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https://github.com/1dot13/source.git
synced 2026-07-22 13:40:22 +02:00
Updates / Fixes by Arynn
- Fixed: Mercs randomly drop aimed weapons automatically under some weird circumstances - Fixed: Merc are now a little more "talkactive" - Update: New option screen with "Next" and "Prev" button. This allows "unlimited" of options in the option screen - New: New "Forced turn base mode" option in the option screen and also available via keyboard shortcut (CTRL+ALT+SHIFT+T) in tactical. This forces the game to go in turn based mode when there are enemies in the sector. INFO: There is a new STI Graphic (OPTIONSCREENADDONS2.sti) which is needed for the updated option screen. You can download the file from http://ja2.h758491.serverkompetenz.net/Wanne/NewOptionScreen/OPTIONSCREENADDONS2.sti Put this file in your Data\Interface folder. If I build a new release I will upload the file to SVN GameDir and then remove it from my private download folder. git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@2610 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
@@ -311,6 +311,8 @@ void InitGameSettings()
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gGameSettings.fOptions[ TOPTION_SILENT_SKYRIDER ] = FALSE;
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gGameSettings.fOptions[ TOPTION_LOW_CPU_USAGE ] = FALSE;
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gGameSettings.fOptions[ TOPTION_ENHANCED_DESC_BOX ] = FALSE;
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gGameSettings.fOptions[ TOPTION_TOGGLE_TURN_MODE ] = FALSE;
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gGameSettings.ubSizeOfDisplayCover = 4;
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gGameSettings.ubSizeOfLOS = 4;
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@@ -58,6 +58,8 @@ enum
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TOPTION_SILENT_SKYRIDER,
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TOPTION_LOW_CPU_USAGE,
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TOPTION_ENHANCED_DESC_BOX,
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TOPTION_TOGGLE_TURN_MODE, // arynn : add forced turn mode
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NUM_GAME_OPTIONS, //Toggle up this will be able to be Toggled by the player
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+486
-252
File diff suppressed because it is too large
Load Diff
@@ -4,6 +4,7 @@
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#include "MessageBoxScreen.h"
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#define OPT_BUTTON_FONT FONT14ARIAL
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#define OPT_BUTTON_FONT2 FONT10ARIAL //smaller button on options screen
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#define OPT_BUTTON_ON_COLOR 73//FONT_MCOLOR_WHITE
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#define OPT_BUTTON_OFF_COLOR 73//FONT_MCOLOR_WHITE
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+17
-4
@@ -1901,7 +1901,7 @@ UINT32 UIHandleCMoveMerc( UI_EVENT *pUIEvent )
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//else
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if ( pSoldier->EVENT_InternalGetNewSoldierPath( sMapPos, pSoldier->usUIMovementMode, TRUE, FALSE ) )
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{
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pSoldier->InternalSoldierReadyWeapon( BATTLE_SOUND_OK1, BATTLE_SND_LOWER_VOLUME );
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pSoldier->InternalDoMercBattleSound( BATTLE_SOUND_OK1, BATTLE_SND_LOWER_VOLUME );
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}
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else
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{
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@@ -4703,7 +4703,20 @@ BOOLEAN MakeSoldierTurn( SOLDIERTYPE *pSoldier, INT16 sXPos, INT16 sYPos )
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// ATE: make stationary if...
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if ( pSoldier->flags.fNoAPToFinishMove )
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{
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pSoldier->SoldierGotoStationaryStance( );
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// arynn : fix lower ready weapons
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//previously "ready weapon" state was being dropped in a couple of cases
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//the fix involves bypassing the reset animation state for the various "ready weapon" types
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//since this is a reset animation function, we should be VERY specific about when and what we dont reset
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UINT16 test;
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test = pSoldier->usAnimState;
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if (!( test == AIM_RIFLE_STAND || test == AIM_RIFLE_CROUCH ||
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test == AIM_RIFLE_PRONE || test == AIM_DUAL_STAND ||
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test == AIM_DUAL_CROUCH || test == AIM_DUAL_PRONE
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))
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{
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pSoldier->SoldierGotoStationaryStance( );
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}// arynn : fix lower ready weapon end_if
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}
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//DEF: made it an event
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@@ -5100,7 +5113,7 @@ void EndMultiSoldierSelection( BOOLEAN fAcknowledge )
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}
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if( !gGameSettings.fOptions[ TOPTION_MUTE_CONFIRMATIONS ] && fAcknowledge )
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pSoldier->InternalSoldierReadyWeapon( BATTLE_SOUND_ATTN1, BATTLE_SND_LOWER_VOLUME );
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pSoldier->InternalDoMercBattleSound( BATTLE_SOUND_ATTN1, BATTLE_SND_LOWER_VOLUME );
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if ( pSoldier->flags.fMercAsleep )
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{
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@@ -5227,7 +5240,7 @@ BOOLEAN HandleMultiSelectionMove( INT16 sDestGridNo )
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if ( pSoldier->EVENT_InternalGetNewSoldierPath( sDestGridNo, pSoldier->usUIMovementMode , TRUE, pSoldier->flags.fNoAPToFinishMove ) )
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{
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pSoldier->InternalSoldierReadyWeapon( BATTLE_SOUND_OK1, BATTLE_SND_LOWER_VOLUME );
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pSoldier->InternalDoMercBattleSound( BATTLE_SOUND_OK1, BATTLE_SND_LOWER_VOLUME );
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}
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else
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{
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+19
-2
@@ -5729,6 +5729,8 @@ void ExitCombatMode( )
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EndTopMessage( );
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ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"Exit combat mode");// arynn : add forced turn mode
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// OK, we have exited combat mode.....
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// Reset some flags for no aps to move, etc
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@@ -5746,7 +5748,21 @@ void ExitCombatMode( )
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if ( pSoldier->flags.fNoAPToFinishMove && pSoldier->stats.bLife >= OKLIFE )
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{
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pSoldier->AdjustNoAPToFinishMove( FALSE );
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pSoldier->SoldierGotoStationaryStance( );
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// arynn : fix lower ready weapons
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//previously "ready weapon" state was being dropped in a couple of cases
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//the fix involves bypassing the reset animation state for the various "ready weapon" types
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//since this is a reset animation function, we should be VERY specific about when and what we dont reset
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UINT16 test;
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test = pSoldier->usAnimState;
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if (!( test == AIM_RIFLE_STAND || test == AIM_RIFLE_CROUCH ||
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test == AIM_RIFLE_PRONE || test == AIM_DUAL_STAND ||
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test == AIM_DUAL_CROUCH || test == AIM_DUAL_PRONE
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))
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{
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pSoldier->SoldierGotoStationaryStance( );
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}// arynn : fix lower ready weapon end_if
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}
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//Cancel pending events
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@@ -6082,7 +6098,8 @@ BOOLEAN CheckForEndOfCombatMode( BOOLEAN fIncrementTurnsNotSeen )
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gTacticalStatus.bConsNumTurnsWeHaventSeenButEnemyDoes = 0;
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// If we have reach a point where a cons. number of turns gone by....
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if ( gTacticalStatus.bConsNumTurnsNotSeen > 1 )
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//if ( gTacticalStatus.bConsNumTurnsNotSeen > 1 )
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if ( gTacticalStatus.bConsNumTurnsNotSeen > 1 && !gGameSettings.fOptions[ TOPTION_TOGGLE_TURN_MODE ])// arynn : add forced turn mode
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{
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if(is_networked && !getReal)//hayden
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@@ -23,6 +23,10 @@
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#include "Exit Grids.h"
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#endif
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#include "GameSettings.h" // arynn : add forced turn mode
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#include "font control.h" // arynn : add forced turn mode
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#include "message.h" // arynn : add forced turn mode
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#include "connect.h"
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//forward declarations of common classes to eliminate includes
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class OBJECTTYPE;
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@@ -1522,12 +1526,21 @@ void AddSoldierToSectorGridNo( SOLDIERTYPE *pSoldier, INT16 sGridNo, UINT8 ubDir
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// If he's an enemy... set presence
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if ( !pSoldier->aiData.bNeutral && (pSoldier->bSide != gbPlayerNum ) )
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{
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// ATE: Added if not bloodcats
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// only do this once they are seen.....
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if ( pSoldier->ubBodyType != BLOODCAT )
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{
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SetEnemyPresence( );
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}
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// ATE: Added if not bloodcats
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// only do this once they are seen.....
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if ( pSoldier->ubBodyType != BLOODCAT )
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{
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SetEnemyPresence( );
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// arynn : add forced turn mode : note not for bloodcats..
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if ( gGameSettings.fOptions[ TOPTION_TOGGLE_TURN_MODE ])
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{
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ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"Forced Turn Mode Active, Entering Combat" );
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if( Random( 100 ) >= Random( 100 ) ) // give a chance for either to go first
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EnterCombatMode( OUR_TEAM );
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else
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EnterCombatMode( ENEMY_TEAM );
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}// arynn : add forced turn mode
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}
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}
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}
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@@ -205,6 +205,7 @@ void ToggleWireFrame();
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void RefreshSoldier();
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void ChangeSoldiersBodyType( UINT8 ubBodyType, BOOLEAN fCreateNewPalette );
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void TeleportSelectedSoldier();
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void ToggleTurnMode();// arynn : add forced turn mode
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void ToggleTreeTops();
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void ToggleZBuffer();
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void TogglePlanningMode();
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@@ -3662,9 +3663,16 @@ void GetKeyboardInput( UINT32 *puiNewEvent )
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ToggleTreeTops();
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break;
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case 'T':
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//resort Team by ubID
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SortSquadByID(MercPtrs[gusSelectedSoldier]->bTeam);
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case 'T':
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if ( fCtrl && fShift && fAlt && !is_networked)// arynn : add forced turn mode
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{
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ToggleTurnMode();
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}
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else
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{
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//resort Team by ubID
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SortSquadByID(MercPtrs[gusSelectedSoldier]->bTeam);
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}
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break;
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case '=':
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@@ -4519,7 +4527,20 @@ void TeleportSelectedSoldier()
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}
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}
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void ToggleTurnMode()// arynn : add forced turn mode
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{
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if ( !gGameSettings.fOptions[ TOPTION_TOGGLE_TURN_MODE ] )
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{
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ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"Forced Turn Mode" );
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gGameSettings.fOptions[ TOPTION_TOGGLE_TURN_MODE ] = TRUE;
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EnterCombatMode( OUR_TEAM ); // arynn : randomize ? i'm leaving this for now due to "i made the call, i get dibs"
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}
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else
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{
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ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"Normal turn mode");
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gGameSettings.fOptions[ TOPTION_TOGGLE_TURN_MODE ] = FALSE;
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}
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}// arynn : add forced turn mode
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void ToggleTreeTops()
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{
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@@ -1356,6 +1356,8 @@ enum
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OPT_SAVE_GAME,
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OPT_LOAD_GAME,
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OPT_MAIN_MENU,
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OPT_NEXT,
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OPT_PREV,
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OPT_DONE,
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OPT_SOUND_FX,
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OPT_SPEECH,
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@@ -4186,6 +4186,8 @@ STR16 zOptionsText[] =
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L"保存游戏", //"Save Game",
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L"载入游戏", //"Load Game",
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L"退出", //"Quit",
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L"Next",
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L"Prev",
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L"完成", //"Done",
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//Text above the slider bars
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@@ -4408,6 +4410,7 @@ STR16 zOptionsToggleText[] =
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L"沉默的Skyrider", //"Silent Skyrider",
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L"降低CPU的使用率", //"Low CPU usage",
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L"Enhanced Description Box",
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L"Forced Turn Mode", // arynn : add forced turn mode
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};
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//This is the help text associated with the above toggles.
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@@ -4446,7 +4449,7 @@ STR16 zOptionsScreenHelpText[] =
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L"打开这个选项,使用铁血联盟1代的佣兵选择方式。",
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//Show movement path
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//L"Turn this ON to display movement paths in Real-time (or leave it off and use the SHIFT key when you do want them displayed).",
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//L"Turn this ON to display movement paths in Real-time (or leave it off and use the |S|H|I|F|T key when you do want them displayed).",
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L"打开这个选项,会实时显示移动路径(关闭此选项。如果你想要显示路径的话,使用SHIFT键)。",
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//show misses
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@@ -4519,6 +4522,7 @@ STR16 zOptionsScreenHelpText[] =
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//L"When ON, game will run with much lower CPU usage.",
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L"当打开时,游戏将使用更少的CPU资源。",
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L"When ON, enhanced descriptions will be shown for items and weapons.",
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L"When ON and enemy present, Turn Base mode persists untill sector is free (|C|T|R|L+|S|H|I|F|T+|A|L|T+|T).", // arynn : add forced turn mode
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};
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@@ -3490,6 +3490,8 @@ STR16 zOptionsText[] =
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L"Spel Bewaren",
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L"Spel Laden",
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L"Stop",
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L"Next",
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L"Prev",
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L"OK",
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//Text above the slider bars
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@@ -3676,6 +3678,7 @@ STR16 zOptionsToggleText[] =
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L"Silent Skyrider",
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L"Low CPU Usage",
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L"Enhanced Description Box",
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L"Forced Turn Mode", // arynn : add forced turn mode
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};
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//This is the help text associated with the above toggles.
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@@ -3706,7 +3709,7 @@ STR16 zOptionsScreenHelpText[] =
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L"Schakel deze optie IN als je karakters wil selecteren zoals in de vorige JAGGED ALLIANCE (methode is tegengesteld dus).",
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//Show movement path
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L"Schakel deze optie IN om bewegingspaden te tonen in real-time (schakel het uit en gebruik dan de SHIFT-toets om paden te tonen).",
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L"Schakel deze optie IN om bewegingspaden te tonen in real-time (schakel het uit en gebruik dan de |S|H|I|F|T-toets om paden te tonen).",
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//show misses
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L"Schakel IN om het spel de plaats van inslag van je kogels te tonen wanneer je \"mist\".",
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@@ -3757,6 +3760,7 @@ STR16 zOptionsScreenHelpText[] =
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L"When ON, Skyrider will not talk anymore.",
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L"When ON, game will run with much lower CPU usage.",
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L"When ON, enhanced descriptions will be shown for items and weapons.",
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L"When ON and enemy present, Turn Base mode persists untill sector is free (|C|T|R|L+|S|H|I|F|T+|A|L|T+|T).", // arynn : add forced turn mode
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};
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@@ -3503,6 +3503,8 @@ STR16 zOptionsText[] =
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L"Save Game",
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L"Load Game",
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L"Quit",
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L"Next",
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L"Prev",
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L"Done",
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//Text above the slider bars
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@@ -3689,6 +3691,7 @@ STR16 zOptionsToggleText[] =
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L"Silent Skyrider",
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L"Low CPU usage",
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L"Enhanced Description Box",
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L"Forced Turn Mode", // arynn : add forced turn mode
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};
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//This is the help text associated with the above toggles.
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@@ -3719,7 +3722,7 @@ STR16 zOptionsScreenHelpText[] =
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L"Turn this ON for character selection to work as in previous JAGGED ALLIANCE games (which is the opposite of how it works otherwise).",
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//Show movement path
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L"Turn this ON to display movement paths in Real-time (or leave it off and use the SHIFT key when you do want them displayed).",
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L"Turn this ON to display movement paths in Real-time (or leave it off and use the |S|H|I|F|T key when you do want them displayed).",
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|
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//show misses
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L"Turn ON to have the game show you where your bullets ended up when you \"miss\".",
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@@ -3770,6 +3773,7 @@ STR16 zOptionsScreenHelpText[] =
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L"When ON, Skyrider will not talk anymore.",
|
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L"When ON, game will run with much lower CPU usage.",
|
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L"When ON, enhanced descriptions will be shown for items and weapons.",
|
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L"When ON and enemy present, Turn Base mode persists untill sector is free (|C|T|R|L+|S|H|I|F|T+|A|L|T+|T).", // arynn : add forced turn mode
|
||||
};
|
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|
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@@ -3504,6 +3504,8 @@ STR16 zOptionsText[] =
|
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L"Sauvegarder",
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L"Charger partie",
|
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L"Quitter",
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L"Next",
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L"Prev",
|
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L"OK",
|
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//Text above the slider bars
|
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@@ -3690,6 +3692,7 @@ STR16 zOptionsToggleText[] =
|
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L"Silence Skyrider !",
|
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L"Faible consommation processeur",
|
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L"EDB (mod rajoutant info utiles)",
|
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L"Forced Turn Mode", // arynn : add forced turn mode
|
||||
};
|
||||
|
||||
//This is the help text associated with the above toggles.
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@@ -3720,7 +3723,7 @@ STR16 zOptionsScreenHelpText[] =
|
||||
L"Activez cette option pour retrouver vos automatismes de la version précédente.",
|
||||
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//Show movement path
|
||||
L"Activez cette option pour afficher le chemin suivi par les mercenaires. \nVous pouvez la désactiver et utiliser la touche MAJ en cours de jeu.",
|
||||
L"Activez cette option pour afficher le chemin suivi par les mercenaires. \nVous pouvez la désactiver et utiliser la touche |M|A|J en cours de jeu.",
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||||
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//show misses
|
||||
L"Activez cette option pour voir où atterrissent tous vos tirs.",
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@@ -3771,6 +3774,7 @@ STR16 zOptionsScreenHelpText[] =
|
||||
L"Si activé, les confirmations insistantes de Skyrider cessent.",
|
||||
L"Si activé, le jeu restreint l'utilisation du processeur.",
|
||||
L"Si activé, l'EDB sera affiché pour les armes et objets.",
|
||||
L"When ON and enemy present, Turn Base mode persists untill sector is free (|C|T|R|L+|S|H|I|F|T+|A|L|T+|T).", // arynn : add forced turn mode
|
||||
};
|
||||
|
||||
|
||||
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||||
@@ -3310,7 +3310,9 @@ STR16 zOptionsText[] =
|
||||
//button Text
|
||||
L"Spiel sichern",
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||||
L"Spiel laden",
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||||
L"Spiel beenden",
|
||||
L"Spiel beenden",
|
||||
L"Nächste",
|
||||
L"Vorherige",
|
||||
L"Fertig",
|
||||
//Text above the slider bars
|
||||
L"Effekte",
|
||||
@@ -3494,7 +3496,8 @@ STR16 zOptionsToggleText[] =
|
||||
L"Automatisch speichern",
|
||||
L"Stummer Skyrider",
|
||||
L"Niedrige CPU Belastung",
|
||||
L"Enhanced Description Box",
|
||||
L"Erweiterte Gegenstandsinfo (EDB)",
|
||||
L"Erzwungender Runden-Modus",
|
||||
};
|
||||
|
||||
//This is the help text associated with the above toggles.
|
||||
@@ -3525,7 +3528,7 @@ STR16 zOptionsScreenHelpText[] =
|
||||
L"Mit dieser Option funktioniert die Auswahl der Söldner so wie in früheren JAGGED ALLIANCE-Spielen (also genau andersherum als jetzt).",
|
||||
|
||||
//Show movement path
|
||||
L"Diese Funktion ANschalten, um die geplanten Wege der Söldner in Echtzeit anzuzeigen\n(oder abgeschaltet lassen und bei gewünschter Anzeige die SHIFT-Taste drücken).",
|
||||
L"Diese Funktion ANschalten, um die geplanten Wege der Söldner in Echtzeit anzuzeigen\n(oder abgeschaltet lassen und bei gewünschter Anzeige die |S|H|I|F|T-Taste drücken).",
|
||||
|
||||
//show misses
|
||||
L"Mit dieser Option zeigt Ihnen das Spiel, wo Ihre Kugeln hinfliegen, wenn Sie \"nicht treffen\".",
|
||||
@@ -3576,6 +3579,7 @@ STR16 zOptionsScreenHelpText[] =
|
||||
L"Wenn diese Funktion aktiviert ist, wird Skyrider nichts mehr sprechen.",
|
||||
L"Wenn diese Funktion aktiviert ist, wird das Spiel mit viel geringerer CPU Belastung laufen.",
|
||||
L"Wenn diese Funktion aktiviert ist, werden erweiterte Beschreibungen zu den Waffen und Gegenständen angezeigt.",
|
||||
L"Wenn diese Funktion aktiviert ist und noch Gegner im Sektor sind, bleibt das Spiel im Runden-Mods bis alle Feinde tot sind (|C|T|R|L+|S|H|I|F|T+|A|L|T+|T).",
|
||||
};
|
||||
|
||||
STR16 gzGIOScreenText[] =
|
||||
|
||||
@@ -3485,6 +3485,8 @@ STR16 zOptionsText[] =
|
||||
L"Salva partita",
|
||||
L"Carica partita",
|
||||
L"Abbandona",
|
||||
L"Next",
|
||||
L"Prev",
|
||||
L"Fine",
|
||||
|
||||
//Text above the slider bars
|
||||
@@ -3669,6 +3671,7 @@ STR16 zOptionsToggleText[] =
|
||||
L"Silent Skyrider",
|
||||
L"Low CPU usage",
|
||||
L"Enhanced Description Box",
|
||||
L"Forced Turn Mode", // arynn : add forced turn mode
|
||||
};
|
||||
|
||||
//This is the help text associated with the above toggles.
|
||||
@@ -3699,7 +3702,7 @@ STR16 zOptionsScreenHelpText[] =
|
||||
L"Attivate questa opzione per selezionare i personaggi e muoverli come nel vecchio JA (dato che la funzione è stata invertita).",
|
||||
|
||||
//Show movement path
|
||||
L"Attivate questa opzione per visualizzare i sentieri di movimento in tempo reale (oppure disattivatela utilizzando il tasto MAIUSC).",
|
||||
L"Attivate questa opzione per visualizzare i sentieri di movimento in tempo reale (oppure disattivatela utilizzando il tasto |M|A|I|U|S|C).",
|
||||
|
||||
//show misses
|
||||
L"Attivate per far sì che la partita vi mostri dove finiscono i proiettili quando \"sbagliate\".",
|
||||
@@ -3750,6 +3753,7 @@ STR16 zOptionsScreenHelpText[] =
|
||||
L"When ON, Skyrider will not talk anymore.",
|
||||
L"When ON, game will run with much lower CPU usage.",
|
||||
L"When ON, enhanced descriptions will be shown for items and weapons.",
|
||||
L"When ON and enemy present, Turn Base mode persists untill sector is free (|C|T|R|L+|S|H|I|F|T+|A|L|T+|T).", // arynn : add forced turn mode
|
||||
};
|
||||
|
||||
|
||||
|
||||
@@ -3497,6 +3497,8 @@ STR16 zOptionsText[] =
|
||||
L"Zapisz grê",
|
||||
L"Odczytaj grê",
|
||||
L"Wyjœcie",
|
||||
L"Next",
|
||||
L"Prev",
|
||||
L"OK",
|
||||
|
||||
//Text above the slider bars
|
||||
@@ -3683,6 +3685,7 @@ STR16 zOptionsToggleText[] =
|
||||
L"Cichy Skyrider",
|
||||
L"Niskie obci¹¿enie procesora",
|
||||
L"Rozszerzone Okno Opisu (EDB)", //Enhanced Description Box
|
||||
L"Forced Turn Mode", // arynn : add forced turn mode
|
||||
};
|
||||
|
||||
//This is the help text associated with the above toggles.
|
||||
@@ -3764,6 +3767,7 @@ STR16 zOptionsScreenHelpText[] =
|
||||
L"Jeœli W£¥CZONE, Skyrider nie bêdzie nic mówi³.",
|
||||
L"Jeœli W£¥CZONE, gra bêdzie obci¹¿a³a procesor w mniejszym stopniu.",
|
||||
L"Jeœli W£¥CZONE, rozszerzone opisy bêd¹ pokazane dla przedmiotów i broni.",
|
||||
L"When ON and enemy present, Turn Base mode persists untill sector is free (|C|T|R|L+|S|H|I|F|T+|A|L|T+|T).", // arynn : add forced turn mode
|
||||
};
|
||||
|
||||
STR16 gzGIOScreenText[] =
|
||||
|
||||
@@ -3499,6 +3499,8 @@ STR16 zOptionsText[] =
|
||||
L"Сохранить игру",
|
||||
L"Загрузить игру",
|
||||
L"Выход",
|
||||
L"Next",
|
||||
L"Prev",
|
||||
L"Готово",
|
||||
|
||||
//Text above the slider bars
|
||||
@@ -3684,6 +3686,7 @@ STR16 zOptionsToggleText[] =
|
||||
L"Молчаливый пилот вертолёта",
|
||||
L"Низкая загрузка процессора",
|
||||
L"Подробное описание предметов", //Enhanced Description Box
|
||||
L"Forced Turn Mode", // arynn : add forced turn mode
|
||||
};
|
||||
|
||||
//This is the help text associated with the above toggles.
|
||||
@@ -3714,7 +3717,7 @@ STR16 zOptionsScreenHelpText[] =
|
||||
L"Если включено, то будет использоваться старый метод выбора наемников\n(для тех, кто привык к управлению предыдущих частей Jagged Alliance).",
|
||||
|
||||
//Show movement path
|
||||
L"Если включено, то в режиме реального времени будет отображаться путь передвижения\n(если выключено, нажмите SHIFT, чтобы увидеть путь).",
|
||||
L"Åñëè âêëþ÷åíî, òî â ðåæèìå ðåàëüíîãî âðåìåíè áóäåò îòîáðàæàòüñÿ ïóòü ïåðåäâèæåíèÿ\n(åñëè âûêëþ÷åíî, íàæìèòå |S|H|I|F|T, ÷òîáû óâèäåòü ïóòü).",
|
||||
|
||||
//show misses
|
||||
L"Если включено, то камера будет отслеживать\nтраекторию пуль, прошедших мимо цели.",
|
||||
@@ -3765,6 +3768,7 @@ STR16 zOptionsScreenHelpText[] =
|
||||
L"Если включено, Небесный Всадник\nне будет вас раздражать болтливостью.",
|
||||
L"Если включено, игра будет использовать\nменьше процессорного времени.",
|
||||
L"Если включено, будет задействовано\nподробное описание предметов.", //EDB description
|
||||
L"When ON and enemy present, Turn Base mode persists untill sector is free (|C|T|R|L+|S|H|I|F|T+|A|L|T+|T).", // arynn : add forced turn mode
|
||||
};
|
||||
|
||||
|
||||
|
||||
@@ -3502,6 +3502,8 @@ STR16 zOptionsText[] =
|
||||
L"Save Game",
|
||||
L"Load Game",
|
||||
L"Quit",
|
||||
L"Next",
|
||||
L"Prev",
|
||||
L"Done",
|
||||
|
||||
//Text above the slider bars
|
||||
@@ -3688,6 +3690,7 @@ STR16 zOptionsToggleText[] =
|
||||
L"Silent Skyrider",
|
||||
L"Low CPU usage",
|
||||
L"Enhanced Description Box",
|
||||
L"Forced Turn Mode", // arynn : add forced turn mode
|
||||
};
|
||||
|
||||
//This is the help text associated with the above toggles.
|
||||
@@ -3718,7 +3721,7 @@ STR16 zOptionsScreenHelpText[] =
|
||||
L"Turn this ON for character selection to work as in previous JAGGED ALLIANCE games (which is the opposite of how it works otherwise).",
|
||||
|
||||
//Show movement path
|
||||
L"Turn this ON to display movement paths in Real-time (or leave it off and use the SHIFT key when you do want them displayed).",
|
||||
L"Turn this ON to display movement paths in Real-time (or leave it off and use the |S|H|I|F|T key when you do want them displayed).",
|
||||
|
||||
//show misses
|
||||
L"Turn ON to have the game show you where your bullets ended up when you \"miss\".",
|
||||
@@ -3769,6 +3772,7 @@ STR16 zOptionsScreenHelpText[] =
|
||||
L"When ON, Skyrider will not talk anymore.",
|
||||
L"When ON, game will run with much lower CPU usage.",
|
||||
L"When ON, enhanced descriptions will be shown for items and weapons.",
|
||||
L"When ON and enemy present, Turn Base mode persists untill sector is free (|C|T|R|L+|S|H|I|F|T+|A|L|T+|T).", // arynn : add forced turn mode
|
||||
};
|
||||
|
||||
|
||||
|
||||
Reference in New Issue
Block a user