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MERGED source code from development trunk revision 4545 up to latest current revision 4882
Development Trunk: https://ja2svn.dyndns.org/source/ja2/branches/Wanne/JA2%201.13%20MP A detailed list of all the features (changes) is visible in the history log of the development trunk: INFO: The source code for the official 2011 release (4870) has been branched here: https://ja2svn.dyndns.org/source/ja2/branches/JA2_rev.4870_2011 This commit contains the following features: *** Externalized Vehicles *** o Now with this feature we can add/remove vehicles o New XML File: TableData\Vehicles.xml o Added a new function parameter to lua file Scripts\Overhead lua to set up the helicopter in method: SetUpHelicopterForPlayer() o Added example mini (Docs\Externalized Vehicles Example.zip) mod which adds 2 additional vehicles (hummer and ice-cream truck to sector A9) *** Up to 255 save slots *** - There is a "Next" and "Prev" button where you can scroll through the save slots - It is now possible to load the automatic save (SAVE_EVERY_N_HOURS) from the load screen. This is the first slot after the quickload slot - Added the 2 alternate players end turn saves (which can be enabled/disabled in option screen) to the save/load game form *** New Feature: Externalized emails from Emails.edt to XML*** o This feature can be enabled/disabled in the Source: --> See email.cpp: If "ReadXMLEmail" == FALSE, then normal way (read from Email.edt) otherwise read from XML files o 2 new XML files: TableData\Email\EmailMercAvailable.xml and EmailMercLevelUp.xml o Renamed SenderNamesList.xml to EmailSenderNamesList.xml and moved from TableData folder to TableData\Email folder o Names for mercenaries are get from the file MercProfiles.xml and different names get from the file EmailSenderNamesList.xml *** Externalized Hidden Towns (Tixa, Orta) *** o Now it is possible to add new hidden towns (locations) o See file: TableData/Map/Cities.xml o New variable in TableData/Map/Cities.xml - hiddenTown: 0 = show on strategy map, 1 = Hide on strategy map - townIcon: 1 = on, 0 = off (This is the icon you see on the strategy map) - szIconFile: The path to the sti icon file (eg: interface\prison.sti, interface\my_icon.sti) - iconPosition: The x,y position of the icon on the strategy map *** Encyclopedia and Briefing Room, reachable from the laptop *** o 2 new ja2_options.ini properties: BRIEFING_ROOM, ENCYCLOPEDIA o demonstration video: http://www.youtube.com/watch?v=7CIXdXWLrAo o Added Example usage of the Briefing Room - Extract it in your JA2 1.13 folder and use the latest development executable - The briefing room can be reached from the laptop. Enter SN5631 for the code and then click the "Exit" button - See "Info_BriefingRoom.txt" and "BriefingRoom_Mission1.png" *** Improved interrupt system (IIS) *** o This system changes the way interrupts work. See: http://www.ja-galaxy-forum.com/board/ubbthreads.php?ubb=showflat&Number=290787#Post290787 o Option system (see ja2_options.ini: IMPROVED_INTERRUPT_SYSTEM) o A few more settings for the interrupt system in ja2_options.ini o INFO: Multiplayer games always use the "old" interrupt system, not matter what the user selects in the ja2_options.ini *** Walking and sidestepping with weapon raised *** o Enable/disable the walking/sidestepping with raised weapon in ja2_options.ini: ALLOW_WALKING_WITH_WEAPON_RAISED o You can set an AP/BP modifier when walking/sidestepping with weapon raised in APBPConstants.ini: AP_MODIFIER_WEAPON_READY o The following feature apply when you walk/sidestep with weapon raised: -> limited angle of view, but you can see more farther when the weapon has a scope -> better change for interrupts if you see an enemy -> less APs and BPs when shooting, because the weapon is already raised -> It should cost more APs when walking. Maybe you can export the additional AP and BP modifier to the APBPConstants.ini *** Increase squad size to 8 (800x600) and 8 and 10 (1024x768) *** o Squad sizes (dependend on the screen resolution) can be selected in the start new game screen o In a multiplayer game, the squad size will always be 6, because it does not work with more soldiers/squad *** Added UB-1.13 source code *** o Merged the UB-1.13 source code (Revision: 4721) from svn: http://subversion.assembla.com/svn/ub-source113 o If you want to build UB-EXE or UB-MapEditor, just enable the 2 defines (JA2UB and JA2UBMAPS) in "builddefines.h" o The UB-Verion reads from "ja2_UB.ini" instead of "ja2.ini" o There are 2 new XML files - Layout\LayoutMainMenu.xml - MapAction\ActionItems.xml o There are 2 new LUA-Script files - Scripts\ExplosionControl.lua - Scripts\InterfaceDialogue.lua *** Hide enemy health text / enemy hit count *** o ja2_options.ini: HIDE_ENEMY_HEALTH_TEXT, HIDE_ENEMY_HIT_COUNT o both new settings only have effect in a singleplayer game o see: http://www.ja-galaxy-forum.com/board/ubbthreads.php?ubb=showflat&Number=128840&page=1 git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@4885 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
+317
-7
@@ -11,6 +11,7 @@
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#include "Scheduling.h"
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#include "EditorMercs.h"
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#include "Item Statistics.h"
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#include "Encyclopedia.h"
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#endif
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#endif
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@@ -115,6 +116,202 @@ FAST HELP TEXT -- Explains how the syntax of fast help text works.
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*/
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CHAR16 XMLTacticalMessages[1000][MAX_MESSAGE_NAMES_CHARS] =
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{
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L"",
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};
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//Encyclopedia
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STR16 pMenuStrings[] =
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{
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//Encyclopedia
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L"Locations", // 0
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L"Characters",
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L"Items",
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L"Quests",
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L"Menu 5",
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L"Menu 6", //5
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L"Menu 7",
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L"Menu 8",
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L"Menu 9",
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L"Menu 10",
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L"Menu 11", //10
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L"Menu 12",
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L"Menu 13",
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L"Menu 14",
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L"Menu 15",
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L"Menu 15", // 15
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//Briefing Room
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L"Exit",
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};
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STR16 pOtherButtonsText[] =
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{
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L"Briefing",
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L"Accept",
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};
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STR16 pOtherButtonsHelpText[] =
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{
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L"Briefing",
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L"Accept missions",
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};
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STR16 pLocationPageText[] =
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{
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L"Prev page",
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L"Photo",
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L"Next page",
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};
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STR16 pSectorPageText[] =
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{
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L"<<",
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L"Main page",
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L">>",
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L"Type: ",
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L"Empty data",
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L"Missing of defined missions. Add missions to the file TableData\\BriefingRoom\\BriefingRoom.xml. First mission has to be visible. Put value Hidden = 0.",
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};
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STR16 pEncyclopediaTypeText[] =
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{
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L"Unknown",// 0 - unknown
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L"City", //1 - cities
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L"SAM Site", //2 - SAM Site
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L"Other location", //3 - other location
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L"Mines", //4 - mines
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L"Military complex", //5 - military complex
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L"Laboratory complex", //6 - laboratory complex
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L"Factory complex", //7 - factory complex
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L"Hospital", //8 - hospital
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L"Prison", //9 - prison
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L"Airport", //10 - air port
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};
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STR16 pEncyclopediaHelpCharacterText[] =
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{
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L"Show all",
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L"Show AIM",
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L"Show MERC",
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L"Show RPC",
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L"Show NPC",
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L"Show Pojazd",
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L"Show IMP",
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L"Show EPC",
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L"Filter",
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};
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STR16 pEncyclopediaShortCharacterText[] =
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{
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L"All",
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L"AIM",
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L"MERC",
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L"RPC",
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L"NPC",
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L"Veh.",
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L"IMP",
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L"EPC",
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L"Filter",
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};
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STR16 pEncyclopediaHelpText[] =
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{
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L"Show all",
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L"Show cities",
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L"Show SAM Sites",
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L"Show other location",
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L"Show mines",
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L"Show military complex",
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L"Show laboratory complex",
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L"Show Factory complex",
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L"Show hospital",
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L"Show prison",
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L"Show air port",
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};
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STR16 pEncyclopediaSkrotyText[] =
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{
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L"All",
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L"City",
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L"SAM",
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L"Other",
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L"Mine",
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L"Mil.",
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L"Lab.",
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L"Fact.",
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L"Hosp.",
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L"Prison",
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L"Air.",
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};
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STR16 pEncyclopediaShortInventoryText[] =
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{
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L"All", //0
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L"Gun",
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L"Ammo",
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L"LBE",
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L"Misc",
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L"All", //5
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L"Gun",
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L"Ammo",
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L"LBE Gear",
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L"Misc",
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};
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STR16 BoxFilter[] =
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{
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// Guns
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L"Heavy",
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L"Pistol",
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L"M. Pist.",
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L"SMG",
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L"Rifle",
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L"S. Rifle",
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L"A. Rifle",
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L"MG",
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L"Shotgun",
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// Ammo
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L"Pistol",
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L"M. Pist.", //10
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L"SMG",
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L"Rifle",
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L"S. Rifle",
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L"A. Rifle",
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L"MG",
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L"Shotgun",
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// Used
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L"Guns",
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L"Armor",
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L"LBE Gear",
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L"Misc", //20
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// Armour
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L"Helmets",
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L"Vests",
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L"Leggings",
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L"Plates",
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// Misc
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L"Blades",
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L"Th. Knife",
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L"Melee",
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L"Grenades",
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L"Bombs",
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L"Med.", //30
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L"Kits",
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L"Face",
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L"LBE",
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L"Misc.", //34
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};
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//-----------
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// Editor
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//Editor Taskbar Creation.cpp
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STR16 iEditorItemStatsButtonsText[] =
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@@ -798,6 +995,7 @@ STR16 pShowHighGroundText[] =
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};
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//Item Statistics.cpp
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/*
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CHAR16 gszActionItemDesc[ 34 ][ 30 ] =
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{
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L"Klaxon Mine",
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@@ -835,7 +1033,7 @@ CHAR16 gszActionItemDesc[ 34 ][ 30 ] =
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L"Bloodcat alarm",
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L"Big teargas",
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};
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*/
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STR16 pUpdateItemStatsPanelText[] =
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{
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L"Toggle hide flag", //0
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@@ -2428,6 +2626,11 @@ CHAR16 zHealthStr[][13] =
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L"极好", //"EXCELLENT", // >= 90
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};
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STR16 gzHiddenHitCountStr[1] =
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{
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L"?",
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};
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STR16 gzMoneyAmounts[6] =
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{
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L"$1000",
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@@ -2942,7 +3145,11 @@ STR16 pMapScreenFastHelpTextList[] =
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L"测试文本",
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L"测试文本",
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L"测试文本",
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#ifdef JA2UB
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L"您尚未开始Tracona之旅,现在在这个屏幕上您无事可做。当您把队员都雇佣好后,请左击右下方的“时间压缩”按钮。这样在您的队伍到达Tracona前,时间就前进了。",
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#else
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L"您尚未开始Arulco之旅,现在在这个屏幕上您无事可做。当您把队员都雇佣好后,请左击右下方的“时间压缩”按钮。这样在您的队伍到达Arulco前,时间就前进了。",
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#endif
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};
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// movement menu text
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@@ -3277,7 +3484,11 @@ STR16 pMapErrorString[] =
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//6-10
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L"需要有人护送才能行军。请把他分进一个小队里。", // merc can't move unescorted .. for a male
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L"需要有人护送才能行军。请把她分进一个小队里。", // for a female
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#ifdef JA2UB
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L"佣兵尚未到达Tracona!",
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#else
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L"佣兵尚未到达Arulco!",
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#endif
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L"看来得先谈妥合同。",
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L"无法发出行军命令。目前有空袭。",
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//11-15
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@@ -3366,8 +3577,13 @@ STR16 pMiscMapScreenMouseRegionHelpText[] =
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// male version of where equipment is left
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STR16 pMercHeLeaveString[] =
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{
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#ifdef JA2UB
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L"让%s把装备留在他现在所在的地方(%s),或者在Drassen (B13)登机飞离Tracona,把装备留在那里?",
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L"让%s把装备留在他现在所在的地方(%s),或者在Omerta (A9)登机飞离Tracona,把装备留在那里?",
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#else
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L"让%s把装备留在他现在所在的地方(%s),或者在Drassen (B13)登机飞离Arulco,把装备留在那里?",
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L"让%s把装备留在他现在所在的地方(%s),或者在Omerta (A9)登机飞离Arulco,把装备留在那里?",
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#endif
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L"要离开了,他的装备将被留在Omerta (A9)。",
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L"要离开了,他的装备将被留在Drassen (B13)。",
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L"%s要离开了,他的装备将被留在%s。",
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@@ -3377,8 +3593,13 @@ STR16 pMercHeLeaveString[] =
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// female version
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STR16 pMercSheLeaveString[] =
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{
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#ifdef JA2UB
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L"让%s把装备留在她现在所在的地方(%s),或者在Drassen (B13)登机飞离Tracona,把装备留在那里?",
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L"让%s把装备留在她现在所在的地方(%s),或者在Omerta (A9)登机飞离Tracona,把装备留在那里?",
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#else
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L"让%s把装备留在她现在所在的地方(%s),或者在Drassen (B13)登机飞离Arulco,把装备留在那里?",
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L"让%s把装备留在她现在所在的地方(%s),或者在Omerta (A9)登机飞离Arulco,把装备留在那里?",
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#endif
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L"要离开了,她的装备将被留在Omerta (A9)。",
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L"要离开了,她的装备将被留在Drassen (B13)。",
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L"%s要离开了,她的装备将被留在%s。",
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@@ -3463,7 +3684,11 @@ STR16 pFilesTitle[] =
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STR16 pFilesSenderList[] =
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{
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#ifdef JA2UB
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L"侦察报告",
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#else
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L"侦察报告",
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#endif
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L"1号通缉令",
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L"2号通缉令",
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L"3号通缉令",
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@@ -3623,6 +3848,9 @@ STR16 pBookMarkStrings[] =
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L"花店",
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L"M.I.S 保险公司",
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L"取消",
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L"Encyclopedia",
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L"Briefing Room",
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};
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STR16 pBookmarkTitle[] =
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@@ -3732,8 +3960,10 @@ STR16 pWebPagesTitles[] =
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L"",
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L"无法找到URL",
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L"Bobby Ray's - 最近的运货",
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L"",
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L"",
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L"Encyclopedia",
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L"Encyclopedia - Data",
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L"Briefing Room",
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L"Briefing Room - Data",
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||||
};
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STR16 pShowBookmarkString[] =
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@@ -4697,7 +4927,7 @@ STR16 zSaveLoadText[] =
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//the second is the recommended amount of free space.
|
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L"你的硬盘空间不够。你现在只有 %dM 可用空间,JA2需要至少 %dM 可用空间。",
|
||||
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||||
L"保存...", //"Saving...", //When saving a game, a message box with this string appears on the screen
|
||||
L"保存", //"Saving", //When saving a game, a message box with this string appears on the screen
|
||||
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||||
L"普通武器", //"Normal Guns",
|
||||
L"包括前华约武器", //"Tons of Guns",
|
||||
@@ -4715,6 +4945,8 @@ STR16 zSaveLoadText[] =
|
||||
|
||||
L"新携行系统不兼容640x480的屏幕分辨率,请重新设置分辨率。",
|
||||
L"新携行系统无法使用默认的 Data 文件夹,请仔细读说明。",
|
||||
|
||||
L"The squad size from the savegame is not supported by the current screen resolution. Please increase the screen resolution and try again.", // TODO.Translate
|
||||
};
|
||||
|
||||
|
||||
@@ -4967,9 +5199,15 @@ STR16 zOptionsScreenHelpText[] =
|
||||
STR16 gzGIOScreenText[] =
|
||||
{
|
||||
L"游戏初始设置",
|
||||
#ifdef JA2UB
|
||||
L"Random Manuel texts ",
|
||||
L"Off",
|
||||
L"On",
|
||||
#else
|
||||
L"游戏风格",
|
||||
L"现实",
|
||||
L"科幻",
|
||||
#endif
|
||||
L"金版",
|
||||
L"武器数量", // changed by SANDRO
|
||||
L"大量武器",
|
||||
@@ -5009,9 +5247,16 @@ STR16 gzGIOScreenText[] =
|
||||
L"敌人物品全掉",
|
||||
L"关",
|
||||
L"开",
|
||||
#ifdef JA2UB
|
||||
L"Tex and John",
|
||||
L"Random",
|
||||
L"All",
|
||||
#else
|
||||
L"通缉犯出现几率",
|
||||
L"随机",
|
||||
L"全部",
|
||||
|
||||
#endif
|
||||
L"武器弹药储藏出现几率",
|
||||
L"随机",
|
||||
L"全部",
|
||||
@@ -5025,6 +5270,12 @@ STR16 gzGIOScreenText[] =
|
||||
L"旧 / 旧",
|
||||
L"新 / 旧",
|
||||
L"新 / 新",
|
||||
|
||||
// Squad Size
|
||||
L"Max. Squad Size",
|
||||
L"6",
|
||||
L"8",
|
||||
L"10",
|
||||
};
|
||||
|
||||
STR16 gzMPJScreenText[] =
|
||||
@@ -5323,12 +5574,26 @@ STR16 pMessageStrings[] =
|
||||
L"正常回合制模式",
|
||||
L"离开战斗",
|
||||
L"强制回合制模式启动,进入战斗",
|
||||
#ifdef JA2BETAVERSION
|
||||
L"自动储存成功。",
|
||||
#endif
|
||||
L"..\\SavedGames\\MP_SavedGames", //The name of the directory where games are saved.//84
|
||||
L"客户端", //"Client",
|
||||
L"旧携行系统不能与新附件系统同时使用.",
|
||||
|
||||
// TODO.Translate
|
||||
L"Auto Save #", //91 // Text des Auto Saves im Load Screen mit ID
|
||||
L"This Slot is reserved for Auto Saves, which can be enabled/disabled (AUTO_SAVE_EVERY_N_HOURS) in the ja2_options.ini.", //92 // The text, when the user clicks on the save screen on an auto save
|
||||
L"Empty Auto Save Slot #", //93 // The text, when the auto save slot (1 - 5) is empty (not saved yet)
|
||||
L"AutoSaveGame", // 94 // The filename of the auto save, such as AutoSaveGame01 - AutoSaveGame05
|
||||
L"End-Turn Save #", // 95 // The text for the tactical end turn auto save
|
||||
L"Saving Auto Save #", // 96 // The message box, when doing auto save
|
||||
L"Saving", // 97 // The message box, when doing end turn auto save
|
||||
L"Empty End-Turn Save Slot #", // 98 // The message box, when doing auto save
|
||||
L"This Slot is reserved for Tactical End-Turn Saves, which can be enabled/disabled in the Option Screen.", //99 // The text, when the user clicks on the save screen on an auto save
|
||||
// Mouse tooltips
|
||||
L"QuickSave.sav", // 100
|
||||
L"AutoSaveGame%02d.sav", // 101
|
||||
L"Auto%02d.sav", // 102
|
||||
L"SaveGame%02d.sav", //103
|
||||
};
|
||||
|
||||
|
||||
@@ -5358,7 +5623,11 @@ STR16 pMilitiaButtonsHelpText[] =
|
||||
STR16 pMapScreenJustStartedHelpText[] =
|
||||
{
|
||||
L"去AIM雇几个佣兵( *提示* 在笔记本电脑里)",
|
||||
#ifdef JA2UB
|
||||
L"当你准备出发前往Tracona,点击屏幕右下方的时间压缩按钮。",
|
||||
#else
|
||||
L"当你准备出发前往Arulco,点击屏幕右下方的时间压缩按钮。",
|
||||
#endif
|
||||
};
|
||||
|
||||
STR16 pAntiHackerString[] =
|
||||
@@ -5390,6 +5659,10 @@ STR16 gzLaptopHelpText[] =
|
||||
L"McGillicutty公墓",
|
||||
L"联合花卉服务公司",
|
||||
L"A.I.M指定保险代理人",
|
||||
//New Bookmarks // TODO.Translate
|
||||
L"",
|
||||
L"Encyclopedia",
|
||||
L"Briefing Room",
|
||||
};
|
||||
|
||||
|
||||
@@ -5586,8 +5859,11 @@ STR16 gzLateLocalizedString[] =
|
||||
L"全部佣兵已被包扎完毕。", //"All your mercs are bandaged.",
|
||||
|
||||
//14
|
||||
#ifdef JA2UB
|
||||
L"Tracona",
|
||||
#else
|
||||
L"Arulco",
|
||||
|
||||
#endif
|
||||
L"屋顶",
|
||||
|
||||
L"生命: %d/%d",
|
||||
@@ -6852,4 +7128,38 @@ STR16 gzNCTHlabels[]=
|
||||
// HEADROCK HAM 4: End new UDB texts and tooltips
|
||||
//////////////////////////////////////////////////////
|
||||
|
||||
|
||||
STR16 gzNewLaptopMessages[]=
|
||||
{
|
||||
L"Ask about our special offer!",
|
||||
L"Temporarily Unavailable",
|
||||
L"This special press preview of Jagged Alliance 2: Unfinished Business contains the only first 6 sector maps. The final version of the game will feature many more - please see the included readme file for details.",
|
||||
};
|
||||
|
||||
STR16 zNewTacticalMessages[]=
|
||||
{
|
||||
//L"目标的距离: %d格, 亮度: %d/%d",
|
||||
L"将发报机装到笔记本电脑上。",
|
||||
L"你无法支付雇佣%s的费用",
|
||||
L"在限定时间内,以上的费用包括了整个行动和下列装备的花费。",
|
||||
L"现在就雇请%s吧。您可以享受我们提供的空前的“一次付费,全部服务”的优惠价格。在这个难以置信的出价里,佣兵的随身装备是免费的哦。",
|
||||
L"费用",
|
||||
L"在本分区发现有人……",
|
||||
//L"枪的射程: %d格, 命中率: %d%",
|
||||
L"显示覆盖物",
|
||||
L"视距",
|
||||
L"新雇请的佣兵无法到达那里。",
|
||||
L"由于你的笔记本电脑没有发报机,你无法雇请新的队员。也许你得读取存档或者重新开始游戏!",
|
||||
L"%s听到了Jerry的身体下面传来金属的破碎的声音。听起来令人不安,似乎你的笔记本电脑的天线被压断了。",
|
||||
L"看完副指挥官Morris留下的备忘录后,%s觉得有机会了。备忘录里有向Arulco各个城镇发射导弹的基地的坐标。它还给出了这个罪恶计划的发源地的坐标 —— 导弹工厂。",
|
||||
L"看到了控制面板后, %s发现它正在倒计时,因此导弹会把这个工厂炸毁。%s得找出个脱逃的路线。使用电梯看起来是最快的办法...",
|
||||
L"现在您在铁人模式进行游戏,周围有敌人的时候不能存档。",
|
||||
L"(不能在战斗时存盘)",
|
||||
L"当前的战役名称超过了30个字符。",
|
||||
L"无法找到当前的战役。", // @@@ new text
|
||||
L"战役: 默认 ( %S )", // @@@ new text
|
||||
L"战役: %S", // @@@ new text
|
||||
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。",
|
||||
};
|
||||
#endif //CHINESE
|
||||
|
||||
Reference in New Issue
Block a user