENABLE_ZOMBIES #ifdef ENABLE_ZOMBIES
L"When ON, zombies will span. Be aware!", // allow zombies // TODO.Translate L"When ON, zombies will span. Be aware!", // allow zombies // TODO.Translate
#endif #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"(text not rendered)TOPTION_CHEAT_MODE_OPTIONS_HEADER",
L"Force all pending Bobby Ray shipments", L"Force all pending Bobby Ray shipments",
L"(text not rendered)TOPTION_CHEAT_MODE_OPTIONS_END", 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"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 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 #endif //DUTCH
+14 -2
View File
@@ -5124,7 +5124,7 @@ STR16 zOptionsToggleText[] =
#ifdef ENABLE_ZOMBIES #ifdef ENABLE_ZOMBIES
L"Allow Zombies", // Flugente Zombies 1.0 L"Allow Zombies", // Flugente Zombies 1.0
#endif #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"--Cheat Mode Options--", // TOPTION_CHEAT_MODE_OPTIONS_HEADER,
L"Force Bobby Ray shipments", // force all pending Bobby Ray shipments L"Force Bobby Ray shipments", // force all pending Bobby Ray shipments
L"-----------------", // TOPTION_CHEAT_MODE_OPTIONS_END L"-----------------", // TOPTION_CHEAT_MODE_OPTIONS_END
@@ -5240,7 +5240,7 @@ STR16 zOptionsScreenHelpText[] =
#ifdef ENABLE_ZOMBIES #ifdef ENABLE_ZOMBIES
L"When ON, zombies will spawn. Be aware!", // allow zombies L"When ON, zombies will spawn. Be aware!", // allow zombies
#endif #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"(text not rendered)TOPTION_CHEAT_MODE_OPTIONS_HEADER",
L"Force all pending Bobby Ray shipments", L"Force all pending Bobby Ray shipments",
L"(text not rendered)TOPTION_CHEAT_MODE_OPTIONS_END", 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"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 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 #endif //ENGLISH
+14 -2
View File
@@ -5115,7 +5115,7 @@ STR16 zOptionsToggleText[] =
#ifdef ENABLE_ZOMBIES #ifdef ENABLE_ZOMBIES
L"Allow Zombies", // Flugente Zombies 1.0 L"Allow Zombies", // Flugente Zombies 1.0
#endif #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"--Cheat Mode Options--", // TOPTION_CHEAT_MODE_OPTIONS_HEADER,
L"Forcer envois Bobby Ray", // force all pending Bobby Ray shipments L"Forcer envois Bobby Ray", // force all pending Bobby Ray shipments
L"-----------------", // TOPTION_CHEAT_MODE_OPTIONS_END L"-----------------", // TOPTION_CHEAT_MODE_OPTIONS_END
@@ -5231,7 +5231,7 @@ STR16 zOptionsScreenHelpText[] =
#ifdef ENABLE_ZOMBIES #ifdef ENABLE_ZOMBIES
L"When ON, zombies will span. Be aware!", // allow zombies // TODO.Translate L"When ON, zombies will span. Be aware!", // allow zombies // TODO.Translate
#endif #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"(text not rendered)TOPTION_CHEAT_MODE_OPTIONS_HEADER",
L"Forcer tous les envois en attente de Bobby Ray", L"Forcer tous les envois en attente de Bobby Ray",
L"(text not rendered)TOPTION_CHEAT_MODE_OPTIONS_END", 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"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 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 #endif //FRENCH
+15 -3
View File
@@ -4971,9 +4971,9 @@ STR16 zOptionsToggleText[] =
#endif #endif
#ifdef ENABLE_ZOMBIES #ifdef ENABLE_ZOMBIES
L"Allow Zombies", // Flugente Zombies 1.0 L"Zombies erlauben", // Flugente Zombies 1.0
#endif #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"--Cheat Mode Options--", // TOPTION_CHEAT_MODE_OPTIONS_HEADER,
L"Erzwinge BR Lieferung", // force all pending Bobby Ray shipments L"Erzwinge BR Lieferung", // force all pending Bobby Ray shipments
L"-----------------", // TOPTION_CHEAT_MODE_OPTIONS_END L"-----------------", // TOPTION_CHEAT_MODE_OPTIONS_END
@@ -5089,7 +5089,7 @@ STR16 zOptionsScreenHelpText[] =
#ifdef ENABLE_ZOMBIES #ifdef ENABLE_ZOMBIES
L"Wenn diese Funktion aktiviert ist, können Tote als Zombies wieder auferstehen. Seien Sie auf der Hut!", L"Wenn diese Funktion aktiviert ist, können Tote als Zombies wieder auferstehen. Seien Sie auf der Hut!",
#endif #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"(text not rendered)TOPTION_CHEAT_MODE_OPTIONS_HEADER",
L"Force all pending Bobby Ray shipments", L"Force all pending Bobby Ray shipments",
L"(text not rendered)TOPTION_CHEAT_MODE_OPTIONS_END", 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"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.", 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 #endif //GERMAN
+14 -2
View File
@@ -5110,7 +5110,7 @@ STR16 zOptionsToggleText[] =
#ifdef ENABLE_ZOMBIES #ifdef ENABLE_ZOMBIES
L"Allow Zombies", // Flugente Zombies 1.0 L"Allow Zombies", // Flugente Zombies 1.0
#endif #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"--Cheat Mode Options--", // TOPTION_CHEAT_MODE_OPTIONS_HEADER,
L"Force Bobby Ray shipments", // force all pending Bobby Ray shipments L"Force Bobby Ray shipments", // force all pending Bobby Ray shipments
L"-----------------", // TOPTION_CHEAT_MODE_OPTIONS_END L"-----------------", // TOPTION_CHEAT_MODE_OPTIONS_END
@@ -5226,7 +5226,7 @@ STR16 zOptionsScreenHelpText[] =
#ifdef ENABLE_ZOMBIES #ifdef ENABLE_ZOMBIES
L"When ON, zombies will span. Be aware!", // allow zombies // TODO.Translate L"When ON, zombies will span. Be aware!", // allow zombies // TODO.Translate
#endif #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"(text not rendered)TOPTION_CHEAT_MODE_OPTIONS_HEADER",
L"Force all pending Bobby Ray shipments", L"Force all pending Bobby Ray shipments",
L"(text not rendered)TOPTION_CHEAT_MODE_OPTIONS_END", 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"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.", 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 #endif //ITALIAN
+13 -2
View File
@@ -5122,7 +5122,7 @@ STR16 zOptionsToggleText[] =
#ifdef ENABLE_ZOMBIES #ifdef ENABLE_ZOMBIES
L"Allow Zombies", // Flugente Zombies 1.0 L"Allow Zombies", // Flugente Zombies 1.0
#endif #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"--Cheat Mode Options--", // TOPTION_CHEAT_MODE_OPTIONS_HEADER,
L"Force Bobby Ray shipments", // force all pending Bobby Ray shipments L"Force Bobby Ray shipments", // force all pending Bobby Ray shipments
L"-----------------", // TOPTION_CHEAT_MODE_OPTIONS_END L"-----------------", // TOPTION_CHEAT_MODE_OPTIONS_END
@@ -5238,7 +5238,7 @@ STR16 zOptionsScreenHelpText[] =
#ifdef ENABLE_ZOMBIES #ifdef ENABLE_ZOMBIES
L"When ON, zombies will span. Be aware!", // allow zombies // TODO.Translate L"When ON, zombies will span. Be aware!", // allow zombies // TODO.Translate
#endif #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"(text not rendered)TOPTION_CHEAT_MODE_OPTIONS_HEADER",
L"WymuŚ wszystkie oczekiwane dostawy od Bobby Ray's.", L"WymuŚ wszystkie oczekiwane dostawy od Bobby Ray's.",
L"(text not rendered)TOPTION_CHEAT_MODE_OPTIONS_END", 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 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 #endif //POLISH
+13 -2
View File
@@ -5105,7 +5105,7 @@ STR16 zOptionsToggleText[] =
#ifdef ENABLE_ZOMBIES #ifdef ENABLE_ZOMBIES
L"Allow Zombies", // Flugente Zombies 1.0 L"Allow Zombies", // Flugente Zombies 1.0
#endif #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"--Читерские настройки--", // TOPTION_CHEAT_MODE_OPTIONS_HEADER,
L"Ускорить доставку Бобби Рэя", // force all pending Bobby Ray shipments L"Ускорить доставку Бобби Рэя", // force all pending Bobby Ray shipments
L"-----------------", // TOPTION_CHEAT_MODE_OPTIONS_END L"-----------------", // TOPTION_CHEAT_MODE_OPTIONS_END
@@ -5221,7 +5221,7 @@ STR16 zOptionsScreenHelpText[] =
#ifdef ENABLE_ZOMBIES #ifdef ENABLE_ZOMBIES
L"When ON, zombies will span. Be aware!", // allow zombies // TODO.Translate L"When ON, zombies will span. Be aware!", // allow zombies // TODO.Translate
#endif #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"(text not rendered)TOPTION_CHEAT_MODE_OPTIONS_HEADER",
L"Выберите этот пункт чтобы груз Бобби Рэя прибыл немедленно.", L"Выберите этот пункт чтобы груз Бобби Рэя прибыл немедленно.",
L"(text not rendered)TOPTION_CHEAT_MODE_OPTIONS_END", 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.", 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 #endif //RUSSIAN
+14 -2
View File
@@ -5126,7 +5126,7 @@ STR16 zOptionsToggleText[] =
#ifdef ENABLE_ZOMBIES #ifdef ENABLE_ZOMBIES
L"Allow Zombies", // Flugente Zombies 1.0 L"Allow Zombies", // Flugente Zombies 1.0
#endif #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"--Cheat Mode Options--", // TOPTION_CHEAT_MODE_OPTIONS_HEADER,
L"Force Bobby Ray shipments", // force all pending Bobby Ray shipments L"Force Bobby Ray shipments", // force all pending Bobby Ray shipments
L"-----------------", // TOPTION_CHEAT_MODE_OPTIONS_END L"-----------------", // TOPTION_CHEAT_MODE_OPTIONS_END
@@ -5242,7 +5242,7 @@ STR16 zOptionsScreenHelpText[] =
#ifdef ENABLE_ZOMBIES #ifdef ENABLE_ZOMBIES
L"When ON, zombies will span. Be aware!", // allow zombies // TODO.Translate L"When ON, zombies will span. Be aware!", // allow zombies // TODO.Translate
#endif #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"(text not rendered)TOPTION_CHEAT_MODE_OPTIONS_HEADER",
L"Force all pending Bobby Ray shipments", L"Force all pending Bobby Ray shipments",
L"(text not rendered)TOPTION_CHEAT_MODE_OPTIONS_END", 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"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 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 #endif //TAIWANESE