Files
source/Utils/_RussianText.cpp
T
Wanne b6df04a08a Rain noise can be toggled ON/OFF in the Options Screen
Added Brightness Level string to the German Version, when pressing "F" in tactical screen

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@363 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2006-07-21 21:09:50 +00:00

4072 lines
113 KiB
C++

#include "Utils All.h"
#include "Language Defines.h"
#ifdef RUSSIAN
/*
******************************************************************************************************
** IMPORTANT TRANSLATION NOTES **
******************************************************************************************************
GENERAL TOPWARE INSTRUCTIONS
- Always be aware that German strings should be of equal or shorter length than the English equivalent.
I know that this is difficult to do on many occasions due to the nature of the German language when
compared to English. By doing so, this will greatly reduce the amount of work on both sides. In
most cases (but not all), JA2 interfaces were designed with just enough space to fit the English word.
The general rule is if the string is very short (less than 10 characters), then it's short because of
interface limitations. On the other hand, full sentences commonly have little limitations for length.
Strings in between are a little dicey.
- Never translate a string to appear on multiple lines. All strings L"This is a really long string...",
must fit on a single line no matter how long the string is. All strings start with L" and end with ",
- Never remove any extra spaces in strings. In addition, all strings containing multiple sentences only
have one space after a period, which is different than standard typing convention. Never modify sections
of strings contain combinations of % characters. These are special format characters and are always
used in conjunction with other characters. For example, %s means string, and is commonly used for names,
locations, items, etc. %d is used for numbers. %c%d is a character and a number (such as A9).
%% is how a single % character is built. There are countless types, but strings containing these
special characters are usually commented to explain what they mean. If it isn't commented, then
if you can't figure out the context, then feel free to ask SirTech.
- Comments are always started with // Anything following these two characters on the same line are
considered to be comments. Do not translate comments. Comments are always applied to the following
string(s) on the next line(s), unless the comment is on the same line as a string.
- All new comments made by SirTech will use "//@@@ comment" (without the quotes) notation. By searching
for @@@ everytime you recieve a new version, it will simplify your task and identify special instructions.
Commonly, these types of comments will be used to ask you to abbreviate a string. Please leave the
comments intact, and SirTech will remove them once the translation for that particular area is resolved.
- If you have a problem or question with translating certain strings, please use "//!!! comment"
(without the quotes). The syntax is important, and should be identical to the comments used with @@@
symbols. SirTech will search for !!! to look for Topware problems and questions. This is a more
efficient method than detailing questions in email, so try to do this whenever possible.
FAST HELP TEXT -- Explains how the syntax of fast help text works.
**************
1) BOLDED LETTERS
The popup help text system supports special characters to specify the hot key(s) for a button.
Anytime you see a '|' symbol within the help text string, that means the following key is assigned
to activate the action which is usually a button.
EX: L"|Map Screen"
This means the 'M' is the hotkey. In the game, when somebody hits the 'M' key, it activates that
button. When translating the text to another language, it is best to attempt to choose a word that
uses 'M'. If you can't always find a match, then the best thing to do is append the 'M' at the end
of the string in this format:
EX: L"Ecran De Carte (|M)" (this is the French translation)
Other examples are used multiple times, like the Esc key or "|E|s|c" or Space -> (|S|p|a|c|e)
2) NEWLINE
Any place you see a \n within the string, you are looking at another string that is part of the fast help
text system. \n notation doesn't need to be precisely placed within that string, but whereever you wish
to start a new line.
EX: L"Clears all the mercs' positions,\nand allows you to re-enter them manually."
Would appear as:
Clears all the mercs' positions,
and allows you to re-enter them manually.
NOTE: It is important that you don't pad the characters adjacent to the \n with spaces. If we did this
in the above example, we would see
WRONG WAY -- spaces before and after the \n
EX: L"Clears all the mercs' positions, \n and allows you to re-enter them manually."
Would appear as: (the second line is moved in a character)
Clears all the mercs' positions,
and allows you to re-enter them manually.
@@@ NOTATION
************
Throughout the text files, you'll find an assortment of comments. Comments are used to describe the
text to make translation easier, but comments don't need to be translated. A good thing is to search for
"@@@" after receiving new version of the text file, and address the special notes in this manner.
!!! NOTATION
************
As described above, the "!!!" notation should be used by Topware to ask questions and address problems as
SirTech uses the "@@@" notation.
*/
UINT16 ItemNames[MAXITEMS][80] =
{
L""
};
UINT16 ShortItemNames[MAXITEMS][80] =
{
L""
};
// Different weapon calibres
// CAWS is Close Assault Weapon System and should probably be left as it is
// NATO is the North Atlantic Treaty Organization
// WP is Warsaw Pact
// cal is an abbreviation for calibre
UINT16 AmmoCaliber[MAXITEMS][20];// =
//{
// L"0",
// L",38 êàë",
// L"9ìì",
// L",45 êàë",
// L",357 êàë",
// L"12 êàë",
// L"ÎÁÁ",
// L"5,45ìì",
// L"5,56ìì",
// L"7,62ìì ÍÀÒÎ",
// L"7,62ìì ÂÄ",
// L"4,7ìì",
// L"5,7ìì",
// L"Ìîíñòð",
// L"Ðàêåòà",
// L"", // äðîòèê
// L"", // ïëàìÿ
//// L".50 cal", // barrett
//// L"9mm Hvy", // Val silent
//};
// This BobbyRayAmmoCaliber is virtually the same as AmmoCaliber however the bobby version doesnt have as much room for the words.
//
// Different weapon calibres
// CAWS is Close Assault Weapon System and should probably be left as it is
// NATO is the North Atlantic Treaty Organization
// WP is Warsaw Pact
// cal is an abbreviation for calibre
UINT16 BobbyRayAmmoCaliber[MAXITEMS][20] ;//=
//{
// L"0",
// L",38 êàë",
// L"9ìì",
// L",45 êàë",
// L",357 êàë",
// L"12 êàë",
// L"ÎÁÁ",
// L"5,45ìì",
// L"5,56ìì",
// L"7,62ìì Í.",
// L"7,62ìì ÂÄ",
// L"4,7ìì",
// L"5.7ìì",
// L"Ìîíñòð",
// L"Ðàêåòà",
// L"", // äðîòèê
//// L"", // flamethrower
//// L".50 cal", // barrett
//// L"9mm Hvy", // Val silent
//};
UINT16 WeaponType[][30] =
{
L"Äðóãîå",
L"Ïèñòîëåò",
L"Àâòîïèñòîëåò",
L"Ïîëóàâòîìàò",
L"Âèíòîâêà",
L"Ñíàéï.âèíòîâêà",
L"Áàçóêà",
L"Ëåãêèé àâòîìàò",
L"Ðåâîëüâåð"
};
UINT16 TeamTurnString[][STRING_LENGTH] =
{
L"Õîä Èãðîêà", // player's turn
L"Õîä Îïïîíåíòà",
L"Õîä Ñóùåñòâà",
L"Õîä Îïîë÷åíèÿ",
L"Õîä Æèòåëåé"
// planning turn
};
UINT16 Message[][STRING_LENGTH] =
{
L"",
// In the following 8 strings, the %s is the merc's name, and the %d (if any) is a number.
L"%s:ïîïàäàíèå â ãîëîâó. Òåðÿåò â ìóäðîñòè!",
L"%s ïîëó÷àåò ðàíó ïëå÷à è òåðÿåò â ëîâêîñòè!",
L"%s ïîëó÷àåò ðàíó â ãðóäü è òåðÿåò â ñèëå!",
L"%s ïîëó÷àåò ðàíó íîã è òåðÿåò â ïðîâîðíîñòè!",
L"%s ïîëó÷àåò ðàíó ãîëîâû è òåðÿåò %d î÷êîâ ìóäðîñòè!",
L"%s ïîëó÷àåò ðàíó â ïëå÷î òåðÿåò %d î÷êîâ ëîâêîñòè!",
L"%s ïîëó÷àåò ðàíó â ãðóäü è òåðÿåò %d î÷êîâ ñèëû!",
L"%s ïîëó÷àåò ðàíó íîã è òåðÿåò %d î÷êîâ ïðîâîðíîñòè!",
L"Ïåðåðûâ!",
// The first %s is a merc's name, the second is a string from pNoiseVolStr,
// the third is a string from pNoiseTypeStr, and the last is a string from pDirectionStr
L"", //OBSOLETE
L"Ïîäêðåïëåíèå ïðèáûëî!",
// In the following four lines, all %s's are merc names
L"%s çàðÿæàåò",
L"%s íåäîñòàòî÷íî î÷êîâ äåéñòâèÿ!",
L"%s îêàçûâàåò ïåðâ.ïîìîùü.(ëþá.êëàâèøà-îòìåíà)",
L"%s è %s îêàçûâàþò ïåðâ.ïîìîùü. (ëþá.êëàâèøà-îòìåíà.)",
// the following 17 strings are used to create lists of gun advantages and disadvantages
// (separated by commas)
L"íàäåæåí",
L"íåíàäåæåí",
L"ëåãêî ïî÷èíèòü",
L"òðóäíî ïî÷èí.",
L"ñèëüí.ïîâðåæä.",
L"ñëàá.ïîâðåæä.",
L"áûñòð.îãîíü",
L"ìåäë.îãîíü",
L"äàëüíèé áîé",
L"áëèæíèé áîé",
L"ëåãêèé",
L"òÿæåëûé",
L"ìàëûé",
L"î÷åðåäÿìè",
L"íå î÷åðåäÿìè",
L"áîë.îáîéìà",
L"ìàë.îáîéìà",
// In the following two lines, all %s's are merc names
L"%s:êàìóôëÿæ èçíîøåí",
L"%s:îêðàñêà êàìóôëÿæà ñìûòà",
// The first %s is a merc name and the second %s is an item name
L"Âòîð.îðóæèå:íåò ïàòðîíîâ!",
L"%s êðàäåò %s.",
// The %s is a merc name
L"%s:îðóæèå íå ñòðåë.î÷åðåä.",
L"âû ïîâòîðÿåòåñü!",
L"Îáúåäèíèòü?",
// Both %s's are item names
L"Íåëüçÿ ñîåäèíèòü %s è %s.",
L"Íè÷åãî",
L"Ðàçðÿäèòü",
L"Ïðèëîæåíèÿ",
//You cannot use "item(s)" and your "other item" at the same time.
//Ex: You cannot use sun goggles and you gas mask at the same time.
L"Íåëüçÿ èñïîëüçîâàòü %s è %s îäíîâð.",
L"Âåùü,íà ê-ðóþ óêàçûâàåò êóðñîð,ìîæíî ïðèñîåäèíèòü ê äðóãèì âåùàì,ïîìåñòèâ åå â îäíó èç ñâÿçíûõ ÿ÷ååê.",
L"Âåùü,íà ê-ðóþ óêàçûâàåò êóðñîð,ìîæíî ïðèñîåäèíèòü ê äðóãèì âåùàì,ïîìåñòèâ åå â îäíó èç ñâÿçíûõ ÿ÷ååê.(Îäíàêî ýòè âåùè íåñîâìåñòèìû.)",
L"Â ýòîì ñåêòîðå åùå îñòàëèñü âðàãè!",
L"Òåáå íóæíî äàòü %s %s",
L"%s:ïîïàäàíèå â ãîëîâó!",
L"Ïîêèíóòü áèòâó?",
L"Ýòà âåùü îñòàíåòñÿ ó òåáÿ.Îñòàâèòü åå?",
L"%s ÷óâñòâóåò ïðèëèâ ýíåðãèè!",
L"%s ñêîëüçèò ïî ìðàìîðó!",
L"%s íå ïîëó÷àåò %s!",
L"%s ÷èíèò %s",
L"Ïðåðâàòü äëÿ ",
L"Ñäàòüñÿ?",
L"×åëîâåê îòâåðã òâîþ ïîìîùü",
L"ß òàê ÍÅ ÄÓÌÀÞ!",
L"×òîáû âîñïîëüçîâàòüñÿ âåðòîëåòåîì Âñàäíèêà, âûáåðèòå ÏÐÈÍÀÄËÅÆÍÎÑÒÜ è ÌÀØÈÍÀ.",
L"%s óñïåâàåò çàðÿäèòü òîëüêî îäèí ïèñòîëåò",
L"õîä Êîøêè-Óáèéöû",
L"automatic",
L"no full auto",
L"accurate",
L"inaccurate",
L"no semi auto",
};
// the names of the towns in the game
STR16 pTownNames[] =
{
L"",
L"Îìåðòà",
L"Äðàññåí",
L"Àëüìà",
L"Ãðàì",
L"Òèêñà",
L"Êàìáðèÿ",
L"Ñàí Ìîíà",
L"Ýñòîíè",
L"Îðòà",
L"Áàëàéì",
L"Ìåäóíà",
L"×èòçåíà",
};
// the types of time compression. For example: is the timer paused? at normal speed, 5 minutes per second, etc.
// min is an abbreviation for minutes
STR16 sTimeStrings[] =
{
L"Ïàóçà",
L"Íîðìà",
L"5 ìèí",
L"30 ìèí",
L"60 ìèí",
L"6 ÷àñ",
};
// Assignment Strings: what assignment does the merc have right now? For example, are they on a squad, training,
// administering medical aid (doctor) or training a town. All are abbreviated. 8 letters is the longest it can be.
STR16 pAssignmentStrings[] =
{
L"Îòðÿä1",
L"Îòðÿä2",
L"Îòðÿä3",
L"Îòðÿä4",
L"Îòðÿä5",
L"Îòðÿä6",
L"Îòðÿä7",
L"Îòðÿä8",
L"Îòðÿä9",
L"Îòðÿä10",
L"Îòðÿä11",
L"Îòðÿä12",
L"Îòðÿä13",
L"Îòðÿä14",
L"Îòðÿä15",
L"Îòðÿä16",
L"Îòðÿä17",
L"Îòðÿä18",
L"Îòðÿä19",
L"Îòðÿä20",
L"Íà ñëóæáå", // on active duty
L"Äîêòîð", // îêàçûâàåò ìåäïîìîùü
L"Ïàöèåíò", //ïðèíèìàåò ìåäïîìîùü
L"Ìàøèíà", // in a vehicle
L"Â ïóòè", //òðàíçèòîì - ñîêðàùåíèå
L"Ðåìîíò", // ðåìîíòèðóþòñÿ
L"Ïðàêòèêà", // òðåíèðóþòñÿ
L"Îïîë÷åíèå", //ãîòîâÿò âîññòàíèå ñðåäè ãîðîæàí
L"Òðåíåð", // training a teammate
L"Ñòóäåíò", // being trained by someone else
L"Ìåðòâ", // ìåðòâ
L"Áåñïîì.", // abbreviation for incapacitated
L"ÂÏ", // Prisoner of war - captured
L"Ãîñïèòàëü", // patient in a hospital
L"Ïóñòî", // Vehicle is empty
};
STR16 pMilitiaString[] =
{
L"Îïîë÷åíèå", // the title of the militia box
L"Íå îïðåäåëåí", //the number of unassigned militia troops
L"Òû íå ìîæåøü ïåðåðàñïðåäåëÿòü îïîë÷åíèå, êîãäà êðóãîì âðàãè!",
};
STR16 pMilitiaButtonString[] =
{
L"Àâòî", // auto place the militia troops for the player
L"Ãîòîâî", // done placing militia troops
};
STR16 pConditionStrings[] =
{
L"Îòëè÷íî", //ñîñòîÿíèå ñîëäàòà..îòëè÷íîå çäîðîâüå
L"Õîðîøî", //õîðîøåå çäîðîâüå
L"Ïðèëè÷íî", //íîðìàëüíîå çäîðîâüå
L"Ðàíåí", //ðàíû
L"Óñòàë", // óñòàëûé
L"Êðîâîòî÷èò", // èñòåêàåò êðîâüþ
L"Áåç ñîçíàíèÿ", // â îáìîðîêå
L"Óìèðàåò", //óìèðàåò
L"Ìåðòâ", // ìåðòâ
};
STR16 pEpcMenuStrings[] =
{
L"Íà ñëóæáå", // set merc on active duty
L"Ïàöèåíò", // set as a patient to receive medical aid
L"Ìàøèíà", // tell merc to enter vehicle
L"Áåç ýñêîðòà", // îõðàíà ïîêèäàåò ãåðîÿ
L"Îòìåíà", // âûõîä èç ýòîãî ìåíþ
};
// look at pAssignmentString above for comments
STR16 pPersonnelAssignmentStrings[] =
{
L"Îòðÿä1",
L"Îòðÿä2",
L"Îòðÿä3",
L"Îòðÿä4",
L"Îòðÿä5",
L"Îòðÿä6",
L"Îòðÿä7",
L"Îòðÿä8",
L"Îòðÿä9",
L"Îòðÿä10",
L"Îòðÿä11",
L"Îòðÿä12",
L"Îòðÿä13",
L"Îòðÿä14",
L"Îòðÿä15",
L"Îòðÿä16",
L"Îòðÿä17",
L"Îòðÿä18",
L"Îòðÿä19",
L"Îòðÿä20",
L"Íà ñëóæáå",
L"Äîêòîð",
L"Ïàöèåíò",
L"Ìàøèíà",
L"Â ïóòè",
L"Ðåìîíò",
L"Ïðàêòèêà",
L"Òðåíèðîâêà îïîë÷",
L"Òðåíåð",
L"Ó÷åíèê",
L"Ìåðòâ",
L"Áåñïîì.",
L"ÂÏ",
L"Ãîñïèòàëü",
L"Ïóñòî", // Vehicle is empty
};
// refer to above for comments
STR16 pLongAssignmentStrings[] =
{
L"Îòðÿä1",
L"Îòðÿä2",
L"Îòðÿä3",
L"Îòðÿä4",
L"Îòðÿä5",
L"Îòðÿä6",
L"Îòðÿä7",
L"Îòðÿä8",
L"Îòðÿä9",
L"Îòðÿä10",
L"Îòðÿä11",
L"Îòðÿä12",
L"Îòðÿä13",
L"Îòðÿä14",
L"Îòðÿä15",
L"Îòðÿä16",
L"Îòðÿä17",
L"Îòðÿä18",
L"Îòðÿä19",
L"Îòðÿä20",
L"Íà ñëóæáå",
L"Äîêòîð",
L"ïàöèåíò",
L"Ìàøèíà",
L"Â ïóòè",
L"Ðåìîíò",
L"Ïðàêòèêà",
L"Òðåíèíã îïîë÷",
L"Òðåíèíã êîìàíäû",
L"Ó÷åíèê",
L"Ìåðòâ",
L"Áåñïîì.",
L"ÂÏ",
L"Ãîñïèòàëü", // patient in a hospital
L"Ïóñòî", // Vehicle is empty
};
// the contract options
STR16 pContractStrings[] =
{
L"Ïóíêòû êîíòðàêòà:",
L"", // a blank line, required
L"Ïðåäë.1 äåíü", // offer merc a one day contract extension
L"Ïðåäëîæèòü 7äí", // 1 week
L"Ïðåäëîæèòü 14äí", // 2 week
L"Óâîëèòü", // end merc's contract
L"Îòìåíà", // stop showing this menu
};
STR16 pPOWStrings[] =
{
L"ÂÏ", //an acronym for Prisoner of War
L"??",
};
STR16 pLongAttributeStrings[] =
{
L"ÑÈËÀ",
L"ËÎÂÊÎÑÒÜ",
L"ÏÎÄÂÈÆÍÎÑÒÜ",
L"ÌÓÄÐÎÑÒÜ",
L"ÌÅÒÊÎÑÒÜ",
L"ÌÅÄÈÖÈÍÀ",
L"ÌÅÕÀÍÈÊÀ",
L"ËÈÄÅÐÑÒÂÎ",
L"ÂÇÐÛÂÍÈÊ",
L"ÓÐÎÂÅÍÜ",
};
STR16 pInvPanelTitleStrings[] =
{
L"Áðîíÿ", // the armor rating of the merc
L"Âåñ", // the weight the merc is carrying
L"Êàìóôëÿæ", // the merc's camouflage rating
L"Êàìóôëÿæ:",
L"Áðîíÿ:",
};
STR16 pShortAttributeStrings[] =
{
L"Ïäâ", // the abbreviated version of : agility
L"Ëîâ", // dexterity
L"Ñèë", // strength
L"Ëèä", // leadership
L"Ìäð", // wisdom
L"Óðâ", // experience level
L"Ìòê", // marksmanship skill
L"Âçð", // explosive skill
L"Ìåõ", // mechanical skill
L"Ìåä", // medical skill};
};
STR16 pUpperLeftMapScreenStrings[] =
{
L"Ïðèíàäëåæíîñòü", // the mercs current assignment
L"Êîíòðàêò", // the contract info about the merc
L"Çäîðîâüå", // the health level of the current merc
L"Äóõ", // the morale of the current merc
L"Ñîñò.", // the condition of the current vehicle
L"Ãîðþ÷åå", // the fuel level of the current vehicle
};
STR16 pTrainingStrings[] =
{
L"Ïðàêòèêà", // tell merc to train self
L"Îïîë÷åíèå", // tell merc to train town
L"Òðåíåð", // tell merc to act as trainer
L"Ó÷åíèê", // tell merc to be train by other
};
STR16 pGuardMenuStrings[] =
{
L"Âîçì.ñòðåëÿòü:", // the allowable rate of fire for a merc who is guarding
L" Àãðåññèâíûé îãîíü", // the merc can be aggressive in their choice of fire rates
L" Áåðå÷ü ïàòðîíû", // conserve ammo
L" Ïîêà íå ñòðåëÿòü", // fire only when the merc needs to
L"Äðóãèå îïöèè:", // other options available to merc
L" Îòñòóïèòü", // merc can retreat
L" Èñêàòü óêðûòèå", // merc is allowed to seek cover
L" Ìîæíî ïîìî÷ü êîìàíäå", // merc can assist teammates
L"Ãîòîâî", // done with this menu
L"Îòìåíà", // cancel this menu
};
// This string has the same comments as above, however the * denotes the option has been selected by the player
STR16 pOtherGuardMenuStrings[] =
{
L"Òèï Îãíÿ:",
L" *Àãðåññèâíûé îãîíü*",
L" *Áåðå÷ü ïàòðîíû*",
L" *Âîçäåðæ.îò ñòðåëüáû*",
L"Äðóãèå îïöèè:",
L" *Îòñòóïèòü*",
L" *Èñêàòü óêðûòèå*",
L" *Ïîìî÷ü êîìàíäå*",
L"Ãîòîâî",
L"Îòìåíà",
};
STR16 pAssignMenuStrings[] =
{
L"Íà ñëóæáå", // merc is on active duty
L"Äîêòîð", // the merc is acting as a doctor
L"Ïàöèåíò", // the merc is receiving medical attention
L"Ìàøèíà", // the merc is in a vehicle
L"Ðåìîíò", // the merc is repairing items
L"Òðåíèíã", // the merc is training
L"Îòìåíà", // cancel this menu
};
//lal
STR16 pMilitiaControlMenuStrings[] =
{
L"Attack", // set militia to aggresive
L"Hold Position", // set militia to stationary
L"Retreat", // retreat militia
L"Come to me", // retreat militia
L"Get down", // retreat militia
L"Take cover",
L"All: Attack",
L"All: Hold Position",
L"All: Retreat",
L"All: Come to me",
L"All: Get down",
L"All: Take cover",
//L"All: Find items",
L"Cancel", // cancel this menu
};
//STR16 pTalkToAllMenuStrings[] =
//{
// L"Attack", // set militia to aggresive
// L"Hold Position", // set militia to stationary
// L"Retreat", // retreat militia
// L"Come to me", // retreat militia
// L"Get down", // retreat militia
// L"Cancel", // cancel this menu
//};
STR16 pRemoveMercStrings[] =
{
L"Óáðàòü ìåðòâåöà", // remove dead merc from current team
L"Îòìåíà",
};
STR16 pAttributeMenuStrings[] =
{
L"Ñèëà",
L"Ëîâêîñòü",
L"Ïîäâèæíîñòü",
L"Çäîðîâüå",
L"Ìåòêîñòü",
L"Ìåäèöèíà",
L"Ìåõàíèêà",
L"Ëèäåðñòâî",
L"Âçðûâíèê",
L"Îòìåíà",
};
STR16 pTrainingMenuStrings[] =
{
L"Ïðàêòèêà", // train yourself
L"Îïîë÷.", // train the town
L"Òðåíåð", // train your teammates
L"Ó÷åíèê", // be trained by an instructor
L"Îòìåíà", // cancel this menu
};
STR16 pSquadMenuStrings[] =
{
L"Îòðÿä 1",
L"Îòðÿä 2",
L"Îòðÿä 3",
L"Îòðÿä 4",
L"Îòðÿä 5",
L"Îòðÿä 6",
L"Îòðÿä 7",
L"Îòðÿä 8",
L"Îòðÿä 9",
L"Îòðÿä 10",
L"Îòðÿä 11",
L"Îòðÿä 12",
L"Îòðÿä 13",
L"Îòðÿä 14",
L"Îòðÿä 15",
L"Îòðÿä 16",
L"Îòðÿä 17",
L"Îòðÿä 18",
L"Îòðÿä 19",
L"Îòðÿä 20",
L"Îòìåíà",
};
STR16 pPersonnelTitle[] =
{
L"Ïåðñîíàë", // the title for the personnel screen/program application
};
STR16 pPersonnelScreenStrings[] =
{
L"Çäîðîâüå: ", // health of merc
L"Ïîäâèæíîñòü: ",
L"Ëîâêîñòü: ",
L"Ñèëà: ",
L"Ëèäåðñòâî: ",
L"Ìóäðîñòü: ",
L"Îïûòíîñòü: ", // experience level
L"Ìåòêîñòü: ",
L"Ìåõàíèêà: ",
L"Âçðûâíèê.: ",
L"Ìåäèöèíà: ",
L"Ìåä.äåïîçèò: ", // amount of medical deposit put down on the merc
L"Êîíòðàêò: ", // cost of current contract
L"Óáèéñòâà: ", // number of kills by merc
L"Ïîìîùíèêè: ", // number of assists on kills by merc
L"Öåíà â äåíü:", // daily cost of merc
L"Îáùàÿ ñòîèìîñòü:", // total cost of merc
L"Êîíòðàêò:", // cost of current contract
L"Âñå óñëóãè:", // total service rendered by merc
L"Äîëãè ïî ç/ï:", // amount left on MERC merc to be paid
L"Ïðîö.ïîïàäàíèé:", // percentage of shots that hit target
L"Áèòâû:", // number of battles fought
L"Êîë-âî ðàí:", // number of times merc has been wounded
L"Íàâûêè:",
L"Íåò íàâûêîâ",
};
//These string correspond to enums used in by the SkillTrait enums in SoldierProfileType.h
STR16 gzMercSkillText[] =
{
L"Íåò íàâûêîâ",
L"Ðàá.ñ îòìû÷êîé",
L"Ïëå÷îì ê ïëå÷ó",
L"Ýëåêòðîíèêà",
L"Íî÷íûå îïåð.",
L"Áðîñêè",
L"Îáó÷åíèå",
L"Òÿæ.îðóæèå",
L"Àâòîì.îðóæèå",
L"Ñêðûòíûé",
L"Î÷.ïðîâîðíûé",
L"Âîð",
L"Âîåííîå èñê-âî",
L"Ìåòàíèå íîæà",
L"Ñòðåëüáà ñ êðûøè",
L"Ìàñêèðîâêà",
L"(Ýêñïåðò)",
};
// This is pop up help text for the options that are available to the merc
STR16 pTacticalPopupButtonStrings[] =
{
L"Ñòîÿòü/Èäòè (|S)",
L"Cîãíóòüñÿ/Êðàñòüñÿ (|C)",
L"Ñòîÿòü/Áåæàòü (|R)"
L"Ëå÷ü/Ïîëçòè (|P)",
L"Ñìîòðåòü (|L)",
L"Äåéñòâèå",
L"Ðàçãîâîð",
L"Ïðîâåðèòü (|C|t|r|l)",
// Pop up door menu
L"Îòêðûòü âðó÷íóþ",
L"Ïîèñê ëîâóøåê",
L"Ïîèñê ëîâóøåê",
L"Ðàçðÿäèòü ëîâóøêè",
L"Ñèëîé",
L"Ìèíèðîâàòü",
L"Îòêðûòü",
L"Îòìû÷êîé",
L"Èñï.âçðûâ÷àòêó",
L"Ëîìîì",
L"Îòìåíà(|E|s|c)"
L"Close",
};
// Door Traps. When we examine a door, it could have a particular trap on it. These are the traps.
STR16 pDoorTrapStrings[] =
{
L"Ëîâóøåê íåò",
L"Áîìáà-Ëîâóøêà",
L"Ýëåêòðîëîâóøêà",
L"Ëîâóøêà-Ñèðåíà",
L"Òèõàÿ ñèãíàëèçàöèÿ"
};
// Contract Extension. These are used for the contract extension with AIM mercenaries.
STR16 pContractExtendStrings[] =
{
L"äåíü",
L"7äí.",
L"14äí.",
};
// On the map screen, there are four columns. This text is popup help text that identifies the individual columns.
STR16 pMapScreenMouseRegionHelpText[] =
{
L"Âûáðàòü íàåìíèêà",
L"Íàçíà÷èòü íàåìíèêà",
L"Íàïðàâèòü",
L"Íàåìí |Êîíòðàêò (|C)",
L"Óáðàòü íàåìí",
L"Ñïàòü",
};
// volumes of noises
STR16 pNoiseVolStr[] =
{
L"ÒÈÕÈÉ",
L"×ÅÒÊÈÉ",
L"ÃÐÎÌÊÈÉ",
L"Î×.ÃÐÎÌÊÈÉ"
};
// types of noises
STR16 pNoiseTypeStr[] = // OBSOLETE
{
L"ÍÅÇÍÀÊÎÌÛÉ",
L"çâóê ÄÂÈÆÅÍÈß",
L"ÑÊÐÈÏ",
L"ÏËÅÑÊ",
L"ÓÄÀÐ",
L"ÂÛÑÒÐÅË",
L"ÂÇÐÛÂ",
L"ÊÐÈÊ",
L"ÓÄÀÐ",
L"ÓÄÀÐ",
L"ÇÂÎÍ",
L"ÃÐÎÕÎÒ"
};
// Directions that are used to report noises
STR16 pDirectionStr[] =
{
L"ÑÅÂ-ÂÎÑÒÎÊ",
L"ÂÎÑÒÎÊ",
L"ÞÃÎ-ÂÎÑÒÎÊ",
L"ÞÃ",
L"ÞÃÎ-ÇÀÏÀÄ",
L"ÇÀÏÀÄ",
L"ÑÅÂ-ÇÀÏÀÄ",
L"ÑÅÂÅÐ"
};
// These are the different terrain types.
STR16 pLandTypeStrings[] =
{
L"Ãîðîä",
L"Äîðîãà",
L"Ðàâíèíà",
L"Ïóñòûíÿ",
L"Ëåñà",
L"Ðîùà",
L"Áîëîòî",
L"Âîäà",
L"Õîëìû",
L"Íåïðîõîäèìî",
L"Ðåêà", //river from north to south
L"Ðåêà", //river from east to west
L"×óæàÿ ñòðàíà",
//NONE of the following are used for directional travel, just for the sector description.
L"Òðîïèêè",
L"Ôåðìû",
L"Ïîëÿ, äîðîãà",
L"Ëåñà, äîðîãà",
L"Ôåðìû, äîðîãà",
L"Òðîïèêè,äîðîãà",
L"Ðîùà, äîðîãà",
L"Áåðåã",
L"Ãîðà, äîðîãà",
L"Ïîáåðåæüå,äîðîãà",
L"Ïóñòûíÿ, äîðîãà",
L"Áîëîòî, äîðîãà",
L"Ëåñà,ÏÂÎ",
L"Ïóñòûíÿ,ÏÂÎ",
L"Òðîïèêè,ÏÂÎ",
L"Ìåäóíà,ÏÂÎ",
//These are descriptions for special sectors
L"Ãîñïèò.Êàìáðèè",
L"Àýðîï.Äðàññåíà",
L"Àýðîï.Ìåäóíû",
L"ÏÂÎ",
L"Áàçà ïîâñòàíö.", //The rebel base underground in sector A10
L"Ïîäçåì.Òèêñû", //The basement of the Tixa Prison (J9)
L"Ëîãîâî ñóùåñòâ", //Any mine sector with creatures in it
L"Ïîäâàëû Îðòû", //The basement of Orta (K4)
L"Òóííåëü", //The tunnel access from the maze garden in Meduna
//leading to the secret shelter underneath the palace
L"Óáåæèùå", //The shelter underneath the queen's palace
L"", //Unused
};
STR16 gpStrategicString[] =
{
L"", //Unused
L"%s îáíàðóæåí â ñåêòîðå %c%d è âîò-âîò ïðèáóäåò åùå îäèí îòðÿä.", //STR_DETECTED_SINGULAR
L"%s îáíàðóæåí â ñåêòîðå %c%d è âîò-âîò ïðèáóäóò åùå îòðÿäû.", //STR_DETECTED_PLURAL
L"Âû õîòèòå êîîðäèíèðîâàòü îäíîâðåìåííîå ïðèáûòèå?", //STR_COORDINATE
//Dialog strings for enemies.
L"Âðàã äàåò øàíñ ñäàòüñÿ.", //STR_ENEMY_SURRENDER_OFFER
L"Âðàã çàõâàòèë âàøåãî íàåìíèêà, êîòîðûé ïðåáûâàåò áåç ñîçíàíèÿ.", //STR_ENEMY_CAPTURED
//The text that goes on the autoresolve buttons
L"Îòñòóïë.", //The retreat button //STR_AR_RETREAT_BUTTON
L"Ãîòîâî", //The done button //STR_AR_DONE_BUTTON
//The headers are for the autoresolve type (MUST BE UPPERCASE)
L"ÇÀÙÈÒÀ", //STR_AR_DEFEND_HEADER
L"ÀÒÀÊÀ", //STR_AR_ATTACK_HEADER
L"ÑÒÛ×ÊÀ", //STR_AR_ENCOUNTER_HEADER
L"Ñåêòîð", //The Sector A9 part of the header //STR_AR_SECTOR_HEADER
//The battle ending conditions
L"ÏÎÁÅÄÀ!", //STR_AR_OVER_VICTORY
L"ÇÀÙÈÒÀ!", //STR_AR_OVER_DEFEAT
L"ÑÄÀËÑß!", //STR_AR_OVER_SURRENDERED
L"ÇÀÕÂÀ×ÅÍ!", //STR_AR_OVER_CAPTURED
L"ÎÒÑÒÓÏÈË!", //STR_AR_OVER_RETREATED
//These are the labels for the different types of enemies we fight in autoresolve.
L"Îïîë÷åí", //STR_AR_MILITIA_NAME,
L"Ýëèòà", //STR_AR_ELITE_NAME,
L"Âîéñêî", //STR_AR_TROOP_NAME,
L"Àäìèí", //STR_AR_ADMINISTRATOR_NAME,
L"Ñóùåñòâî", //STR_AR_CREATURE_NAME,
//Label for the length of time the battle took
L"Âðåìÿ èñòåêëî", //STR_AR_TIME_ELAPSED,
//Labels for status of merc if retreating. (UPPERCASE)
L"ÎÒÑÒÓÏÈË", //STR_AR_MERC_RETREATED,
L"ÎÒÑÒÓÏÀÅÒ", //STR_AR_MERC_RETREATING,
L"ÎÒÑÒÓÏËÅÍÈÅ", //STR_AR_MERC_RETREAT,
//PRE BATTLE INTERFACE STRINGS
//Goes on the three buttons in the prebattle interface. The Auto resolve button represents
//a system that automatically resolves the combat for the player without having to do anything.
//These strings must be short (two lines -- 6-8 chars per line)
L"Àâòî áèòâà", //STR_PB_AUTORESOLVE_BTN,
L"Èäòè â Ñåêòîð", //STR_PB_GOTOSECTOR_BTN,
L"Îòñòóïèòü", //STR_PB_RETREATMERCS_BTN,
//The different headers(titles) for the prebattle interface.
L"ÑÒÛ×ÊÀ", //STR_PB_ENEMYENCOUNTER_HEADER,
L"ÂÐÀÆÅÑÊ. ÇÀÕÂÀÒ", //STR_PB_ENEMYINVASION_HEADER, // 30
L"ÂÐÀÆ. ÇÀÑÀÄÀ", //STR_PB_ENEMYAMBUSH_HEADER
L"ÂÑÒÓÏÈÒÜ ÂÎ ÂÐÀÆ. ÑÅÊÒÎÐ", //STR_PB_ENTERINGENEMYSECTOR_HEADER
L"ÀÒÀÊÀ ÑÓÙÅÑÒÂ", //STR_PB_CREATUREATTACK_HEADER
L"ÇÀÑÀÄÀ ÊÎØÊÈ", //STR_PB_BLOODCATAMBUSH_HEADER
L"ÈÄÒÈ Â ËÎÃÎÂÎ ÊÎØÊÈ-ÓÁÈÉÖÛ", //STR_PB_ENTERINGBLOODCATLAIR_HEADER
//Various single words for direct translation. The Civilians represent the civilian
//militia occupying the sector being attacked. Limited to 9-10 chars
L"Ìåñòî",
L"Âðàãè",
L"Íàåìíèêè",
L"Îïîë÷åíèå",
L"Ñóùåñòâà",
L"Êîøêè-óá",
L"Ñåêòîð",
L"Íèêîãî", //If there are no uninvolved mercs in this fight.
L"Í/Ï", //Acronym of Not Applicable
L"ä", //One letter abbreviation of day
L"÷", //One letter abbreviation of hour
//TACTICAL PLACEMENT USER INTERFACE STRINGS
//The four buttons
L"Î÷èñòèòü",
L"Âðó÷íóþ",
L"Ãðóïïà",
L"Ãîòîâî",
//The help text for the four buttons. Use \n to denote new line (just like enter).
L"Óáðàòü ïîçèöèè íàåìíèêîâ \näëÿ ïîâòîðíîãî èõ ââîäà ( |C).",
L"Ðàññðåäîòî÷èòü íàåìíèêîâ âðó÷íóþ (|S).",
L"Âûáðàòü ìåñòî ñáîðà íàåìíèêîâ (|G).",
L"Íàæìèòå ýòó êíîïêó, êîãäà çàêîí÷èòå \nâûáîð ïîçèöèé äëÿ íàåìíèêîâ. (|E|n|t|e|r)",
L"Âû äîëæíû ðàçìåñòèòü âñåõ íàåìí. \nïåðåä íà÷àëîì áèòâû.",
//Various strings (translate word for word)
L"Ñåêòîð",
L"Âûáðàòü ìåñòî âõîäà",
//Strings used for various popup message boxes. Can be as long as desired.
L"Âûãëÿäèò íåïðèâëåêàòåëüíî. Ìåñòî íåäîñòóïíî. Âûáåðèòå äðóãîå ìåñòî.",
L"Ïîìåñòèòå ñâîèõ íàåìíèêîâ â âûäåëåííîå ìåñòî íà êàðòå.",
//This message is for mercs arriving in sectors. Ex: Red has arrived in sector A9.
//Don't uppercase first character, or add spaces on either end.
L"ïðèáûë â ñåêòîð",
//These entries are for button popup help text for the prebattle interface. All popup help
//text supports the use of \n to denote new line. Do not use spaces before or after the \n.
L"Áèòâà ðàçðåøàåòñÿ àâòîìàòè÷åñêè\náåç çàãðóçêè êàðòû(|A)",
L"Íåëüçÿ èñï.àâòîðàçðåøåíèå êîãäà\nèãðîê àòàêóåò.",
L"Âîéòè â ñåêòîð:ñòû÷êà ñ âðàãîì (|E).",
L"Ãðóïïà îòñòóïàåò â ïðåæíèé ñåêòîð (|R).", //singular version
L"Âñå ãðóïïû îòñòóïàþò â ïðåæíèå ñåêòîðà (|R)", //multiple groups with same previous sector
//!!!What about repeated "R" as hotkey?
//various popup messages for battle conditions.
//%c%d is the sector -- ex: A9
L"Âðàãè àòàêóþò âàøå îïîë÷åíèå â ñåêòîðå %c%d.",
//%c%d ñåêòîð -- íàïð: A9
L"Ñóùåñòâà àòàêóþò âàøå îïîë÷.â ñåêòîðå %c%d.",
//1st %d refers to the number of civilians eaten by monsters, %c%d is the sector -- ex: A9
//Note: the minimum number of civilians eaten will be two.
L"Ñóùåñòâà àòàêóþò è óáèâàþò %d æèòåëåé â ñåêòîðå %s.",
//%s is the sector location -- ex: A9: Omerta
L"Âðàãè àòàêóþò âàøèõ íàåìí.â ñåêòîðå %s. Íèêòî èç íàåìíèêîâ íå ìîæåò äðàòüñÿ!",
//%s is the sector location -- ex: A9: Omerta
L"Ñóùåñòâà àòàêóþò âàøèõ íàåìí.â ñåêòîðå%s. Íèêòî èç íàåìíèêîâ íå ìîæåò äðàòüñÿ!",
};
STR16 gpGameClockString[] =
{
//This is the day represented in the game clock. Must be very short, 4 characters max.
L"Äåíü",
};
//When the merc finds a key, they can get a description of it which
//tells them where and when they found it.
STR16 sKeyDescriptionStrings[2] =
{
L"Ñåêò.íàõîäêè:",
L"Äåíü íàõîäêè:",
};
//The headers used to describe various weapon statistics.
INT16 gWeaponStatsDesc[][ 14 ] =
{
L"Âåñ (%s):",
L"Ñòàòóñ:",
L"Ïóëè:", // Number of bullets left in a magazine
L"Äèñò:", // Range
L"Óðîí:", // Damage
L"ÎÄ:", // abbreviation for Action Points
L"",
L"=",
L"=",
//Lal: additional strings for tooltips
L"Òî÷íîñòü:", //9
L"Äèñò:", //10
L"Óðîí:", //11
L"Âåñ:", //12
L"Stun Óðîí:",//13
};
//The headers used for the merc's money.
INT16 gMoneyStatsDesc[][ 13 ] =
{
L"Êîë-âî",
L"Îñòàëîñü:", //this is the overall balance
L"Êîë-âî",
L"Îòäåëèòü:", // the amount he wants to separate from the overall balance to get two piles of money
L"Òåêóùèé",
L"Áàëàíñ",
L"Êîë-âî",
L"Âçÿòü",
};
//The health of various creatures, enemies, characters in the game. The numbers following each are for comment
//only, but represent the precentage of points remaining.
UINT16 zHealthStr[][13] =
{
L"ÓÌÈÐÀÅÒ", // >= 0
L"ÊÐÈÒÈ×ÅÍ", // >= 15
L"ÏËÎÕ", // >= 30
L"ÐÀÍÅÍ", // >= 45
L"ÇÄÎÐÎÂ", // >= 60
L"ÑÈËÅÍ", // >= 75
L"ÎÒËÈ×ÍÎ", // >= 90
};
STR16 gzMoneyAmounts[6] =
{
L"1000$",
L"100$",
L"10$",
L"Ãîòîâî",
L"Îòäåëèòü",
L"Âçÿòü"
};
// short words meaning "Advantages" for "Pros" and "Disadvantages" for "Cons."
INT16 gzProsLabel[10] =
{
L"Çà:",
};
INT16 gzConsLabel[10] =
{
L"Ïðîò:",
};
//Conversation options a player has when encountering an NPC
UINT16 zTalkMenuStrings[6][ SMALL_STRING_LENGTH ] =
{
L"Åùå ðàç?", //meaning "Repeat yourself"
L"Äðóæåñêè", //approach in a friendly
L"Ïðÿìî", //approach directly - let's get down to business
L"Óãðîæàòü", //approach threateningly - talk now, or I'll blow your face off
L"Äàòü",
L"Íàíÿòü"
};
//Some NPCs buy, sell or repair items. These different options are available for those NPCs as well.
UINT16 zDealerStrings[4][ SMALL_STRING_LENGTH ]=
{
L"Êóï/Ïðîä",
L"Êóï.",
L"Ïðîä.",
L"Ðåìîíò",
};
UINT16 zDialogActions[1][ SMALL_STRING_LENGTH ] =
{
L"Ãîòîâî",
};
//These are vehicles in the game.
STR16 pVehicleStrings[] =
{
L"Ýëüäîðàäî",
L"Õàììåð", // a hummer jeep/truck -- military vehicle
L"Òðàê ñ ìîðîæ",
L"Äæèï",
L"Òàíê",
L"Âåðòîëåò",
};
STR16 pShortVehicleStrings[] =
{
L"Ýëüäîð",
L"Õàììåð", // the HMVV
L"Òðàê",
L"Äæèï",
L"Òàíê",
L"Âåðò", // the helicopter
};
STR16 zVehicleName[] =
{
L"Ýëüäîðàäî",
L"Õàììåð", //a military jeep. This is a brand name.
L"Òðàê", // Ice cream truck
L"Äæèï",
L"Òàíê",
L"Âåðò", //an abbreviation for Helicopter
};
//These are messages Used in the Tactical Screen
UINT16 TacticalStr[][ MED_STRING_LENGTH ] =
{
L"Âîçäóøíûé Ðåéä",
L"Îêàçûâàòü ïåðâ.ïîìîùü ñðàçó?",
// CAMFIELD NUKE THIS and add quote #66.
L"%s çàìå÷àåò, ÷òî íåêîòîðûå ïðåäìåòû íå ïîãðóçèëè.",
// The %s is a string from pDoorTrapStrings
L"Çàìîê (%s).",
L"Òóò íåò çàìêà.",
L"Óñïåõ!",
L"Ïðîâàë.",
L"Óñïåõ!",
L"Ïðîâàë",
L"Çàìîê áåç ëîâóøêè",
L"Óñïåõ!",
// The %s is a merc name
L"%s:íåò íóæíîãî êëþ÷à",
L"Çàìîê áåç ëîâóøêè",
L"Çàìîê áåç ëîâóøêè",
L"Çàïåðòî",
L"ÄÂÅÐÜ",
L"ËÎÂÓØÊÀ",
L"ÇÀÏÅÐÒÎ",
L"ÍÅÇÀÏÅÐÒÎ",
L"ÐÀÇÃÐÎÌËÅÍÎ",
L"Òóò åñòü âûêëþ÷àòåëü.Íàæàòü?",
L"Ðàçðÿäèòü ëîâóøêó?",
L"Ïðåä...",
L"Ñëåä...",
L"Åùå...",
// In the next 2 strings, %s is an item name
L"%s ïîìåùåí(à) íà çåìëþ.",
L"%s îòäàí(à) %s.",
// In the next 2 strings, %s is a name
L"%s.Îïëà÷åíî ñïîëíà.",
L"%s.Åùå äîëæåí %d.",
L"Âûáðàòü ÷àñòîòó äåòîíàòîðà:", //in this case, frequency refers to a radio signal
L"Êîë-âî õîäîâ ïåðåä âçðûâîì:", //how much time, in turns, until the bomb blows
L"Óñòàí.÷àñòîòó äèñòàíö.âçðûâàòåëÿ:", //in this case, frequency refers to a radio signal
L"Ðàçðÿäèòü ëîâóøêó?",
L"Óáðàòü ãîëóáîé ôëàã?",
L"Óñòàíîâèòü ãîëóáîé ôëàã?",
L"Çàâåðøàþùèé õîä",
// In the next string, %s is a name. Stance refers to way they are standing.
L"Óâåðåí,÷òî õî÷åøü íàïàñòü íà %s ?",
L"Ìàøèíà íå ìîæåò ìåíÿòü ïîëîæåíèÿ.",
L"Ðîáîò íå ìîæåò ìåíÿòü ïîëîæåíèÿ.",
// In the next 3 strings, %s is a name
L"%s íå ìîæåò ïîìåíÿòü ïîëîæåíèå çäåñü.",
L"%s íå ìîæåò ïîëó÷èòü ïåðâ.ïîìîùü.",
L"%s íå íóæäàåòñÿ â ïåðâ.ïîìîùè.",
L"Òóäà èäòè íåëüçÿ.",
L"Êîìàíäà íàáðàíà.Ìåñò íåò.", //there's no room for a recruit on the player's team
// In the next string, %s is a name
L"%s íàíÿò.",
// Here %s is a name and %d is a number
L"%s äîëæåí ïîëó÷èòü $%d.",
// In the next string, %s is a name
L"Ñîïðîâ. %s?",
// In the next string, the first %s is a name and the second %s is an amount of money (including $ sign)
L"Íàíÿòü %s çà %s â äåíü?",
// This line is used repeatedly to ask player if they wish to participate in a boxing match.
L"Õîòèòå äðàòüñÿ?",
// In the next string, the first %s is an item name and the
// second %s is an amount of money (including $ sign)
L"Êóïèòü %s çà %s?",
// In the next string, %s is a name
L"%s ñîïðîâîæäåí â îòðÿä %d.",
// These messages are displayed during play to alert the player to a particular situation
L"ÇÀÊËÈÍÈËÎ", //weapon is jammed.
L"Ðîáîòó íóæíî ïóëè %s êàëèáðà.", //Robot is out of ammo
L"Áðîñèòü òóäà? Íåò. Íå âûéäåò.", //Merc can't throw to the destination he selected
// These are different buttons that the player can turn on and off.
L"Ñêðûòíî (|Z)",
L"Îêíî êàðòû (|M)",
L"Ãîòîâî (|D)(Çàâåðøèòü õîä)",
L"Ãîâîðèòü",
L"Áåç çâóêà",
L"Ïîäíÿòüñÿ (|P|g|U|p)",
L"Ïîç.êóðñîðà(|T|a|b)",
L"Êàðàáê./ Ïðûã.",
L"Îïóñòèòüñÿ (|P|g|D|n)",
L"Ïðîâåðèòü (|C|t|r|l)",
L"Ïðåä.íàåìíèê",
L"Ñëåä.íàåìíèê (|S|p|a|c|e)",
L"Íàñòðîéêè (|O)",
L"Î÷åðåäü (|B)",
L"Ñìîòðåòü/Ïîâåðíóòüñÿ (|L)",
L"Çäîðîâüå: %d/%d\nÝíåðã.: %d/%d\nÄóõ: %s",
L"×åãî?", //this means "what?"
L"Ïðîäîëæ.", //an abbrieviation for "Continued"
L"Âêë.çâóê äëÿ %s.",
L"Âûêë.çâóê äëÿ %s.",
L"Çäîðîâüå: %d/%d\nÁåíç: %d/%d",
L"Âûéòè èç ìàøèíû" ,
L"Ïîìåíÿòü îòðÿä ( |S|h|i|f|t |S|p|a|c|e )",
L"Åõàòü",
L"Í/Ï", //this is an acronym for "Not Applicable."
L"Èñï ( Ðóêà â ðóêå )",
L"Èñï ( Îãíåñòð.îð. )",
L"Èñï ( Ëåçâèå )",
L"Èñï ( Âçðûâ÷àòêà )",
L"Èñï ( Àïòå÷êà )",
L"(Ïîéìàòü)",
L"(Ïåðåçàðÿäèòü)",
L"(Äàòü)",
L"%s îòïðàâëåí.",
L"%s ïðèáûë.",
L"%s:íåò î÷êîâ äåéñòâèÿ.",
L"%s íåäîñòóïåí.",
L"%s âåñü â áèíòàõ.",
L"%s:áèíòû ñíÿòû.",
L"Âðàã â ñåêòîðå!",
L"Âðàãà íå âèäíî.",
L"Íå õâàòàåò î÷êîâ äåéñòâèÿ.",
L"Íèêòî íå èñï.äèñòàíö.óïð.",
L"Îáîéìà îïóñòåëà!",
L"ÑÎËÄÀÒ",
L"ÐÅÏÒÈÎÍÛ",
L"ÎÏÎË×ÅÍÈÅ",
L"ÆÈÒÅËÜ",
L"Âõîä èç ñåêòîðà",
L"OK",
L"ÎÒÌÅÍÀ",
L"Âûáðàííûé íàåìíèê",
L"Âñå íàåìíèêè â îòðÿäå",
L"Èäòè â ñåêòîð",
L"Èäòè íà êàðòó",
L"Ýòîò ñåêòîð îòñþäà ïîêèíóòü íåëüçÿ.",
L"%s ñëèøêîì äàëåêî.",
L"Êîðîòêèå äåðåâüÿ",
L"Ïîêàçàòü äåðåâüÿ",
L"ÂÎÐÎÍÀ", //Crow, as in the large black bird
L"ØÅß",
L"ÃÎËÎÂÀ",
L"ÒÎÐÑ",
L"ÍÎÃÈ",
L"Ñêàçàòü êîðîëåâå òî,÷òî îíà õî÷åò çíàòü?",
L"Îòïå÷àòêè ïàëüöåâ ïîëó÷åíû",
L"Îòïå÷àòêè íåâåðíûå. Îðóæèå íå äåéñòâóåò",
L"Öåëü çàõâà÷åíà",
L"Ïóòü áëîêèðîâàí",
L"Ïîëîæèòü/Âçÿòü äåíüãè ñî ñ÷åòà", //Help text over the $ button on the Single Merc Panel
L"Ìåäïîìîùü íèêîìó íå íóæíà.",
L"Ñëîì.", // Short form of JAMMED, for small inv slots
L"Òóäà íå äîáðàòüñÿ.", // used ( now ) for when we click on a cliff
L"Ïóòü áëîêèðîâàí. Õîòèòå ïîìåíÿòüñÿ ìåñòàìè ñ ýòèì ÷åëîâåêîì?",
L"×åëîâåê îòêàçûâàåòñÿ äâèãàòüñÿ.",
// In the following message, '%s' would be replaced with a quantity of money (e.g. $200)
L"Âû ñîãëàñíû çàïëàòèòü %s?",
L"Ïðèíÿòü áåñïëàòíîå ëå÷åíèå?",
L"Ñîãëàñíû æåíèòü Äýððåëà?",
L"Êðóãëàÿ ïàíåëü óïðàâëåíèÿ",
L"Ñ ýñêîðòèðóåìûìè ýòîãî ñäåëàòü íåëüçÿ.",
L"Ïîùàäèòü ñåðæàíòà?",
L"Âíå äîñÿãàåìîñòè äëÿ îðóæèÿ",
L"Øàõòåð",
L"Ìàøèíà õîäèò òîëüêî ìåæäó ñåêòîð.",
L"Àâòîïåðåâÿçêó ñäåëàòü ñåé÷àñ íåëüçÿ",
L"Ïóòü äëÿ %s áëîêèðîâàí",
L"Íàåìíèêè, çàõâà÷åííûå àðìèåé Äåéäðàííû, òîìÿòñÿ çäåñü",
L"Çàìîê ïîðàæåí",
L"Çàìîê ðàçðóøåí",
L"Êòî-òî åùå ïûòàåòñÿ âîñïîëüçîâ.ýòîé äâåðüþ.",
L"Çäîðîâüå: %d/%d\nÁåíç: %d/%d",
L"%s íå âèäèò %s.", // Cannot see person trying to talk to
};
//Varying helptext explains (for the "Go to Sector/Map" checkbox) what will happen given different circumstances in the "exiting sector" interface.
STR16 pExitingSectorHelpText[] =
{
//Helptext for the "Go to Sector" checkbox button, that explains what will happen when the box is checked.
L"Ïîñëå ïðîâåðêè ñîñåäíèé ñåêòîð ìîæíî ñðàçó çàíÿòü.",
L"Ïîñëå ïðîâåðêè âû àâòîìàòè÷åñêè îêàçûâàåòåñü â îêíå êàðòû à\nâàøåìó íàåìíèêó ïîíàäîáèòñÿ âðåìÿ íà äîðîãó.",
//If you attempt to leave a sector when you have multiple squads in a hostile sector.
L"Ýòîò ñåêòîð çàíÿò âðàãàìè è çäåñü îñòàâëÿòü íàåìíèêîâ íåëüçÿ.\nÍàäî ðåøèòü ýòó ïðîáëåìó ïåðåä òåì êàê çàíèìàòü äðóãèå ñåêòîðà.",
//Because you only have one squad in the sector, and the "move all" option is checked, the "go to sector" option is locked to on.
//The helptext explains why it is locked.
L"Âûâîäÿ îñòàâøèõñÿ íàåìíèêîâ èç ýòîãî ñåêòîðà,\nó÷òè, ÷òî ñîñåäíèé ñåêòîð áóäåò çàíÿò íåìåäëåííî.",
L"Âûâåäÿ îñòàâøèõñÿ íàåìíèêîâ èç ýòîãî ñåêòîðà,\nâû àâòîìàòè÷åñêè ïåðåìåùàåòåñü â îêíî êàðòû \nâàøåìó íàåìíèêó ïîíàäîáèòñÿ âðåìÿ íà äîðîãó.",
//If an EPC is the selected merc, it won't allow the merc to leave alone as the merc is being escorted. The "single" button is disabled.
L"%s íå ìîæåò ïîêèíóòü ýòîò ñåêòîð îäèí, åãî íàäî ñîïðîâîäèòü.",
//If only one conscious merc is left and is selected, and there are EPCs in the squad, the merc will be prohibited from leaving alone.
//There are several strings depending on the gender of the merc and how many EPCs are in the squad.
//DO NOT USE THE NEWLINE HERE AS IT IS USED FOR BOTH HELPTEXT AND SCREEN MESSAGES!
L"%s íå ìîæåò ïîêèíóòü ñåêòîð îäèí-îí ñîïðîâîæäàåò %s.", //male singular
L"%s íå ìîæåò ïîêèíóòü ñåêòîð îäíà-îíà ñîïðîâîæäàåò %s.", //female singular
L"%s íå ìîæåò ïîêèíóòü ñåêòîð îäèí-îí ñîïðîâîæäàåò ãðóïïó.", //male plural
L"%s íå ìîæåò ïîêèíóòü ñåêòîð îäíà-îíà ñîïðîâîæäàåò ãðóïïó.", //female plural
//If one or more of your mercs in the selected squad aren't in range of the traversal area, then the "move all" option is disabled,
//and this helptext explains why.
L"×òîáû äàòü îòðÿä ìîã ïîéòè,\nâñå âàøè íàåìíèêè äîæíû áûòü â ðÿäîì.",
L"", //UNUSED
//Standard helptext for single movement. Explains what will happen (splitting the squad)
L"Ïîñëå ïðîâåðêè %s ïîåäåò îäèí, è\nàâòîìàòè÷åñêè ïîïàäåò â óíèêàëüíûé îòðÿä.",
//Standard helptext for all movement. Explains what will happen (moving the squad)
L"Ïîñëå ïðîâåðêè âûáðàííûé âàìè ñåé÷àñ \nîòðÿä ïîêèíåò ýòîò ñåêòîð.",
//This strings is used BEFORE the "exiting sector" interface is created. If you have an EPC selected and you attempt to tactically
//traverse the EPC while the escorting mercs aren't near enough (or dead, dying, or unconscious), this message will appear and the
//"exiting sector" interface will not appear. This is just like the situation where
//This string is special, as it is not used as helptext. Do not use the special newline character (\n) for this string.
L"%s íå ìîæåò ïîêèíóòü ýòîò ñåêòîð îäèí, åãî íàäî ñîïðîâîäèòü. Îñòàëüíûå íàåìíèêè îñòàþòñÿ ïîêà ñ âàìè.",
};
STR16 pRepairStrings[] =
{
L"Âåùè", // tell merc to repair items in inventory
L"ÏÂÎ", // tell merc to repair SAM site - SAM is an acronym for Surface to Air Missile
L"Îòìåíà", // cancel this menu
L"Ðîáîò", // repair the robot
};
// NOTE: combine prestatbuildstring with statgain to get a line like the example below.
// "John has gained 3 points of marksmanship skill."
STR16 sPreStatBuildString[] =
{
L"ïîòåðÿë", // the merc has lost a statistic
L"ïðèîáðåë", // the merc has gained a statistic
L"î÷êî", // singular
L"î÷êè", // plural
L"óðîâåíü", // singular
L"óðîâíÿ", // plural
};
STR16 sStatGainStrings[] =
{
L"çäîð.",
L"ïîäâèæí.",
L"ïðîâîðí.",
L"ìóäðîñòü.",
L"ìåäèöèíà",
L"âçðûâí.ðàáîòû.",
L"ìåõàíèêà.",
L"ìåòêîñòü.",
L"îïûòíîñòü.",
L"ñèëà.",
L"ëèäåðñòâî.",
};
STR16 pHelicopterEtaStrings[] =
{
L"Îáùåå ðàññò.: ", // total distance for helicopter to travel
L" Áåçîïàñíî: ", // distance to travel to destination
L" Îïàñíî:", // distance to return from destination to airport
L"Îáù.öåíà: ", // total cost of trip by helicopter
L"ÓÂÏ: ", // ETA is an acronym for "estimated time of arrival"
L"Â âåðòîëåòå ìàëî òîïëèâà, îí âûíóæä.ñåñòü íà âðàæ.òåððèòîðèè!", // warning that the sector the helicopter is going to use for refueling is under enemy control ->
L"Ïàññàæèðû: ",
L"Âûáðàòü âûñàäêó Âñàäíèêà èëè Ïðèáûâàþùèõ?",
L"Âñàäíèê",
L"Ïðèáûâàþùèå",
};
STR16 sMapLevelString[] =
{
L"Ïîäóðîâåíü ", // what level below the ground is the player viewing in mapscreen
};
STR16 gsLoyalString[] =
{
L"Îòíîø", // the loyalty rating of a town ie : Loyal 53%
};
// error message for when player is trying to give a merc a travel order while he's underground.
STR16 gsUndergroundString[] =
{
L"íå ïðèíèì.ïðèêàçîâ èäòè ïîä çåìëåé.",
};
STR16 gsTimeStrings[] =
{
L"÷", // hours abbreviation
L"ì", // minutes abbreviation
L"ñ", // seconds abbreviation
L"ä", // days abbreviation
};
// text for the various facilities in the sector
STR16 sFacilitiesStrings[] =
{
L"Íè÷åãî",
L"Ãîñïèò.",
L"Çàâîäû",
L"Òþðüìà",
L"Îïîë÷åí.",
L"Àýðîïîðò",
L"Ñòðåëüáèùå", // a field for soldiers to practise their shooting skills
};
// text for inventory pop up button
STR16 pMapPopUpInventoryText[] =
{
L"Èíâåíòàðü",
L"Âûõîä",
};
// town strings
STR16 pwTownInfoStrings[] =
{
L"Ðàçìåð", // 0 // size of the town in sectors
L"", // blank line, required
L"Êîíòðîëü", // how much of town is controlled
L"Íè÷åãî", // none of this town
L"Øàõòà ãîðîäà", // mine associated with this town
L"Âåðíîñòü", // 5 // the loyalty level of this town
L"Ãîòîâû", // the forces in the town trained by the player
L"",
L"Îñí.îáîðóä.", // main facilities in this town
L"Óðîâåíü", // the training level of civilians in this town
L"Ïîäãîòîâêà æèòåëåé", // 10 // state of civilian training in town
L"Îïîë÷åíèå", // the state of the trained civilians in the town
};
// Mine strings
STR16 pwMineStrings[] =
{
L"Øàõòà", // 0
L"Ñåðåáðî",
L"Çîëîòî",
L"Ïðîèçâîäèò/äåíü",
L"Ïðîèçâîäñòâ.âîçì-òè",
L"Áðîøåíî", // 5
L"Çàêðûòî",
L"Âûðàáîòàíà",
L"Ðàáîòàåò",
L"Ñòàòóñ",
L"Ïðîèçâîäèòåëüíîñòü",
L"Òèï ðóäû", // 10
L"Ãîðîä êîíòðîëÿ",
L"Îòíîøåíèå ãîðîäà",
// L"Ðàáîò.øàõòåðû",
};
// blank sector strings
STR16 pwMiscSectorStrings[] =
{
L"Ñèëû âðàãà",
L"Ñåêòîð",
L"# âåùåé",
L"Íåèçâ.",
L"Ïîä êîíòð.",
L"Äà",
L"Íåò",
};
// error strings for inventory
STR16 pMapInventoryErrorString[] =
{
L"%s íåäîñòàòî÷íî áëèçêî", //Merc is in sector with item but not close enough
L"Íåëüçÿ âûáðàòü ýòîãî.", //MARK CARTER
L"%s íå â ñåêòîðå è íå ìîæåò âçÿòü ýòó âåùü",
L"Âî âðåìÿ áèòâû íàäî ïîäáèðàòü ýòè âåùè âðó÷íóþ",
L"Âî âðåìÿ áèòâû íàäî áðîñàòü âåùè âðó÷íóþ.",
L"%s íå â ñåêòîðå,÷òîáû áðîñèòü âåùè.",
};
STR16 pMapInventoryStrings[] =
{
L"Ìåñòî", // sector these items are in
L"Âñåãî âåùåé", // total number of items in sector
};
// help text for the user
STR16 pMapScreenFastHelpTextList[] =
{
L"×òîáû äàòü íàåìíèêó òàêèå çàäàíèÿ êàê èäòè â äð.îòðÿä, ëå÷åíèå èëè ðåìîíò,âûáåðèòå íóæíîå â 'Ïðèíàäëåæíîñòü'",
L"÷òîáû íàïðàâèòü íàåìíèêà â äðóãîé ñåêòîð, âûáåðèòå íóæíîå â êîëîíêå 'Êóäà'",
L"Êîãäà íàåìíèêè ïîëó÷àþò ïðèêàç íà÷àòü äâèæåíèå,êîìïðåññèÿ ïîçâîëèò èì ýòî ñäåëàòü.",
L"Ëåâûé ùåë÷îê-âûáðàòü ñåêòîð. Åùå ðàç ëåâûé ùåë÷îê-äàòü íàåìíèêó êîìàíäó íà÷àòü äâèæåíèå,ïðàâûé ùåë÷îê-îáùàÿ èíôîðìàöèÿ î ñåêòîðå.",
L"Íàæàòü'h' â ëþáîå âðåìÿ, ÷òîáû âûçâàòü ïîäñêàçêó.",
L"Ïðîâåðêà",
L"Ïðîâåðêà",
L"Ïðîâåðêà",
L"Ïðîâåðêà",
L"Ïîêà êîìàíäà íå äîáðàëàñü äî Àðóëüêî,â ýòîì îêíå âàì äåëàòü íå÷åãî.Êîãäà âû óêîìïëåêòóåòå ñâîþ êîìàíäó,íàæìèòå íà êíîïêó Ñæàòèå Âðåìåíè â ïðàâîì íèæíåì óãëó ýêðàíà.Êîìàíäà äîáåðåòñÿ ãîðàçäî áûñòðåå.",
};
// movement menu text
STR16 pMovementMenuStrings[] =
{
L"Ïðåìåñòèòü íàåìí.â ñåêòîð", // title for movement box
L"Ïóòü", // done with movement menu, start plotting movement
L"Îòìåíà", // cancel this menu
L"Äðóãîå", // title for group of mercs not on squads nor in vehicles
};
STR16 pUpdateMercStrings[] =
{
L"Îé!:", // an error has occured
L"Êîíòðàêòû çàêîí÷èëèñü:", // this pop up came up due to a merc contract ending
L"Íàåìíèê âûïîëíèë çàäàíèå:", // this pop up....due to more than one merc finishing assignments
L"Íàåìí.ñíîâà ðàáîòàåò:", // this pop up ....due to more than one merc waking up and returing to work
L"Íàåìíèêè èäóò ñïàòü:", // this pop up ....due to more than one merc being tired and going to sleep
L"Êîíòðàêòû ñêîðî êîí÷àòñÿ:", // this pop up came up due to a merc contract ending
};
// map screen map border buttons help text
STR16 pMapScreenBorderButtonHelpText[] =
{
L"Ïîêàçàòü Ãîðîäà (|W)",
L"Ïîêàçàòü Øàõòû (|M)",
L"Ïîêàç.Êîìàíäû è Âðàãîâ(|T)",
L"Ïîêàçàòü âîçäóøíîå ïðîñòðàíñòâî(|A)",
L"Ïîêàçàòü Âåùè (|I)",
L"Ïîêàç.îïîë÷åí.è âðàãîâ(|Z)",
};
STR16 pMapScreenBottomFastHelp[] =
{
L"Ëýïòîï (|L)",
L"Òàêòèêà(|E|s|c)",
L"Íàñòðîéêè (|O)",
L"Ñæàòèå âðåì.(|+)", // time compress more
L"Ñæàòèå âðåì.(|-)", // time compress less
L"Ïðåäûäóù.ñîîáù (|U|p)\nÏðåäûäóù.ñòð. (|P|g|U|p)", // previous message in scrollable list
L"Ñëåä.ñîîáù. (|D|o|w|n)\nÑëíä.ñòð. (|P|g|D|n)", // next message in the scrollable list
L"Ïóñòèòü/Îñòàíîâèòü âðåìÿ (|S|p|a|c|e)", // start/stop time compression
};
STR16 pMapScreenBottomText[] =
{
L"Òåêóùèé áàëàíñ", // current balance in player bank account
};
STR16 pMercDeadString[] =
{
L"%s ìåðòâ.",
};
STR16 pDayStrings[] =
{
L"Äåíü",
};
// the list of email sender names
STR16 pSenderNameList[] =
{
L"Ýíðèêî",
L"Ïñèõ Ïðî Èíê",
L"Ïîìîùü",
L"Ïñèõ.Ïðî Èíê",
L"Ñïåê",
L"R.I.S.", //5
L"Áàððè",
L"Áëàä",
L"Ðûñü",
L"Ãðèçëè",
L"Âèêè", //10
L"Òðåâîð",
L"Õðÿï",
L"Èâàí",
L"Àíàáîëèê",
L"Èãîðü", //15
L"Òåíü",
L"Ðûæèé",
L"Ïîòðîøèòåëü",
L"Ôèäåëü",
L"Ëèñêà", //20
L"Ñèäíåé",
L"Ãàñ",
L"Ñäîáà",
L"Àéñ",
L"Ïàóê", //25
L"Ñêàëà",
L"Áûê",
L"Ñòðåëîê",
L"Òîñêà",
L"Ðåéäåð", //30
L"Ñîâà",
L"Ñòàòèê",
L"Ëåí",
L"Äàííè",
L"Ìàã",
L"Ñòýôåí",
L"Ëûñûé",
L"Çëîáíûé",
L"Äîêòîð Êüþ",
L"Ãâîçäü",
L"Òîð",
L"Ñòðåëêà",
L"Âîëê",
L"ÝìÄè",
L"Ëàâà",
//----------
L"M.I.S.Ñòðàõ.",
L"Áîááè Ðýé",
L"Áîññ",
L"Äæîí Êàëáà",
L"À.I.Ì.",
};
// next/prev strings
STR16 pTraverseStrings[] =
{
L"Ïðåäûä",
L"Ñëåä",
};
// new mail notify string
STR16 pNewMailStrings[] =
{
L"Åñòü íîâûå ñîîáùåíèÿ...",
};
// confirm player's intent to delete messages
STR16 pDeleteMailStrings[] =
{
L"Ñòåðåòü ñîîáùåíèå?",
L"Ñòåðåòü ÍÅÏÐÎ×ÒÅÍÍÛÅ?",
};
// the sort header strings
STR16 pEmailHeaders[] =
{
L"Îò:",
L"Òåìà:",
L"Äàòà:",
};
// email titlebar text
STR16 pEmailTitleText[] =
{
L"Ïî÷òîâûé ÿùèê",
};
// the financial screen strings
STR16 pFinanceTitle[] =
{
L"Áóõãàëòåð Ïëþñ", //the name we made up for the financial program in the game
};
STR16 pFinanceSummary[] =
{
L"Êðåäèò:", // credit (subtract from) to player's account
L"Äåáåò:", // debit (add to) to player's account
L"Ïðèõîä çà â÷åðàøíèé äåíü:",
L"Äåïîçèòû çà â÷åðàøí.äåíü:",
L"Äåáåò çà â÷åðàøí. äåíü:",
L"Áàëàíñ íà êîíåö äíÿ:",
L"Ïðèõîä çà ñåãîäíÿ:",
L"Äåïîçèòû çà ñåãîäíÿ:",
L"Äåáåò íà ñåãîäíÿ:",
L"Òåêóùèé áàëàíñ:",
L"Ïðåäïîëàãàåìûé ïðèõîä:",
L"Ïðåäïîëàãàåìûé áàëàíñ:", // projected balance for player for tommorow
};
// headers to each list in financial screen
STR16 pFinanceHeaders[] =
{
L"Day", // the day column
L"Êðåäèò", // the credits column
L"Äåáåò", // the debits column
L"Ïåðåâîä", // transaction type - see TransactionText below
L"Áàëàíñ", // balance at this point in time
L"Ñòð.", // page number
L"Äí.", // the day(s) of transactions this page displays
};
STR16 pTransactionText[] =
{
L"Èíòåðåñ", // interest the player has accumulated so far
L"Àíîíèìíûå âêëàäû",
L"Ïåíÿ çà ïåðåâîä",
L"Íàíÿò", // Merc was hired
L"Òîðãîâëÿ Áîááè Ðýÿ", // Bobby Ray is the name of an arms dealer
L"Çàðåãèñòð.ñ÷åòà â M.E.R.C.",
L"Ìåä Äåïîçèò: %s", // medical deposit for merc
L"IMP àíàëèç", // IMP is the acronym for International Mercenary Profiling
L"Êóïëåíà ñòðàõîâêà:%s",
L"Ïîíèæåíà ñòðàõîâêà: %s",
L"Ðàñøèðåíà ñòðàõîâêà: %s", // johnny contract extended
L"Îòìåíåíà ñòðàõîâêà: %s",
L"Ñòðàõîâîé çàïðîñ: %s", // insurance claim for merc
L"â äåíü", // merc's contract extended for a day
L"7 äíåé", // merc's contract extended for a week
L"14 äíåé", // ... for 2 weeks
L"Äîõîä ñ øàõò",
L"", //String nuked
L"Òîðãîâëÿ öâåòàìè",
L"Ïîëíàÿ îïëàòà ìåäóñëóã.: %s",
L"×àñòè÷í.îïëàòà ìåäóñëóã: %s",
L"Ìåäóñëóãè íå îïëà÷åíû: %s",
L"Âûïëàòû: %s", // %s is the name of the npc being paid
L"Ïåðåâîä ñðåäñòâ íà èìÿ %s", // transfer funds to a merc
L"Ïåðåâîä ñðåäñòâ îò %s", // transfer funds from a merc
L"Ñòîèì.ýêèïèðîâêè îïîë÷: %s", // initial cost to equip a town's militia
L"Ïîêóïêè ó %s.", //is used for the Shop keeper interface. The dealers name will be appended to the end of the string.
L"%s ïîëîæèë äåíüãè.",
L"Sold Item(s) to the Locals",
};
STR16 pTransactionAlternateText[] =
{
L"Ñòðàõîâêà", // insurance for a merc
L"%s:ïðîäëèòü êîíòðàêò íà 1 äåíü", // entend mercs contract by a day
L"%s:ïðîäëèòü êîíòðàêò íà 7 äíåé",
L"%s:ïðîäëèòü êîíòðàêò íà 14 äíåé",
};
// helicopter pilot payment
STR16 pSkyriderText[] =
{
L"Âñàäíèêó çàïëà÷åíî $%d", // skyrider was paid an amount of money
L"Âñàäíèêó íåäîïëà÷åíî $%d", // skyrider is still owed an amount of money
L"Âñàäíèê. Çàïðàâêà çàâåðøåíà", // skyrider has finished refueling
L"",//unused
L"",//unused
L"Âñàäíèê ãîòîâ ê ïîëåòó.", // Skyrider was grounded but has been freed
L"Ó Âñàäíèêà íåò ïàññàæèðîâ.Åñëè âû õîòèòå îòïðàâèòü íàåìíèêîâ â ýòîò ñåêòîð, âûáåðèòå ÏÐÈÍÀÄË. è ÌÀØÈÍÀ"
};
// strings for different levels of merc morale
STR16 pMoralStrings[] =
{
L"Îòëè÷íî",
L"Õîðîøî",
L"Íîðì.",
L"ÍåÎ÷åíü",
L"Ïàíèêà",
L"Ïëîõ",
};
// Mercs equipment has now arrived and is now available in Omerta or Drassen.
STR16 pLeftEquipmentString[] =
{
L"%s:ýêèïèðîâêó ìîæíî ïîëó÷èòü â Îìåðòå( A9 ).",
L"%s:ýêèïèðîâêó ìîæíî ïîëó÷èòü â Äðàññåíå( B13 ).",
};
// Status that appears on the Map Screen
STR16 pMapScreenStatusStrings[] =
{
L"Çäîðîâüå",
L"Ýíåðãèÿ",
L"Äóõ",
L"Ñîñò.", // the condition of the current vehicle (its "health")
L"Áåíçèí", // the fuel level of the current vehicle (its "energy")
};
STR16 pMapScreenPrevNextCharButtonHelpText[] =
{
L"Ïðåä.íàåìíèê (|L|e|f|t)", // previous merc in the list
L"Ñëåä.íàåìíèê (|R|i|g|h|t)", // next merc in the list
};
STR16 pEtaString[] =
{
L"ÓÂÏ:", // eta is an acronym for Estimated Time of Arrival
};
STR16 pTrashItemText[] =
{
L"Âû ïîòåðÿåòå ýòî íàâñåãäà.Âûïîëíèòü?", // do you want to continue and lose the item forever
L"Ýòî,êàæåòñÿ,è âïðàâäó ÂÀÆÍÀß âåùü.Âû ÂÏÎËÍÅ óâåðåíû, ÷òî õîòèòå âûáðîñèòü åå?", // does the user REALLY want to trash this item
};
STR16 pMapErrorString[] =
{
L"Îòðÿä íå ìîæåò äâèãàòüñÿ ñî ñïÿùèì íàåìí.",
//1-5
L"Ñïåðâà âûâåäèòå îòðÿä íà çåìëþ.",
L"Ïðèêàç äâèãàòüñÿ? Òóò æå êðóãîì âðàãè!",
L"Íàåìí.äîëæåí áûòü íàçíà÷åí â ñåêòîð èëè ìàøèíó,÷òîáû åõàòü.",
L"Ó âàñ â êîìàíäå åùå íèêîãî íåò", // you have no members, can't do anything
L"Íàåìí.íå ìîæåò âûïîëíèòü.", // merc can't comply with your order
//6-10
L"÷òîáû äâèãàòüñÿ,íóæåí ýñêîðò.Îáåñïå÷üòå åãî ýñêîðòîì", // merc can't move unescorted .. for a male
L"÷òîáû äâèãàòüñÿ, íóæåí ýñêîðò.Îáåñïå÷üòå åå ýñêîðòîì.", // for a female
L"Íàåìíèê åùå íå ïðèáûë â Àðóëüêî!",
L"Êàæåòñÿ,ñíà÷àëà íóæíî óëàäèòü âñå ïðîáëåìû ñ êîíòðàêòîì.",
L"Cannot give a movement order. Air raid is going on.", // WANNE 2
//11-15
L"Ïðèêàç äâèãàòüñÿ? Òóò æå áèòâà èäåò!",
L"Âû íàòêíóëèñü íà çàñàäó Êîøêè-Óáèéöû â ñåêòîðå %s!",
L"Âû ïîïàëè â ëîãîâî Êîøåê-Óáèéö â ñåêòîðå I16!",
L"",
L"ÏÂÎ â %s çàíÿòà âðàãîì.",
//16-20
L"Øàõòà â %s âçÿòà. Âàø åæåäíåâíûé äîõîä óïàë äî %s â äåíü.",
L"Ïðîòèâíèê âçÿë ñåêòîð %s, íå âñòðåòèâ ñîïðîòèâëåíèÿ.",
L"Êàê ìèíèìóì îäíîãî èç âàøèõ íàåìí.íåëüçÿ íàçí.íà ýòî çàäàíèå.",
L"%s íåëüçÿ ïðèñîåä.ê %s. Óæå ïîëîí",
L"%s íåëüçÿ ïðèñîåä.ê %s. Ñëèøêîì äàëåêî.",
//21-25
L"Øàõòà â %s çàõâà÷åíà âîéñêàìè Äåéäðàííû!",
L"Âîéñêà Äåéäðàííû òîëüêî ÷òî çàõâàòèëè ÏÂÎ â %s",
L"Âîéñêà Äåéäðàííû òîëüêî ÷òî çàõâàòèëè %s",
L"Âîéñêà Äåéäðàííû òîëüêî ÷òî áûëè çàìå÷åíû â %s.",
L"Âîéñêà Äåéäðàííûòîëüêî ÷òî çàõâàòèëè %s.",
//26-30
L"Êàê ìèíèìóì îäèí èç âàøèõ íàåìíèêîâ íåâîçìîæíî óëîæèòü ñïàòü.",
L"Êàê ìèíèìóì îäíîãî èç âàøèõ íàåìíèêîâ íåâîçìîæíî ðàçáóäèòü.",
L"Îïîë÷åíèå íå ïðèäåò, ïîêà íå çàêîí÷èòñÿ åãî îáó÷åíèå.",
L"%s ñåé÷àñ íå ìîæåò ïðèíÿòü ïðèêàç äâèãàòüñÿ.",
L"Îïîë÷åíèå, êîòîðîå íàõîäèòñÿ âíå ãîðîäà,íåëüçÿ ïåðåìåñòèòü â äðóãîé ñåêòîð.",
//31-35
L"Íåëüçÿ äåðæàòü îïîë÷åíèå â %s.",
L"Ïóñòàÿ ìàøèíà íå ìîæåò äâèãàòüñÿ!",
L"%s ñëèøêîì èçðàíåí, ÷òîáû èäòè!",
L"Ñïåðâà íàäî ïîêèíóòü ìóçåé!",
L"%s ìåðòâ!",
//36-40
L"%s íå ìîæåò ïåðåéòè ê %s: îí â äâèæåíèè",
L"%s íå ìîæåò ñåñòü â ìàøèíó òàê",
L"%s íå ìîæåò ïðèñîåä. ê %s",
L"Íåëüçÿ ñæèìàòü âðåìÿ ïîêà íåò íàåìíèêîâ!",
L"Ýòà ìàøèíà ìîæåò åçäèòü òîëüêî ïî äîðîãàì!",
//41-45
L"Íåëüçÿ ïåðåíàçíà÷àòü äâèæóùèõñÿ íàåìíèêîâ",
L" ìàøèíå êîí÷èëñÿ áåíçèí!",
L"%s ñëèøêîì óñòàë,÷òîáû ïåðåäâèãàòüñÿ.",
L"Íèêòî èç ñèäÿùèõ â ìàøèíå íå ìîæåò óïðàâëÿòü åþ.",
L"Ñåé÷àñ îäèí/íåñê.íàåìí.ýòîãî îòðÿäà íå ìîãóò äâèãàòüñÿ.",
//46-50
L"Ñåé÷àñ îäèí/íåñê.ÄÐÓÃÈÕ íàåìí.íå ìîãóò äâèãàòüñÿ.",
L"Ìàøèíà ñëèøêîì ïîáèòà!",
L"Òðåíèðîâàòü îïîë÷åíèå ìîãóò òîëüêî 2 íàåìí.â ñåêòîðå",
L"Ðîáîò íå ìîæåò äâèãàòüñÿ áåç óïðàâëÿþùåãî.Ïîìåñòèòå èõ â îäèí îòðÿä.",
};
// help text used during strategic route plotting
STR16 pMapPlotStrings[] =
{
L"Ùåëêíèòå ïî ìåñòó,÷òîáû ïîäòâåðäèòü êîíå÷íîå íàïðàâëåíèå,èëè ùåëêíèòå ïî äðóãîìó ñåêòîðó.",
L"Íàïðàâëåíèå ïîäòâåðæäåíî.",
L"Ìåñòî íàçí.íå èçìåíèëîñü.",
L"Íàïðàâëåíèå îòìåíåíî.",
L"Ïóòü óêîðî÷åí.",
};
// help text used when moving the merc arrival sector
STR16 pBullseyeStrings[] =
{
L"Êëèêíóòü íà òîò ñåêòîð, êóäà âû õîòèòå îòïðàâèòü íàåìíèêà.",
L"OK.Ïðèáûâàþùèé íàåìíèê áóäåò âûñàæåí â %s",
L"Íàåìíèêó íåëüçÿ òóäà ëåòåòü,âîçäóøí.ïóòü íåáåçîïàñåí!",
L"Îòìåíà. Ñåêòîð ïðèáûòèÿ òîò æå",
L"Âîçä.ïðîñòðàíñòâî íàä %s íåáåçîïàñíî!Ñåêòîð ïðèáûòèÿ ïåðåìåùåí â %s.",
};
// help text for mouse regions
STR16 pMiscMapScreenMouseRegionHelpText[] =
{
L"Ïðîñìîòð èíâåíòàðÿ(|E|n|t|e|r)",
L"Âûêèíóòü âåùü",
L"Âûéòè èç èíâåíòàðÿ(|E|n|t|e|r)",
};
// male version of where equipment is left
STR16 pMercHeLeaveString[] =
{
L"%s äîëæåí îñòàâèòü ñâîå ñíàðÿæåíèå çäåñü (%s) èëè ïîçæå â Äðàññåíå (B13)âî âðåìÿ âûëåòà èç Àðóëüêî?",
L"%s äîëæåí îñòàâèòü ñâîå ñíàðÿæåíèå çäåñü (%s) èëè ïîçæå â Îìåðòå (À9) âî âðåìÿ âûëåòà èç Àðóëüêî?",
L"îòïðàâëÿåòñÿ è ñáðîñèò ñâîå ñíàðÿæåíèå â Îìåðòå (A9).",
L"îòïðàâëÿåòñÿ è ñáðîñèò ñâîå ñíàðÿæåíèå â Äðàññåíå (B13).",
L"%s îòïðàâëÿåòñÿ è ñáðîñèò ñâîå ñíàðÿæåíèå â %s.",
};
// female version
STR16 pMercSheLeaveString[] =
{
L"%s äîëæíà îñòàâèòü ñâîå ñíàðÿæåíèå çäåñü (%s) èëè ïîçæå â Äðàññåíå (B13)âî âðåìÿ âûëåòà èç Àðóëüêî?",
L" äîëæíà îñòàâèòü ñâîå ñíàðÿæåíèå çäåñü (%s) èëè ïîçæå â Îìåðòå (À9)âî âðåìÿ âûëåòà èç Àðóëüêî?",
L"îòïðàâëÿåòñÿ è ñáðîñèò ñâîå ñíàðÿæåíèå â Îìåðòå (A9).",
L"îòïðàâëÿåòñÿ è ñáðîñèò ñâîå ñíàðÿæåíèå â Äðàññåíå (B13).",
L"%s îòïðàâëÿåòñÿ è ñáðîñèò ñâîå ñíàðÿæåíèå â %s.",
};
STR16 pMercContractOverStrings[] =
{
L":åãî êîíòðàêò çàêîí÷èëñÿ,îí óåõàë äîìîé.", // merc's contract is over and has departed
L":åå êîíòðàêò çàêîí÷èëñÿ,îíà óåõàëà äîìîé.", // merc's contract is over and has departed
L":êîíòðàêò êîí÷èëñÿ,îí óåõàë.", // merc's contract has been terminated
L":êîíòðàêò êîí÷èëñÿ îíà óåõàëà.", // merc's contract has been terminated
L"Âû äîëæíû M.E.R.C. ñëèøêîì ìíîãî,%s óåõàë.", // Your M.E.R.C. account is invalid so merc left
};
// Text used on IMP Web Pages
STR16 pImpPopUpStrings[] =
{
L"Íåâåðíûé êîä àâòîðèçàöèè",
L"Âû óâåðåíû, ÷òî õîòèòå íà÷àòü ïðîöåññ çàïèñè ïðîôàéëà çàíîâî?",
L"Ââåäèòå ïîëíîå èìÿ è ïîë",
L"Ïðåäâàðèò.àíàëèç âàøèõ ôèíàíñîâ ïîêàçàë, ÷òî ó âàñ íåäîñòàòî÷íî äåíåã íà àíàëèç.",
L"Ñåé÷àñ âû íå ìîæåòå âûáðàòü ýòî.",
L"×òîáû çàêîí÷èòü àíàëèç,íóæíî èìåòü ìåñòî åùå õîòÿ áû äëÿ îäíîãî ÷ëåíà êîìàíäû.",
L"Àíàëèç óæå çàâåðøåí.",
};
// button labels used on the IMP site
STR16 pImpButtonText[] =
{
L"Ïîäðîáíåå", // about the IMP site
L"ÍÀ×ÀÒÜ", // begin profiling
L"Ëè÷íîñòü", // personality section
L"Ñâîéñòâà", // personal stats/attributes section
L"Ïîðòðåò", // the personal portrait selection
L"Ãîëîñ %d", // the voice selection
L"Ãîòîâî", // done profiling
L"Çàíîâî", // start over profiling
L"Äà,âûáðàòü âûäåëåííûé îòâåò.",
L"Äà",
L"Íåò",
L"Çàêîí÷èòü", // finished answering questions
L"Ïðåä", // previous question..abbreviated form
L"Ñëåä", // next question
L"ÄÀ.", // yes, I am certain
L"ÍÅÒ, ÕÎ×Ó ÍÀ×ÀÒÜ ÑÍÀ×ÀËÀ.", // no, I want to start over the profiling process
L"ÄÀ.",
L"ÍÅÒ",
L"Íàçàä", // back one page
L"Îòìåíèòü", // cancel selection
L"Äà,óâåðåí.",
L"Íåò,ïðîñìîòðåòü åùå ðàç.",
L"Çàðåãèñòð.", // the IMP site registry..when name and gender is selected
L"Àíàëèç", // analyzing your profile results
L"OK",
L"Ãîëîñ",
};
STR16 pExtraIMPStrings[] =
{
L"×òîáû íà÷àòü ïðîôèëèðîâàíèå, âûáåðèòå Ëè÷íîñòü.",
L"Êîãäà Ëè÷íîñòü çàâåðøåíà, âûáåðèòå âàøè Ñâîéñòâà.",
L"Ñâîéñòâà ïðèïèñàíû,ïåðåõîäèòå ê Ïîðòðåòó.",
L"×òîáû çàâåðøèòü ïðîöåññ,âûáåðèòå ãîëîñ,êîòîðûé âàì ïîäõîäèò."
};
STR16 pFilesTitle[] =
{
L"Ïðîñìîòð ôàéëîâ",
};
STR16 pFilesSenderList[] =
{
L"Îò÷åò ðàçâåäêè", // the recon report sent to the player. Recon is an abbreviation for reconissance
L"Ïåðåõâàò #1", // first intercept file .. Intercept is the title of the organization sending the file...similar in function to INTERPOL/CIA/KGB..refer to fist record in files.txt for the translated title
L"Ïåðåõâàò #2", // second intercept file
L"Ïåðåõâàò #3", // third intercept file
L"Ïåðåõâàò #4", // fourth intercept file
L"Ïåðåõâàò #5", // fifth intercept file
L"Ïåðåõâàò #6", // sixth intercept file
};
// Text having to do with the History Log
STR16 pHistoryTitle[] =
{
L"Èñòîðèÿ",
};
STR16 pHistoryHeaders[] =
{
L"Äåíü", // the day the history event occurred
L"Ñòð.", // the current page in the history report we are in
L"Äåíü", // the days the history report occurs over
L"Ìåñòî", // location (in sector) the event occurred
L"Ñîáûòèå", // the event label
};
// various history events
// THESE STRINGS ARE "HISTORY LOG" STRINGS AND THEIR LENGTH IS VERY LIMITED.
// PLEASE BE MINDFUL OF THE LENGTH OF THESE STRINGS. ONE WAY TO "TEST" THIS
// IS TO TURN "CHEAT MODE" ON AND USE CONTROL-R IN THE TACTICAL SCREEN, THEN
// GO INTO THE LAPTOP/HISTORY LOG AND CHECK OUT THE STRINGS. CONTROL-R INSERTS
// MANY (NOT ALL) OF THE STRINGS IN THE FOLLOWING LIST INTO THE GAME.
STR16 pHistoryStrings[] =
{
L"", // leave this line blank
//1-5
L"%s íàíÿò èç A.I.M.", // merc was hired from the aim site
L"%s íàíÿò èç M.E.R.C.", // merc was hired from the aim site
L"%s óìåð.", // merc was killed
L"Çàðåãèñòð.ñ÷åòà â M.E.R.C.", // paid outstanding bills at MERC
L"Ïðèíÿòî íàçíà÷åíèå îò Ýíðèêî Ñàëüâàäîðè",
//6-10
L"IMP ïðîôàéë ñãåíåðèðîâàí",
L"Ïîäïèñàí ñòðàõîâîé êîíòðàêò äëÿ %s.", // insurance contract purchased
L"Îòìåíåí ñòðàõîâîé êîíòðàêò äëÿ %s.", // insurance contract canceled
L"Ñòðàõîâàÿ âûïëàòà äëÿ %s.", // insurance claim payout for merc
L"%s:êîíòðàêò ïðîäëåí íà äåíü.", // Extented "mercs name"'s for a day
//11-15
L"%s:êîíòðàêò ïðîäëåí íà 7äí.", // Extented "mercs name"'s for a week
L"%s:êîíòðàêò ïðîäëåí íà 14äí.", // Extented "mercs name"'s 2 weeks
L"%s óâîëåí.", // "merc's name" was dismissed.
L"%s óøåë.", // "merc's name" quit.
L"íà÷àëî.", // a particular quest started
//16-20
L"çàâåðøåí.",
L"Ðàçãîâîð ñ íà÷àëüí.øàõò â s", // talked to head miner of town
L"Îñâîáîæäåí %s",
L"Áûë èñïîëüçîâàí îáìàí",
L"Ïèùà äîëæíà áûòü â Îìåðòå äî çàâòðà",
//21-25
L"%s ïîêèíóëà êîìàíäó è âûøëà çàìóæ çà Äýðèëà Õèêà",
L"%s:ñðîê êîíòðàêòà èñòåê.",
L"%s íàíÿò.",
L"Ýíðèêî æàëóåòñÿ íà îòñóñòâèå ïðîãðåññà",
L"Áèòâà âûèãðàíà",
//26-30
L"%s:â øàõòå êîí÷àåòñÿ ðóäà",
L"%s: øàõòà âûðàáîòàíà",
L"%s: øàõòà çàêðûòà",
L"%s: øàõòà âíîâü îòêðûòà",
L"Ïîëó÷èë ñâåäåíèÿ î òþðüìå Òèêñà.",
//31-35
L"Óñëûøàë î ñåêðåòíîì âîåííîì çàâîäå Îðòà.",
L"Ó÷åíûé ñ Îðòû ïîìîã ñ ðàêåòíûì ðóæüåì.",
L"Äåéäðàííà íàøëà ïðèìåíåíèå òðóïàì.",
L"Ôðàíê ãîâîðèë î áîÿõ â Ñàí Ìîíå.",
L"Ïàöèåíò äóìàåò,÷òî îí ÷òî-òî âèäåë â øàõòàõ.",
//36-40
L"Âñòðåòèë êàêîãî-òî Äåâèíà - òîðãóåò âçðûâ÷àòêîé.",
L"Ñòîëêíóëñÿ ñî çíàìåíèòûì Ìàéêîì!",
L"Âñòðåòèë Òîíè - îí çàíèìàåòñÿ îðóæèåì.",
L"Ïîëó÷èë ðàêåòíîå ðóæüå îò ñåðæàíòà Êðîòòà.",
L"Ïðàâî ñîáñòâåííîñòè íà ìàãàçèí Ýíæåëà ïåðåäàíî Êàéëó.",
//41-45
L"Øèç ïðåäëàãàåò ñäåëàòü ðîáîòà.",
L"Áîëòóí ìîæåò ñäåëàòü òàéíîå âàðåâî äëÿ æóêîâ.",
L"Êåéò áîëüøå íå ðàáîòàåò.",
L"Ãîâàðä îáåñïå÷èâàåò Äåéäðàííó öèàíèäîì.",
L"Âñòðåòèë Êåéòà - ñâîåãî ÷åëîâåêà â Êàìáðèè.",
//46-50
L"Âñòðåòèë Ãîâàðäà - ôàðìàöåâòà èç Áàëèìû.",
L"Âñòðåòèë Ïåðêî - ó íåãî ìàëåíüêèé ðåìîíòíûé áèçíåñ.",
L"Âñòðåòèë Ñýìà èç Áàëàéìà - ó íåãî êîìïüþòåðíûé ìàãàçèí.",
L"Ôðýíñ çàíèìàåòñÿ ýëåêòðîíèêîé è äðóãèìè âåùàìè.",
L"Ó Àðíîëüäà ðåìîíòíûé ìàãàçèí â Ãðàìå.",
//51-55
L"Ôðåäî ðåìîíòèðóåò ýëåêòðîíèêó â Ãðàìå.",
L"Ïîëó÷åíî ïîæåðòâîâàíèå îò áîãàòîãî ïàðíÿ èç Áàëàéìà.",
L"Âñòðåòèë ñòàðüåâùèêà ïî èìåíè Äæåéê.",
L"Íàì äàëè ýëåêòðîííûé êëþ÷.",
L"Ïîäêóïèë Âàëüòåðà, ÷òîáû îí îòêðûë äâåðü â ïîäâàë.",
//56-60
L"Åñëè ó Äýâèäà åñòü áåíçèí,îí íàì åãî äàñò áåñïëàòíî.",
L"Äàë âçÿòêó Ïàáëî.",
L"Áîññ õðàíèò äåíüãè â øàõòå Ñàí Ìîíû.",
L"%s âûèãðàë êóëà÷íûé áîé",
L"%s ïðîèãðàë êóëà÷íûé áîé",
//61-65
L"%s äèñêâàëèôèöèðîâàí â êóëà÷íîì áîþ",
L"Íàøåë ìíîãî äåíåã â çàáðîøåííîé øàõòå.",
L"Çàõâàòèë óáèéöó, ïîäîñëàííîãî Áîññîì.",
L"Ïîòåðÿë êîíòðîëü íàä ñåêòîðîì", //ENEMY_INVASION_CODE
L"Çàùèòèë ñåêòîð",
//66-70
L"Ïðîèãðàë áèòâó", //ENEMY_ENCOUNTER_CODE
L"Çàñàäà", //ENEMY_AMBUSH_CODE
L"Çàñàäà ïåðåáèòà",
L"Áåçóñïåøíàÿ àòàêà", //ENTERING_ENEMY_SECTOR_CODE
L"Óñïåøíàÿ àòàêà!",
//71-75
L"Ñóùåñòâà àòàêîâàëè", //CREATURE_ATTACK_CODE
L"Óáèò êîøêîé-óáèéöåé", //BLOODCAT_AMBUSH_CODE
L"Ïåðåáèë êîøåê-óáèéö",
L"%s óáèò",
L"Îòäàë ãîëîâó òåððîðèñòà Ñëàþ",
L"Ñëàé óøåë",
L"Óáèë %s",
};
STR16 pHistoryLocations[] =
{
L"Í/Ï", // N/A is an acronym for Not Applicable
};
// icon text strings that appear on the laptop
STR16 pLaptopIcons[] =
{
L"Ïî÷òà",
L"Ñåòü",
L"Ôèíàíñû",
L"Êàäðû",
L"Æóðíàë",
L"Ôàéëû",
L"Âûêëþ÷èòü",
L"ñèð-ÔÅÐ 4.0", // our play on the company name (Sirtech) and web surFER
};
// bookmarks for different websites
// IMPORTANT make sure you move down the Cancel string as bookmarks are being added
STR16 pBookMarkStrings[] =
{
L"À.I.M.",
L"Áîááè Ðýé",
L"I.M.P.",
L"Ì.Å.R.Ñ.",
L"Ìîðã",
L"Öâåòû",
L"Ñòðàõîâêà",
L"Îòìåíà",
};
STR16 pBookmarkTitle[] =
{
L"Çàêëàäêè",
L"×òîáû ïîïàñòü â ýòî ìåíþ ïîòîì - ïðàâûé ùåë÷îê.",
};
// When loading or download a web page
STR16 pDownloadString[] =
{
L"Çàãðóçêà",
L"Ïåðåçàãðóçêà",
};
//This is the text used on the bank machines, here called ATMs for Automatic Teller Machine
STR16 gsAtmSideButtonText[] =
{
L"OK",
L"Âçÿòü", // take money from merc
L"Äàòü", // give money to merc
L"Îòìåíà", // cancel transaction
L"Î÷èñò.", // clear amount being displayed on the screen
};
STR16 gsAtmStartButtonText[] =
{
L"Ïåðåâåñòè $", // transfer money to merc -- short form
L"Ñòàò.", // view stats of the merc
L"Èíâåíòàðü", // view the inventory of the merc
L"Çàíÿòîñòü",
};
STR16 sATMText[ ]=
{
L"Ïåðåâåñòè äåíüãè?", // transfer funds to merc?
L"Ok?", // are we certain?
L"Ââåäèòå ñóììó", // enter the amount you want to transfer to merc
L"Âûáåðèòå òèï", // select the type of transfer to merc
L"Íåäîñòàòî÷íî äåíåã", // not enough money to transfer to merc
L"Ñóììà äîëæíà áûòü êðàòíîé $10", // transfer amount must be a multiple of $10
};
// Web error messages. Please use German equivilant for these messages.
// DNS is the acronym for Domain Name Server
// URL is the acronym for Uniform Resource Locator
STR16 pErrorStrings[] =
{
L"Îøèáêà",
L"Ñåðâåð íå èìååò DNS-âõîäà.",
L"Ïðîâåðüòå URL àäðåñ è ïîïðîáóéòå åùå ðàç.",
L"OK",
L"Ïëîõîå ñîåäèíåíèå.Ïîïðîáóéòå ïîçäíåå.",
};
STR16 pPersonnelString[] =
{
L"Íàåìí:", // mercs we have
};
STR16 pWebTitle[ ]=
{
L"ñèð-ÔÅÐ 4.0", // our name for the version of the browser, play on company name
};
// The titles for the web program title bar, for each page loaded
STR16 pWebPagesTitles[] =
{
L"À.I.M.",
L"×ëåíû A.I.M.",
L"Ôîòî A.I.M.", // a mug shot is another name for a portrait
L"A.I.M. Ñîðòèðîâêà",
L"A.I.M.",
L"A.I.M.-Èñòîðèÿ", //$$
L"A.I.M.-Ïîëèòèêà",
L"A.I.M.-Æóðíàë",
L"A.I.M.-Ññûëêè",
L"M.E.R.C.",
L"M.E.R.C.-Ñ÷åòà",
L"M.E.R.C.-Ðåãèñòðàöèÿ",
L"M.E.R.C.-Èíäåêñ",
L"Áîááè Ðýé",
L"Áîááè Ðýé - Ïèñò.",
L"Áîááè Ðýé - Îðóæ.",
L"Áîááè Ðýé - Áðîíÿ",
L"Áîááè Ðýé - ðàçíîå", //misc is an abbreviation for miscellaneous
L"Áîááè Ðýé - Á.Ó.",
L"Áîááè Ðýé - Áëàíê",
L"I.M.P.",
L"I.M.P.",
L"Îáúåä.Ñëóæáà Öâåòîâ",
L"Îáúåä.Ñëóæáà Öâåòîâ - Ãàëåðåÿ",
L"Îáúåä.Ñëóæáà Öâåòîâ - Áëàíê Çàêàçà",
L"Îáúåä.Ñëóæáà Öâåòîâ - Îòêðûòêè",
L"Ìàëåóñ,Èíêóñ è Ñòýéïñ:ñòðàõîâûå àãåíòû",
L"Èíôîðìàöèÿ",
L"Êîíòðàêò",
L"Êîììåíòàðèè",
L"Ìîðã Ìàêãèëëèêóòè",
L"",
L"URL íå íàéäåí.",
L"Áîááè Ðýé - Ïîñëåäíèå ïîñòóïë.",//@@@3 Translate new text
L"",
L"",
};
STR16 pShowBookmarkString[] =
{
L"Sir-Help",
L"Çàêëàäêè:ùåëêíèòå åùå ðàç ïî Web.",
};
STR16 pLaptopTitles[] =
{
L"Ïî÷òîâûé ÿùèê",
L"Ïðîñìîòð ôàéëîâ",
L"Ïåðñîíàë",
L"Áóõãàëòåð Ïëþñ",
L"Æóðíàë",
};
STR16 pPersonnelDepartedStateStrings[] =
{
//reasons why a merc has left.
L"Óáèò â áîþ",
L"Óâîëåí",
L"Äðóãîå",
L"Æåíàò",
L"Êîíòðàêò îêîí÷åí",
L"Âûõîä",
};
// personnel strings appearing in the Personnel Manager on the laptop
STR16 pPersonelTeamStrings[] =
{
L"Òåêóùèé îòðÿä",
L"Îòïðàâëåíèÿ",
L"Ðàñõîäû/äåíü:",
L"Íàèá.ðàñõîä:",
L"Íàèì.ðàñõîä:",
L"Óáèò â áîþ:",
L"Óâîëåí:",
L"Äðóãîå:",
};
STR16 pPersonnelCurrentTeamStatsStrings[] =
{
L"Íèçêèé",
L"Ñðåäíèé",
L"Âûñîêèé",
};
STR16 pPersonnelTeamStatsStrings[] =
{
L"ÇÄÎÐ",
L"ÏÄÂ",
L"ËÎÂ",
L"ÑÈË",
L"ËÄÐ",
L"ÌÄÐ",
L"ÓÐÂ",
L"ÌÒÊ",
L"ÌÅÕ",
L"ÂÇÐÂ",
L"ÌÅÄ",
};
// horizontal and vertical indices on the map screen
STR16 pMapVertIndex[] =
{
L"X",
L"A",
L"B",
L"C",
L"D",
L"E",
L"F",
L"G",
L"H",
L"I",
L"J",
L"K",
L"L",
L"M",
L"N",
L"O",
L"P",
};
STR16 pMapHortIndex[] =
{
L"X",
L"1",
L"2",
L"3",
L"4",
L"5",
L"6",
L"7",
L"8",
L"9",
L"10",
L"11",
L"12",
L"13",
L"14",
L"15",
L"16",
};
STR16 pMapDepthIndex[] =
{
L"",
L"-1",
L"-2",
L"-3",
};
// text that appears on the contract button
STR16 pContractButtonString[] =
{
L"Êîíòðàêò",
};
// text that appears on the update panel buttons
STR16 pUpdatePanelButtons[] =
{
L"Ïðîäîëæèòü",
L"Ñòîï",
};
// Text which appears when everyone on your team is incapacitated and incapable of battle
UINT16 LargeTacticalStr[][ LARGE_STRING_LENGTH ] =
{
L"Â ýòîì ñåêòîðå âàì íàíåñëè ïîðàæåíèå!",
L"Âðàã, íå èñïûòûâàÿ óãðûçåíèé ñîâåñòè, ïîæðåò âñåõ äî åäèíîãî!",
L"×ëåí âàøåé êîìàíäû çàõâà÷åí (îí áåç ñîçíàíèÿ)!",
L"×ëåí âàøåé êîìàíäû çàõâà÷åí â ïëåí âðàãîì.",
};
//Insurance Contract.c
//The text on the buttons at the bottom of the screen.
STR16 InsContractText[] =
{
L"Ïðåä.",
L"Ñëåä",
L"ÎÊ",
L"Î÷èñòèòü",
};
//Insurance Info
// Text on the buttons on the bottom of the screen
STR16 InsInfoText[] =
{
L"Ïðåä.",
L"Ñëåä."
};
//For use at the M.E.R.C. web site. Text relating to the player's account with MERC
STR16 MercAccountText[] =
{
// Text on the buttons on the bottom of the screen
L"Ïîäòâåðäèòü",
L"Íà ãë.ñòðàíèöó",
L"Ñ÷åò #:",
L"Íàåì.",
L"Äíè",
L"Ñòàâêà", //5
L"Ñòîèìîñòü",
L"Âñåãî:",
L"Âû óâåðåíû, ÷òî õîòèòå ïîäòâåðäèòü âûïëàòó %s?", //the %s is a string that contains the dollar amount ( ex. "$150" )
};
// WANNE 3
// Merc Account Page buttons
STR16 MercAccountPageText[] =
{
// Text on the buttons on the bottom of the screen
L"Previous",
L"Next",
};
//For use at the M.E.R.C. web site. Text relating a MERC mercenary
STR16 MercInfo[] =
{
L"Çäîðîâüå",
L"Ïîäâèæíîñòü",
L"Ïðîâîðíîñòü",
L"Ñèëà",
L"Ëèäåðñòâî",
L"Ìóäðîñòü",
L"Îïûòíîñòü",
L"Ìåòêîñòü",
L"Ìåõàíèêà",
L"Âçðûâí.ðàá.",
L"Ìåäèöèíà",
L"Ïðåä.",
L"Íàíÿòü",
L"Äàëåå",
L"Äîïîëí.èíôîðì.",
L"Íà ãë.ñòðàíèöó",
L"Íàíÿò",
L"Çàðïëàòà:",
L"â äåíü .",
L"Ìåðòâåö",
L"Ïîõîæå,âû óâëåêëèñü íàáîðîì íàåìíèêîâ.Âàø ïðåäåë-18 ÷åë.",
L"Íåäîñòóïíî",
};
// For use at the M.E.R.C. web site. Text relating to opening an account with MERC
STR16 MercNoAccountText[] =
{
//Text on the buttons at the bottom of the screen
L"Îòêðûòü ñ÷åò",
L"Îòìåíà",
L"Ó âàñ íåò ñ÷åòà. Õîòèòå îòêðûòü?"
};
// For use at the M.E.R.C. web site. MERC Homepage
STR16 MercHomePageText[] =
{
//Description of various parts on the MERC page
L"Ñïåê Ò.Êëàéí,îñíîâàòåëü",
L"Îòêðûòèå ñ÷åòà",
L"Ïðîñìîòð ñ÷åòà",
L"Ïðîñìîòð ôàéëîâ",
// The version number on the video conferencing system that pops up when Speck is talking
L"Ñïåê Êîì.v3.2"
};
// For use at MiGillicutty's Web Page.
STR16 sFuneralString[] =
{
L"Ìîðã Ìàêãèëëèêóòè:ñêîðáèì âìåñòå ñ ñåìüÿìè óñîïøèõ ñ 1983.",
L"Äèðåêòîð ïî ïîõîðîíàì è áûâøèé íàåìíèê À.I.Ì Ìþððýé \"Ïîïñ\" Ìàêãèëëèêàòè-ñïåöèàëèñò ïî ÷àñòè ïîõîðîí.",
L"Âñþ æèçíü Ïîïñà ñîïðîâîæäàëè ñìåðòü è óòðàòû,ïîýòîìó îí êàê íèêòî ïîçíàë èõ òÿæåñòü.",
L"Ìîðã Ìàê Ãèëëèêóòè ïðåäëàãàåò øèðîêèé ñïåêòð ïîõîðîííûõ óñëóã,îò æèëåòêè,â êîòîðóþ ìîæíî ïîïëàêàòü,äî âîññòàíîâëåíèÿ ñèëüíî ïîâðåæäåííûõ îñòàíêîâ.",
L"Äîâåðüòåñü ìîðãó Ìàê Ãèëëèêóòè, è âàøè ðîäñòâåííèêè ïî÷èþò â ìèðå.",
// Text for the various links available at the bottom of the page
L"ÏÎÑËÀÒÜ ÖÂÅÒÛ",
L"ÊÎËËÅÊÖÈß ÓÐÍ È ÃÐÎÁÎÂ",
L"ÓÑËÓÃÈ ÏÎ ÊÐÅÌÀÖÈÈ",
L"ÏÎÄÃÎÒÎÂÊÀ ÏÎÕÎÐÎÍ",
L"ÏÎÕÎÐÎÍÍÛÉ ÝÒÈÊÅÒ",
// The text that comes up when you click on any of the links ( except for send flowers ).
L"Ñåìüÿ ïîíåñëà òÿæåëóþ óòðàòó.Ê ñîæàëåíèþ, íå âñå ðàáîòû åùå çàâåðøåíû.Ïðèõîäèòå ïîñëå ïðî÷òåíèÿ çàâåùàíèÿ è âûïëàò äîëãîâ óìåðøåãî.",
L"Íàäååìñÿ,÷òî âû îùóùàåòå íàøå ñî÷óâñòâèå â ýòî íåëåãêîå âðåìÿ."
};
// Text for the florist Home page
STR16 sFloristText[] =
{
//Text on the button on the bottom of the page
L"Ãàëåðåÿ",
//Address of United Florist
L"\"Ìû ñáðàñûâàåì öâåòû âåçäå\"",
L"1-555-SCENT-ME",
L"333 Äð.Íîóç-Ãåé,Ñèäè Ñèòè,ÊÀ ÑØÀ 90210",
L"http://www.scent-me.com",
// detail of the florist page
L"Ìû ðàáîòàåì áûñòðî è ýôôåêòèâíî!",
L"Ãàðàíòèðîâàííàÿ äîñòàâêà â òå÷åíèå îäíîãî äíÿ â ëþáóþ òî÷êó çåìíîãî øàðà.Åñòü îãðàíè÷åíèÿ.",
L"Ñàìûå íèçêèå â ìèðå öåíû!",
L"Ïîêàæèòå íàì ðåêëàìó ïîäîáíûõ óñëóã,êîòîðûå ñòîÿò äåøåâëå è ïîëó÷èòå 10ðîç áåñïëàòíî.",
L"Ëåòàþùàÿ Ôëîðà,Ôàóíà&Öâåòû ñ 1981.",
L"Íàøè ñîòðóäíèêè-áûâøèå âîåííûå ëåò÷èêè-ñáðîñÿò âàø áóêåò â ðàäèóñå 10ìèëü îò íóæíîãî âàì ìåñòà. ëþáîå âðåìÿ!Âñåãäà!",
L"Ïîçâîëüòå íàì âîïëîòèòü âàøè öâåòî÷íûå ôàíòàçèè â æèçíü.",
L"Ïóñòü Áðþñ,èçâåñòíûé âî âñåì ìèðå ôëîðèñò,ñîáñòâåííîðó÷íî ñîáåðåò âàì áóêåò ñâåæàéøèõ öâåòîâ èç íàøèõ îðàíæåðåé.",
L"È ïîìíèòå-òî,÷åãî ó íàñ íåò,ìû ìîæåì âûðàñòèòü-áûñòðî!"
};
//Florist OrderForm
STR16 sOrderFormText[] =
{
//Text on the buttons
L"Íàçàä",
L"Ïîñëàòü",
L"Î÷èñòèòü",
L"Ãàëåðåÿ",
L"Íàçâ.áóêåòà:",
L"Öåíà:", //5
L"Íîìåð çàêàçà:",
L"Äåíü äîñòàâêè",
L"ñëåä.äåíü",
L"äîéäåò êîãäà äîéäåò",
L"Ìåñòî äîñòàâêè", //10
L"Äîïîëíèò.óñëóãè",
L"Ñëîìàííûå öâåòû($10)",
L"×åðíûå ðîçû($20)",
L"Óâÿäøèé áóêåò($10)",
L"Ôðóêòîâûé ïèðîã(åñëè åñòü)($10)", //15
L"Ëè÷íûå ïåðåæèâàíèÿ:",
L"Ââèäó íåáîëüøîãî ðàçìåðà êàðòî÷åê, 75 ñèìâîëîâ - ìàêñèìóì.",
L"...èëè ïîñìîòðèòå íà íàøè",
L"ÑÒÀÍÄÀÐÒÍÛÅ ÊÀÐÒÛ",
L"Èíôîðìàöèÿ î ñ÷åòå",//20
//The text that goes beside the area where the user can enter their name
L"Èìÿ:",
};
//Florist Gallery.c
STR16 sFloristGalleryText[] =
{
//text on the buttons
L"Ïðåä", //abbreviation for previous
L"Ñëåä", //abbreviation for next
L"Ùåëêíèòå ïî òîìó,÷òî õîòèòå çàêàçàòü.",
L"Ïðèìå÷àíèå:çà êàæäûé óâÿäøèé èëè ñëîìàííûé áóêåò äîïîëí.ïëàòà $10.",
//text on the button
L"Íà ãë.ñòð.",
};
//Florist Cards
STR16 sFloristCards[] =
{
L"Ùåëêíèòå ïî âûáðàííîìó",
L"Íàçàä"
};
// Text for Bobby Ray's Mail Order Site
STR16 BobbyROrderFormText[] =
{
L"Áëàíê çàêàçà", //Title of the page
L"Åä.", // The number of items ordered
L"Âåñ (%s)", // The weight of the item
L"Íàçâàíèå", // The name of the item
L"Öåíà", // the item's weight
L"Âñåãî", //5 // The total price of all of items of the same type
L"Ñòîèìîñòü", // The sub total of all the item totals added
L"ÄèÓ (ñì. Ìåñòî Äîñòàâêè)", // S&H is an acronym for Shipping and Handling
L"Îáùàÿ ñòîèì.", // The grand total of all item totals + the shipping and handling
L"Ìåñòî äîñòàâêè",
L"Ñêîð.äîñòàâêè", //10 // See below
L"Ñòîèì.(çà %s.)", // The cost to ship the items
L"Äîñòàâêà-1äåíü", // Gets deliverd the next day
L"2 ðàáî÷èõ äíÿ", // Gets delivered in 2 days
L"Ñòàíäàðòíûé ñðîê", // Gets delivered in 3 days
L"Î÷èñòèòü",//15 // Clears the order page
L"Ïðèíÿòü çàêàç", // Accept the order
L"Íàçàä", // text on the button that returns to the previous page
L"Íà ãë.ñòð.", // Text on the button that returns to the home page
L"* Óêàçûâàåò ÁÓâåùè", // Disclaimer stating that the item is used
L"Ó âàñ íåò íà ýòî ñðåäñòâ.", //20 // A popup message that to warn of not enough money
L"<ÍÅÒ>", // Gets displayed when there is no valid city selected
L"Âû óâåðåíû,÷òî íàäî ïîñëàòü ýòîò çàêàç %s?", // A popup that asks if the city selected is the correct one
L"Âåñ óïàêîâêè**", // Displays the weight of the package
L"** Ìèí.âåñ", // Disclaimer states that there is a minimum weight for the package
L"Çàêàçû",
};
// This text is used when on the various Bobby Ray Web site pages that sell items
STR16 BobbyRText[] =
{
L"Çàêàçàòü", // Title
// instructions on how to order
L"Ùåëêíèòå íà âåùü.Åñëè âàì íóæíî áîëüøå îäíîé,ùåëêíèòå åùå. Ïðàâûé êëèê-óìåíü. êîë-âî âåùåé.Êîãäà âûáåðåòå âñå,÷òî õîòèòå,çàïîëíÿéòå áëàíê çàêàçà.",
//Text on the buttons to go the various links
L"Ïðåä.âåùè", //
L"Ïèñò.", //3
L"Àìóíèöèÿ", //4
L"Áðîíÿ", //5
L"Ðàçí.", //6 //misc is an abbreviation for miscellaneous
L"Á.Ó.", //7
L"Åùå",
L"ÁËÀÍÊ",
L"Íà ãë.ñòð.", //10
//The following 2 lines are used on the Ammunition page.
//They are used for help text to display how many items the player's merc has
//that can use this type of ammo
L"Ó âàøåé êîìàíäû åñòü",//11
L"Îðóæ.,ãäå èñï.ýòîò òèï áîåïðèïàñîâ", //12
//The following lines provide information on the items
L"Âåñ:", // Weight of all the items of the same type
L"Êàë:", // the caliber of the gun
L"Ìàã:", // number of rounds of ammo the Magazine can hold
L"Ðíã:", // The range of the gun
L"Ïâð:", // Damage of the weapon
L"ÓÑ:", // Weapon's Rate Of Fire, acronym ROF
L"Öåíà:", // Cost of the item
L"Íà ñêëàäå:", // The number of items still in the store's inventory
L"Çàêàç:êîë-âî:", // The number of items on order
L"Ïîâðåæäåíèå", // If the item is damaged
L"Âåñ:", // the Weight of the item
L"Èòîãî:", // The total cost of all items on order
L"* %% äåéñòâóåò", // if the item is damaged, displays the percent function of the item
//Popup that tells the player that they can only order 10 items at a time
L"Äîðîãèå êëèåíòû!Çàêàç â ðåæèìå on-line ïîçâîëÿåò çàêàçàòü íå áîëåå 10 âåùåé. Åñëè âû õîòèòå çàêàçàòü áîëüøå,(à ìû íàäåìñÿ,÷òî òàê è åñòü),çàïîëíèòå åùå îäèí áëàíê è ïðèìèòå íàøè èçâèíåíèÿ.",
// A popup that tells the user that they are trying to order more items then the store has in stock
L"Èçâèíèòå.Ýòîò òîâàð çàêîí÷èëñÿ.Ïîïðîáóéòå çàêàçàòü åãî ïîçæå.",
//A popup that tells the user that the store is temporarily sold out
L"Èçâèíèòå,íî âñå òîâàðû ýòîãî òèïà çàêîí÷èëèñü.",
};
// Text for Bobby Ray's Home Page
STR16 BobbyRaysFrontText[] =
{
//Details on the web site
L"Çäåñü âû ìîæåòå ïðèîáðåñòè ïîñëåäíèå íîâèíêè ïðîèçâîäñòâà îðóæèÿ è ñîïóòñòâóþùèõ òîâàðîâ",
L"Ìû ìîæåì ïðåäëîæèòü âàì âñå,÷òî íóæíî äëÿ âçðûâíûõ ðàáîò",
L"Á.Ó.",
//Text for the various links to the sub pages
L"Ðàçíîå",
L"ÏÈÑÒÎËÅÒÛ",
L"ÀÌÓÍÈÖÈß", //5
L"ÁÐÎÍß",
//Details on the web site
L"Åñëè ìû ýòîãî íå ïðîäàåì, âàì ýòî âçÿòü íåîòêóäà!",
L"Â ðàçðàáîòêå",
};
// Text for the AIM page.
// This is the text used when the user selects the way to sort the aim mercanaries on the AIM mug shot page
STR16 AimSortText[] =
{
L"×ëåíû À.I.M.", // Title
// Title for the way to sort
L"Ñîðòèðîâêà:",
// sort by...
L"Öåíà",
L"Îïûòíîñòü",
L"Ìåòêîñòü",
L"Ìåäèöèíà",
L"Âçðûâí.ðàá.",
L"Ìåõàíèêà",
//Text of the links to other AIM pages
L"Ïðîñìîòðåòü Ôîòî íàåìíèêîâ",
L"Ïðîñìîòðåòü Ñòàòèñòèêó íàåìíèêîâ",
L"Ïðîñìîòðåòü Èñòîðèþ À.I.M.",
// text to display how the entries will be sorted
L"Ïî âîçðàñò.",
L"Ïî óáûâ."
};
//Aim Policies.c
//The page in which the AIM policies and regulations are displayed
STR16 AimPolicyText[] =
{
// The text on the buttons at the bottom of the page
L"Ïðåä.ñòð.",
L"Ãë. ñòð.AIM",
L"Ïðàâèëà",
L"Ñëåä.ñòð.",
L"Îòâåðãíóòü",
L"Ñîãë."
};
//Aim Member.c
//The page in which the players hires AIM mercenaries
// Instructions to the user to either start video conferencing with the merc, or to go the mug shot index
STR16 AimMemberText[] =
{
L"Ëåâûé ùåë÷îê",
L"êîíòàêò ñ íàåìí.",
L"Ïðàâûé ùåë÷îê",
L"èíäåêñ ôîòî.",
};
//Aim Member.c
//The page in which the players hires AIM mercenaries
STR16 CharacterInfo[] =
{
// The various attributes of the merc
L"Çäîðîâüå",
L"Ïîäâèæíîñòü",
L"Ïðîâîðíîñòü",
L"Ñèëà",
L"Ëèäåðñòâî",
L"Ìóäðîñòü",
L"Îïûòíîñòü",
L"Ìåòêîñòü",
L"Ìåõàíèêà",
L"Âçðûâí.ðàá.",
L"Ìåäèöèíà", //10
// the contract expenses' area
L"Ïëàòà",
L"Ñðîê",
L"1 äåíü",
L"7 äíåé",
L"14 äíåé",
// text for the buttons that either go to the previous merc,
// start talking to the merc, or go to the next merc
L"Ïðåä.",
L"Êîíòàêò",
L"Ñëåä.",
L"Äîïîëíèò.èíô.", // Title for the additional info for the merc's bio
L"Äåéñòâ.÷ëåíû", //20 // Title of the page
L"Ñòîèì.îáîðóäîâàíèÿ:", // Displays the optional gear cost
L"Íåîáõîäèìûé ìåä.äåïîçèò", // If the merc required a medical deposit, this is displayed
};
//Aim Member.c
//The page in which the player's hires AIM mercenaries
//The following text is used with the video conference popup
STR16 VideoConfercingText[] =
{
L"Öåíà êîíòðàêòà:", //Title beside the cost of hiring the merc
//Text on the buttons to select the length of time the merc can be hired
L"1 äåíü",
L"7 äíåé",
L"14 äíåé",
//Text on the buttons to determine if you want the merc to come with the equipment
L"Íåò ýêèïèðîâêè",
L"Êóïèòü ýêèïèð.",
// Text on the Buttons
L"ÏÅÐÅÂÅÑÒÈ ÔÎÍÄÛ", // to actually hire the merc
L"ÎÒÌÅÍÀ", // go back to the previous menu
L"ÍÀÍßÒÜ", // go to menu in which you can hire the merc
L"ÏÐÅÊÐ.ÐÀÇÃÎÂÎÐ", // stops talking with the merc
L"OK",
L"ÎÑÒÀÂÈÒÜ ÑÎÎÁÙ.", // if the merc is not there, you can leave a message
//Text on the top of the video conference popup
L"Âèäåîêîíôåðåíöèÿ ñ",
L"Ñîåäèíåíèå. . .",
L"ñ ìåä.äåïîç." // Displays if you are hiring the merc with the medical deposit
};
//Aim Member.c
//The page in which the player hires AIM mercenaries
// The text that pops up when you select the TRANSFER FUNDS button
STR16 AimPopUpText[] =
{
L"ÏÅÐÅÂÎÄ ÔÎÍÄÎÂ ÇÀÂÅÐØÅÍ ÓÑÏÅØÍÎ", // You hired the merc
L"ÍÅËÜÇß ÏÅÐÅÂÅÑÒÈ ÔÎÍÄÛ", // Player doesn't have enough money, message 1
L"ÍÅÄÎÑÒÀÒÎ×ÍÎ ÑÐÅÄÑÒÂ", // Player doesn't have enough money, message 2
// if the merc is not available, one of the following is displayed over the merc's face
L"Íà çàäàíèè",
L"Îñòàâüòå ñîîáùåíèå",
L"Ñêîí÷àëñÿ",
//If you try to hire more mercs than game can support
L"Ó âàñ óæå íàáðàíî 18 íàåìíèêîâ-ïîëíàÿ êîìàíäà.",
L"Ñîîáùåíèå",
L"Ñîîáù. îñòàâëåíî",
};
//AIM Link.c
STR16 AimLinkText[] =
{
L"Ëèíêè A.I.M.", //The title of the AIM links page
};
//Aim History
// This page displays the history of AIM
STR16 AimHistoryText[] =
{
L"Æóðíàë A.I.M.", //Title
// Text on the buttons at the bottom of the page
L"Ïðåä.ñòð.",
L"Ãë.ñòð.",
L"Èñòîðèÿ A.I.M.", //$$
L"Ñëåä.ñòð."
};
//Aim Mug Shot Index
//The page in which all the AIM members' portraits are displayed in the order selected by the AIM sort page.
STR16 AimFiText[] =
{
// displays the way in which the mercs were sorted
L"Öåíà",
L"Îïûòíîñòü",
L"Ìåòêîñòü",
L"Ìåäèöèíà",
L"Âçðûâí.ðàá.",
L"Ìåõàíèêà",
// The title of the page, the above text gets added at the end of this text
L"×ëåíû A.I.M.:ñîðòèðîâêà ïî âîçðàñò. %s",
L"×ëåíû A.I.M.:ñîðòèðîâêà ïî óáûâ. %s",
// Instructions to the players on what to do
L"Ëåâûé ùåë÷îê",
L"Âûáðàòü íàåìí", //10
L"Ïðàâûé ùåë÷îê",
L"Óïîðÿäî÷èòü âûáîð",
// Gets displayed on top of the merc's portrait if they are...
L"Îòñóòñòâóåò",
L"Ñêîí÷àëñÿ", //14
L"Íà çàäàíèè",
};
//AimArchives.
// The page that displays information about the older AIM alumni merc... mercs who are no longer with AIM
STR16 AimAlumniText[] =
{
// Text of the buttons
L"ÑÒÐ 1",
L"ÑÒÐ 2",
L"ÑÒÐ 3",
L"Èñòîðèÿ A.I.M.", // Title of the page //$$
L"ÎÊ" // Stops displaying information on selected merc
};
//AIM Home Page
STR16 AimScreenText[] =
{
// AIM disclaimers
L"A.I.M. è ëîãîòèï A.I.M.-çàðåãèñòðèðîâàííûå âî ìíîãèõ ñòðàíàõ òîðãîâûå ìàðêè.",
L"Ïîýòîìó äàæå è íå äóìàéòå íàñ êîïèðîâàòü.",
L"Êîïèðàéò 1998-1999 A.I.M.,Ltd.Âñå ïðàâà çàùèùåíû.",
//Text for an advertisement that gets displayed on the AIM page
L"Îáúåäèíåííûå öâåòî÷íûå ñëóæáû",
L"\"Ìû ñáðàñûâàåì â ëþáîè ìåñòå\"", //10
L"Ñäåëàé êàê íàäî",
L"... ïåðâûé ðàç",
L"Åñëè ó íàñ íåò òàêîãî ïèñòîëåòà,îí âàì è íå íóæåí.",
};
//Aim Home Page
STR16 AimBottomMenuText[] =
{
//Text for the links at the bottom of all AIM pages
L"Ãë.ñòð.",
L"×ëåíû",
L"Èñòîðèÿ", //$$
L"Ïðèíöèïû",
L"Æóðíàë",
L"Ññûëêè"
};
//ShopKeeper Interface
// The shopkeeper interface is displayed when the merc wants to interact with
// the various store clerks scattered through out the game.
STR16 SKI_Text[ ] =
{
L"ÈÌÅÞÙÈÅÑß ÒÎÂÀÐÛ", //Header for the merchandise available
L"ÑÒÐ", //The current store inventory page being displayed
L"ÎÁÙÀß ÑÒÎÈÌ", //The total cost of the the items in the Dealer inventory area
L"ÎÁÙÀß ÖÅÍÀ", //The total value of items player wishes to sell
L"ÎÖÅÍÊÀ", //Button text for dealer to evaluate items the player wants to sell
L"ÏÅÐÅÄÀ×À", //Button text which completes the deal. Makes the transaction.
L"ÃÎÒÎÂÎ", //Text for the button which will leave the shopkeeper interface.
L"ÑÒÎÈÌ.ÐÅÌÎÍÒÀ", //The amount the dealer will charge to repair the merc's goods
L"1 ×ÀÑ", // SINGULAR! The text underneath the inventory slot when an item is given to the dealer to be repaired
L"%d ×ÀÑÎÂ", // PLURAL! The text underneath the inventory slot when an item is given to the dealer to be repaired
L"ÎÒÐÅÌÎÍÒÈÐÎÂÀÍÎ", // Text appearing over an item that has just been repaired by a NPC repairman dealer
L"Âàì óæå íåêóäà êëàñòü âåùè.", //Message box that tells the user there is no more room to put there stuff
L"%d ÌÈÍÓÒ", // The text underneath the inventory slot when an item is given to the dealer to be repaired
L"Áðîñüòå âåùè íà çåìëþ.",
};
//ShopKeeper Interface
//for the bank machine panels. Referenced here is the acronym ATM, which means Automatic Teller Machine
STR16 SkiAtmText[] =
{
//Text on buttons on the banking machine, displayed at the bottom of the page
L"0",
L"1",
L"2",
L"3",
L"4",
L"5",
L"6",
L"7",
L"8",
L"9",
L"OK", // Transfer the money
L"Âçÿòü", // Take money from the player
L"Äàòü", // Give money to the player
L"Îòìåíà", // Cancel the transfer
L"Î÷èñòèòü", // Clear the money display
};
//Shopkeeper Interface
STR16 gzSkiAtmText[] =
{
// Text on the bank machine panel that....
L"Select Type", // tells the user to select either to give or take from the merc
L"Ââåäèòå ñóììó", // Enter the amount to transfer
L"Ïåðåâåñòè äåíüãè íàåìí", // Giving money to the merc
L"Çàáðàòü äåíüãè ó íàåìí", // Taking money from the merc
L"Íåäîñòàòî÷íî ñðåäñòâ", // Not enough money to transfer
L"Áàëàíñ", // Display the amount of money the player currently has
};
STR16 SkiMessageBoxText[] =
{
L"Âû õîòèòå ñíÿòü %s ñî ñâîåãî îñíîâíîãî ñ÷åòà,÷òîáû ïîêðûòü ðàçíèöó?",
L"Íåäîñòàòî÷íî äåíåã.Íå õâàòàåò %s",
L"Âû õîòèòå ñíÿòü %s ñî ñâîåãî îñíîâíîãî ñ÷åòà,÷òîáû ïîêðûòü ñòîèìîñòü?",
L"Ïîïðîñèòü òîðãîâöà íà÷àòü ïåðåâîä",
L"Ïîïðîñèòü òîðãîâöà ïî÷èíèòü âûáð.âåùè",
L"Çàêîí÷èòü ðàçãîâîð",
L"Òåêóùèé áàëàíñ",
};
//OptionScreen.c
STR16 zOptionsText[] =
{
//button Text
L"Ñîõðàíèòü",
L"Çàãðóçèòü",
L"Âûõîä",
L"Ãîòîâî",
//Text above the slider bars
L"Ýôôåêòû",
L"Ðå÷ü",
L"Ìóçûêà",
//Confirmation pop when the user selects..
L"Âûéòè èç èãðû è âåðíóòüñÿ â ãëàâíîå ìåíþ?",
L"Íóæíî âûáðàòü ëèáî ÐÅ×Ü, ëèáî ÑÓÁÒÈÒÐÛ.",
};
//SaveLoadScreen
STR16 zSaveLoadText[] =
{
L"Ñîõðàíèòü",
L"Çàãðóçèòü",
L"Îòìåíà",
L"Ñîõð.âûáð.",
L"Çàãð.âûáð.",
L"Èãðà ñîõðàíåíà",
L"ÎØÈÁÊÀ ïðè ñîõðàíåíèè!",
L"Èãðà çàãðóæåíà",
L"ÎØÈÁÊÀ ïðè çàãðóçêå!",
L"Ñîõðàíåííàÿ âåðñèÿ èãðû îòëè÷àåòñÿ îò òåêóùåé.Íàäåæíåå âñåãî ïðîäîëæèòü.Ïðîäîëæèòü?",
L"Ôàéëû ñîõðàíåííîé èãðû ìîãóò áûòü ñ îøèáêîé.Óíè÷òîæèòü èõ âñå?",
//Translators, the next two strings are for the same thing. The first one is for beta version releases and the second one
//is used for the final version. Please don't modify the "#ifdef JA2BETAVERSION" or the "#else" or the "#endif" as they are
//used by the compiler and will cause program errors if modified/removed. It's okay to translate the strings though.
#ifdef JA2BETAVERSION
L"Ñîõð.âåðñèÿ áûëà èçìåíåíà.Ñîîáùèòå î ïðîáëåìàõ.Ïðîäîëæèòü?",
#else
L"Ïîïûòêà çàãðóçêè ñòàðîé âåðñèè. Îáíîâèòü àâòîìàòè÷åñêè è çàãðóçèòü?",
#endif
//Translators, the next two strings are for the same thing. The first one is for beta version releases and the second one
//is used for the final version. Please don't modify the "#ifdef JA2BETAVERSION" or the "#else" or the "#endif" as they are
//used by the compiler and will cause program errors if modified/removed. It's okay to translate the strings though.
#ifdef JA2BETAVERSION
L"Ñîõð.âåðñèè è âåðñèè èãðû áûëè èçìåíåíû. Ñîîáùèòå î ïðîáëåìàõ. Ïðîäîëæèòü?",
#else
L"Ïîïûòêà çàãðóçêè ñòàðîé âåðñèè. Îáíîâèòü àâòîìàòè÷åñêè è çàãðóçèòü?",
#endif
L"Âû óâåðåíû,÷òî õîòèòå çàïèñàòü ñîõ.èãðó ïîâåðõ #%d?",
L"Âû õîòèòå çàãðóçèòü èãðó èç ÿ÷åéêè #",
//The first %d is a number that contains the amount of free space on the users hard drive,
//the second is the recommended amount of free space.
L"Ó âàñ êîí÷àåòñÿ äèñêîâîå ïðîñòðàíñòâî. Îñòàëîñü âñåãî %d Máàéò. Íóæíî êàê ìèíèìóì %d ñâîáîäíûõ Máàéò.",
L"Ñîõðàíåíèå...", //When saving a game, a message box with this string appears on the screen
L"Îáû÷íûå ïèñò.",
L"Òîííû ïèñò.",
L"Ðåàëèñò.ñòèëü",
L"Ôàíòàñò. ñòèëü",
L"Ñëîæí.",
L"Platinum Mode", //Placeholder English
L"Bobby Ray's",
L"Normal Selection",
L"Great Selection",
L"Excellent Selection",
L"Awesome Selection",
};
//MapScreen
STR16 zMarksMapScreenText[] =
{
L"Óðîâåíü êàðòû",
L"Ó âàñ íåò îïîë÷åíèÿ.Íàäî ïîäãîòîâèòü ãîðîæàí,è ó âàñ áóäåò ãîðîäñêîå îïîë÷åíèå.",
L"Äîõîä â äåíü",
L"Ó íàåìí.åñòü ñòðàõîâêà",
L"%s íå óñòàë.",
L"%s äâèæåòñÿ è ñïàòü íå ìîæåò",
L"%s ñëèøêîì óñòàë,ïîïðîáóéòå ïîçæå.",
L"%s çà ðóëåì.",
L"Îòðÿä íå ìîæåò äâèãàòüñÿ,êîãäà îäèí íàåìí.ñïèò.",
// stuff for contracts
L"Âû ìîæåòå ïëàòèòü ïî êîíòðàêòó,íî ó âàñ íåò äåíåã íà ñòðàõîâûå ïðåìèè ýòîìó íàåìí.",
L"%s:ñòðàõîâàÿ ïðåìèÿ ñîñòàâèò %s çà %d äîïîëí.äíåé.Õîòèòå ïëàòèòü?",
L"Èíâåíòàðü Ñåêòîðà",
L"Ó íàåìí.åñòü ìåä.äåïîçèò.",
// other items
L"Ìåäèêè", // people acting a field medics and bandaging wounded mercs
L"Ïàöèåíòû", // people who are being bandaged by a medic
L"Ãîòîâî", // Continue on with the game after autobandage is complete
L"Ñòîï", // Stop autobandaging of patients by medics now
L"Èçâèíèòå.Ýòà îïöèÿ íåâîçìîæíà,ò.ê.ýòî äåìî-âåðñèÿ.", // informs player this option/button has been disabled in the demo
L"%s:íåò ðåìîíòíûõ ïðèíàäë.",
L"%s:íåò ìåäèöèíñêèõ ïðèíàäë.",
L"Íåäîñòàòî÷íî ëþäåé,æåëàþùèõ ïðîéòè ïîäãîòîâêó.",
L"%s:ìíîãî îïîë÷åíöåâ.",
L"Ó íàåìí.êîíå÷í.êîíòðàêò.",
L"Êîíòðàêò íàåìí.íå çàñòðàõîâàí",
// WANNE 2
L"Map Overview", // 24
};
STR16 pLandMarkInSectorString[] =
{
L"Îòðÿä %d çàìåòèë êîãî-òî â ñåêòîðå %s",
};
// confirm the player wants to pay X dollars to build a militia force in town
STR16 pMilitiaConfirmStrings[] =
{
L"Òðåíèðîâêà îòðÿäà ãîðîä.îïîë÷.áóäåò ñòîèòü $", // telling player how much it will cost
L"Îäîáðèòü ïëàòåæ?", // asking player if they wish to pay the amount requested
L"Ó âàñ íåò äåíåã íà ýòî.", // telling the player they can't afford to train this town
L"Ïðîäîëæèòü òðåíèðîâêó îïîë÷åíèÿ â %s (%s %d)?", // continue training this town?
L"Ñòîèò $", // the cost in dollars to train militia
L"( Ä/Í )", // abbreviated yes/no
L"", // unused
L"Òðåíèðîâêà îòðÿäà ãîðîä.îïîë÷.â ñåêòîðå %d áóäåò ñòîèòü $ %d. %s", // cost to train sveral sectors at once
L"Ó âàñ íåò $%d íà òðåíèðîâêó ãîðîä.îïîë÷åíèÿ çäåñü.",
L"%s:íóæíî %d ïðîöåíòîâ âåðíîñòè òåáå,÷òîáû ïðîäîëæèòü òðåíèðîâêó îïîë÷åíèÿ.",
L" %s áîëüøå íåëüçÿ òðåíèðîâàòü îïîë÷åíèå.",
};
//Strings used in the popup box when withdrawing, or depositing money from the $ sign at the bottom of the single merc panel
STR16 gzMoneyWithdrawMessageText[] =
{
L"Çà îäèí ðàç ìîæíî áðàòü íå áîëåå $20,000.",
L"Âû óâåðåíû, ÷òî õîòèòå ïîëîæèòü %s íà ñâîé ñ÷åò?",
};
STR16 gzCopyrightText[] =
{
L"Àâòîðñêèå ïðàâà(C) 1999 Sir-Tech Canada Ltd. Âñå ïðàâà çàùèùåíû. Ðàñïðîñòðàíåíèå íà òåððèòîðèè ñòðàí ÑÍÃ êîìïàíèÿ ÁÓÊÀ",
};
//option Text
STR16 zOptionsToggleText[] =
{
L"Ðå÷ü",
L"Íåìîå ïîäòâåðæäåíèå", //$$
L"Ñóáòèòðû",
L"Äèàëîãè ñ ïàóçàìè",
L"Àíèìèðîâàííûé äûì",
L"Êðîâèùà",
L"Íå òðîæü ìîþ ìûøü!",
L"Ñòàðûé ñïîñîá âûáîðà",
L"Ïîêàçûâàòü äâèæåíèÿ",
L"Ïîêàçûâàòü ïðîìàõè",
L"Èãðà â ðåàëüíîì âðåìåíè",
L"Ïîêàçàòü èíäèêàòîð âðàãà",
L"Èñïîëüçîâàòü ìåòðè÷.ñèñòåìó",
L"Âûäåëÿòü íàåìí.âî âðåìÿ äâèæåíèÿ",
L"Ïåðåâåñòè êóðñîð íà íàåìí.",
L"Ïåðåâåñòè êóðñîð íà äâåðè",
L"Ìåðöàíèå âåùåé",
L"Ïîêàçàòü âåðõóøêè äåðåâüåâ",
L"Ïîêàçûâàòü êàðêàñû",
L"Ïîêàçàòü òðåõìåðíûé êóðñîð",
L"Show Chance to Hit on cursor",
L"GL Burst uses Burst cursor",
L"Enemies Drop all Items",
L"High angle Grenade launching",
L"Restrict extra Aim Levels",
L"Space selects next Squad",
L"Show Item Shadow",
L"Show Weapon Ranges in Tiles",
L"Tracer effect for single shot",
L"Rain noises",
};
//This is the help text associated with the above toggles.
STR16 zOptionsScreenHelpText[] =
{
//speech
L"Åñëè âû õîòèòå óñëûøàòü äèàëîã ïåðñîíàæåé,âêëþ÷èòå ýòó îïöèþ.",
//Mute Confirmation
L"Âêë/âûêë âåðáàëüíîå ïîäòâåðæäåíèå.",
//Subtitles
L" whether on-screen text is displayed for dialogue.", //$$
//Key to advance speech
L"Åñëè ñóáèòðû âêëþ÷åíû,âêëþ÷èòå òàêæå ýòî,÷òîáû ÷èòàòü NPC äèàëîã.",
//Toggle smoke animation
L"Îòêëþ÷èòå ýòó îïöèþ,åñëè àíèìèðîâàííûé äûì çàìåäëÿåò èãðó.",
//Blood n Gore
L"Îòêëþ÷èòå ýòó îïöèþ,åñëè áîèòåñü êðîâè.",
//Never move my mouse
L"Îòêëþ÷èòå ýòó îïöèþ,÷òîáû êóðñîð àâòîìàòè÷åñêè ïåðåìåùàëñÿ íà âñïëûâàþùåå ìåíþ äèàëîãà",
//Old selection method
L"Âêëþ÷èòå ýòó îïöèþ,÷òîáû ïåðñîíàæè ðàáîòàëè,êàê â ïðåäûäóùåé âåðñèè Jagged Alliance (èíà÷å îíè áóäóò ðàáîòàòü ïî-äðóãîìó).",
//Show movement path
L"Âêëþ÷èòå ýòó îïöèþ,÷òîáû äåéñòâèå ïðîèñõîäèëî â ðåàëüíîì âðåìåíè(èëè èñïîëüçóéòå SHIFT ïðè îòêëþ÷åííîé îïöèè).",
//show misses
L"Âêëþ÷èòå ýòó îïöèþ,÷òîáû âèäåòü,êóäà ïîïàäàþò ïóëè ïðè \"ïðîìàõå\".",
//Real Time Confirmation
L"Êîãäà îïöèÿ âêë,äîïîëí.\"áåçîïàñíîñòü\" ùåë÷îê íóæåí äëÿ ïåðåõîäà â ðåàëüíîå âðåìÿ.",
//Display the enemy indicator
L"Êîãäà îïöèÿ âêë,êîëè÷åñòâî âðàãîâ,âèäíûõ íàåìíèêó,âûñâå÷èâàåòñÿ íàä åãî ïîðòðåòîì.",
//Use the metric system
L"Êîãäà îïöèÿ âêë,èñï.ìåòðè÷.ñèñòåìà,èíà÷å-áðèòàíñêàÿ.",
//Merc Lighted movement
L"Êîãäà îïöèÿ âêë,ïóòü íàåìíèêà îáîçí.ñâåòÿùåéñÿ ëèíèåé.Îòêëþ÷èòå äëÿ áûñòðîòû.",
//Smart cursor
L"Êîãäà îïöèÿ âêë,ïåðåäâèæåíèå êóðñîðà íà íàåìíèêà áóäåò åãî âûäåëÿòü.",
//snap cursor to the door
L"Êîãäà îïöèÿ âêë,ïåðåäâèæåíèå êóðñîðà íà äâåðü áóäåò àâòîìàòè÷åñêè ïåðåäâèãàòü åãî ïîâåðõ äâåðè.",
//glow items
L"Êîãäà îïöèÿ âêë,âåùè ñâåòÿòñÿ( |I)",
//toggle tree tops
L"Êîãäà îïöèÿ âêë,ïîêàçûâàþòñÿ âåðõóøêè äåðåâüåâ.( |Å)",
//toggle wireframe
L"Êîãäà îïöèÿ âêë,âèäíû êàðêàñû äîìîâ. ( |W)", //$$
L"Êîãäà îïöèÿ âêë,äâèæóùèéñÿ êóðñîð-òðåõìåðíûé.( |Home )",
// Options for 1.13
L"When ON, the chance to hit is shown on the cursor.",
L"When ON, GL burst uses burst cursor.",
L"When ON, dead enemies drop all items.",
L"When ON, grenade launchers fire grenades at higher angles (|Q).",
L"When ON, aim levels beyond 4 are restricted to rifles and sniper rifles.",
L"When ON, |S|p|a|c|e selects next squad automatically.",
L"When ON, item shadows will be shown.",
L"When ON, weapon ranges will be shown in tiles.",
L"When ON, tracer effect will be shown for single shots.",
L"When ON, rain noises will be activated.",
};
STR16 gzGIOScreenText[] =
{
L"ÓÑÒÀÍÎÂÊÀ ÍÀ×ÀËÀ ÈÃÐÛ",
L"Ñòèëü èãðû",
L"Ðåàëèñòè÷íûé",
L"Ôàíòàñòè÷íûé",
L"Platinum", //Placeholder English
L"Âûáîð ïèñòîëåòîâ",
L"Ñîòíè ïèñòîëåòîâ",
L"Íîðìàëüíûé",
L"Óðîâåíü ñëîæíîñòè",
L"Ëåãêèé",
L"Íîðìàëüíûé",
L"Òðóäíûé",
L"INSANE",
L"Ok",
L"Îòìåíà",
L"Äîïîëíèòåëüíàÿ ñëîæíîñòü",
L"Áåç îãðàíè÷åíèé âðåìåíè",
L"Âðåìÿ õîäà îãðàíè÷åíî",
L"Îòêëþ÷åíî â äåìî-âåðñèè",
L"Bobby Ray's Selection",
L"Normal",
L"Great",
L"Excellent",
L"Awesome",
};
STR16 pDeliveryLocationStrings[] =
{
L"Îñòåí", //Austin, Texas, USA
L"Áàãäàä", //Baghdad, Iraq (Suddam Hussein's home)
L"Äðàññåí", //The main place in JA2 that you can receive items. The other towns are dummy names...
L"Ãîí Êîíã", //Hong Kong, Hong Kong
L"Áåéðóò", //Beirut, Lebanon (Middle East)
L"Ëîíäîí", //London, England
L"Ëîñ Àíäæåëåñ", //Los Angeles, California, USA (SW corner of USA)
L"Ìåäóíà", //Meduna -- the other airport in JA2 that you can receive items.
L"Ìåòàâèðà", //The island of Metavira was the fictional location used by JA1
L"Ìàéàìè", //Miami, Florida, USA (SE corner of USA)
L"Ìîñêâà", //Moscow, USSR
L"Íüþ Éîðê", //New York, New York, USA
L"Îòòàâà", //Ottawa, Ontario, Canada -- where JA2 was made!
L"Ïàðèæ", //Paris, France
L"Òðèïîëè", //Tripoli, Libya (eastern Mediterranean)
L"Òîêèî", //Tokyo, Japan
L"Âàíêóâåð", //Vancouver, British Columbia, Canada (west coast near US border)
};
STR16 pSkillAtZeroWarning[] =
{ //This string is used in the IMP character generation. It is possible to select 0 ability
//in a skill meaning you can't use it. This text is confirmation to the player.
L"Óâåðåí? Íîëü îçíà÷àåò îòñóòñòâèå íàâûêîâ."
};
STR16 pIMPBeginScreenStrings[] =
{
L"( 8 ìàêñ. ñèìâîëîâ )",
};
STR16 pIMPFinishButtonText[ 1 ]=
{
L"Àíàëèç",
};
STR16 pIMPFinishStrings[ ]=
{
L"Ñïàñèáî,%s", //%s is the name of the merc
};
// the strings for imp voices screen
STR16 pIMPVoicesStrings[] =
{
L"Ãîëîñ",
};
STR16 pDepartedMercPortraitStrings[ ]=
{
L"Óáèò â áîþ",
L"Óâîëåí",
L"Äðóãîå",
};
// title for program
STR16 pPersTitleText[] =
{
L"Êàäðû",
};
// paused game strings
STR16 pPausedGameText[] =
{
L"Ïàóçà",
L"Âîçîáíîâèòü (|P|a|u|s|e)",
L"Ïîñòàâèòü íà ïàóçó (|P|a|u|s|e)",
};
STR16 pMessageStrings[] =
{
L"Âûéòè èç èãðû?",
L"OK",
L"ÄÀ",
L"ÍÅÒ",
L"ÎÒÌÅÍÀ",
L"ÍÀÍßÒÜ",
L"ËÎÆÜ",
L"No description", //Save slots that don't have a description.
L"Èãðà ñîõðàíåíà",
L"Èãðà ñîõðàíåíà",
L"QuickSave", //The name of the quicksave file (filename, text reference)
L"SaveGame", //The name of the normal savegame file, such as SaveGame01, SaveGame02, etc.
L"sav", //The 3 character dos extension (represents sav)
L"..\\SavedGames", //The name of the directory where games are saved.
L"Äåíü",
L"Íàåìí",
L"Ïóñòàÿ ÿ÷åéêà", //An empty save game slot
L"Äåìî", //Demo of JA2
L"Ëîâëÿ Áàãîâ", //State of development of a project (JA2) that is a debug build
L"Release", //Release build for JA2
L"ïâì", //Abbreviation for Rounds per minute -- the potential # of bullets fired in a minute.
L"ìèí", //Abbreviation for minute.
L"ì", //One character abbreviation for meter (metric distance measurement unit).
L"ïóëè", //Abbreviation for rounds (# of bullets)
L"êã", //Abbreviation for kilogram (metric weight measurement unit)
L"ô", //Abbreviation for pounds (Imperial weight measurement unit)
L"Ãë.ñòð", //Home as in homepage on the internet.
L"USD", //Abbreviation to US dollars
L"í/ï", //Lowercase acronym for not applicable.
L"Â ýòî âðåìÿ", //Meanwhile
L"%s ïðèáûë(à) â ñåêòîð %s%s", //Name/Squad has arrived in sector A9. Order must not change without notifying
//SirTech
L"Âåðñèÿ",
L"Ïóñòàÿ ÿ÷åéêà áûñòðîãî ñîõð",
L"Ýòà ÿ÷åéêà-äëÿ áûñòðîãî ñîõðàíåíèÿ ýêðàíîâ èãðû (ALT+S).",
L"Îòêðûòî",
L"Çàêðûòî",
L"Ó âàñ êîí÷àåòñÿ äèñêîâîå ïðîñòðàíñòâî. Ó âàñ îñòàëîñü %sÌÁ ñâîáîäíûõ,à äëÿ ÀËÜßÍÑÀ 2 òðåáóåòñÿ %sMÁ.",
L"Íàíÿò %s èç AIM",
L"%s ïîéìàë %s.", //'Merc name' has caught 'item' -- let SirTech know if name comes after item.
L"%s ïðèíÿë ëåêàðñòâî.", //'Merc name' has taken the drug
L"%s íå èìååò ìåäíàâûêîâ",//'Merc name' has no medical skill.
//CDRom errors (such as ejecting CD while attempting to read the CD)
L"Íàðóøåíà öåëîñòíîñòü ïðîãðàììû.",
L"ÎØÈÁÊÀ: Âûíüòå CD-ROM",
//When firing heavier weapons in close quarters, you may not have enough room to do so.
L"Ìàëî ìåñòà äëÿ ñòðåëüáû.",
//Can't change stance due to objects in the way...
L"Ñåé÷àñ èçìåíèòü ïîëîæåíèå íåëüçÿ.",
//Simple text indications that appear in the game, when the merc can do one of these things.
L"Óðîíèòü",
L"Áðîñèòü",
L"Ïåðåäàòü",
L"%s ïåðåäàíî %s.", //"Item" passed to "merc". Please try to keep the item %s before the merc %s, otherwise,
//must notify SirTech.
L"Íåëüçÿ ïåðåäàòü %s %s.", //pass "item" to "merc". Same instructions as above.
//A list of attachments appear after the items. Ex: Kevlar vest ( Ceramic Plate 'Attached )'
L" Ïðèñîåäèíåíî )",
//Cheat modes
L"Äîñòèãíóò ÷èò-óðîâåíü îäèí",
L"Äîñòèãíóò ÷èò-óðîâåíü äâà",
//Toggling various stealth modes
L"Îòðÿä ñêðûò.",
L"Îòðÿä âèäåí.",
L"%s ñêðûò.",
L"%s îòêðûò.",
//Wireframes are shown through buildings to reveal doors and windows that can't otherwise be seen in
//an isometric engine. You can toggle this mode freely in the game.
L"Äîïîëíèòåëüíûå Êàðêàñû Âêë",//$$
L"Äîïîëíèòåëüíûå Êàðêàñû Âûêë",//$$
//These are used in the cheat modes for changing levels in the game. Going from a basement level to
//an upper level, etc.
L"Íåëüçÿ ïîäíÿòüñÿ ñ ýòîãî óðîâíÿ...",
L"Íèæå óðîâíåé íåò...",
L"Âõîäèì â ïîäâàëüíûé óðîâåíü %d...",
L"Óõîäèì èç ïîäâàëà...",
L".", // used in the shop keeper inteface to mark the ownership of the item eg Red's gun
L"ÂÛÊËÞ×ÅÍÎ.",
L"ÂÊËÞ×ÅÍÎ.",
L"3D-êóðñîð ÎÒÊË.",
L"3D-êóðñîð ÂÊË.",
L"Îòðÿä %d äåéñòâóåò.",
L"Ó âàñ íåò äåíåã,÷òîáû åæåäíåâíî âûïëà÷èâàòü %s %s", //first %s is the mercs name, the seconds is a string containing the salary
L"Ïðîïóñê",
L"%s íå ìîæåò óéòè îäèí.",
L"Èãðà áûëà ñîõðàíåíà ïîä èìåíåì SaveGame99.sav. Ïðè íåîáõîäèìîñòè ïåðåñîõðàíèòå åå ïîä èìåíåì SaveGame01-SaveGame10 è òîãäà âû áóäåòå ïîëó÷èòå äîñòóï ê íåé â ýêðàíå Çàãðóçêà.",
L"%s âûïèë íåìíîãî %s",
L"Áàãàæ ïðèáûë â Äðàññåí.",
L"%s äîëæåí ïðèáûòü â óêàçàííîå ìåñòî âûñàäêè (ñåêòîð %s) â äåíü %d,ïðèìåðíî â %s.", //first %s is mercs name, next is the sector location and name where they will be arriving in, lastely is the day an the time of arrival
L"Èñòîðèÿ îáíîâëåíà.",
L"Grenade Bursts - Using Targeting Cursor (Spread fire enabled)",
L"Grenade Bursts - Using Trajectory Cursor (Spread fire disabled)",
L"Drop All Enabled",
L"Drop All Disabled",
L"Grenade Launchers - Fire at standard angles",
L"Grenade Launchers - Fire at high angles",
#ifdef JA2BETAVERSION
L"Èãðà ñîõðàíåíà â ÿ÷åéêó àâòî-ñîõðàíåíèÿ.",
#endif
};
UINT16 ItemPickupHelpPopup[][40] =
{
L"OK",
L"Ëèñòàòü ââåðõ",
L"Âûäåëèòü âñå",
L"Ëèñòàòü âíèç",
L"Îòìåíà"
};
STR16 pDoctorWarningString[] =
{
L"%s ñëèøêîì äàëåêî,÷òîáû åãî ìîæíî áûëî ëå÷èòü.",
L"Ìåäèêè íå ìîãóò ïåðåâÿçàòü âñåõ.",
};
STR16 pMilitiaButtonsHelpText[] =
{
L"Âçÿòü íîâè÷êîâ(Ïðàâûé ùåë÷îê)/Îòâåðãíóòü(Ëåâûé ùåë÷îê)", // button help text informing player they can pick up or drop militia with this button
L"Âçÿòü ïîñòîÿííûå âîéñêà(Ïðàâûé ùåë÷îê)/Îòâåðãíóòü(Ëåâûé ùåë÷îê)",
L"Âçÿòü âîéñêà âåòåðàíîâ(Ïðàâûé ùåë÷îê)/Îòâåðãíóòü(Ëåâûé ùåë÷îê)",
L"Ðàâíîìåðíî ðàñïðåäåëèòü äîñòóïíîå îïîë÷åíèå ïî âñåì ñåêòîðàì",
};
STR16 pMapScreenJustStartedHelpText[] =
{
L"Èäè â ÀIM è íàíÿòü íàåìíèêîâ (*Ïîäñêàçêà* â ëàïòîïå)", // to inform the player to hired some mercs to get things going
L"Åñëè âû ãîòîâû îòïðàâèòüñÿ â Àðóëüêî,ùåëêíèòå ïî êíîïêå Êîìïðåññèÿ âðåìåíè â ïðàâîì íèæíåì óãëó ýêðàíà.", // to inform the player to hit time compression to get the game underway
};
STR16 pAntiHackerString[] =
{
L"Îøèáêà.Èñïîð÷åííûå èëè îòñóòñòâóþùèå ôàéëû.Âû âûõîäèòå èç èãðû.",
};
STR16 gzLaptopHelpText[] =
{
//Buttons:
L"Ïðîñìîòðåòü ïî÷òó",
L"Ïðîëèñòàòü web ñòðàíèöû",
L"Ïðîñìîòðåòü ôàéëû è àòòà÷ìåíòû.",
L"Ïðî÷èòàòü ïîñëåäíèå ñîáûòèÿ",
L"Èíôîðìàöèÿ î êîìàíäå",
L"Ïðîñìîòðåòü ôèíàíñîâîå çàêëþ÷åíèå è æóðíàë",
L"Çàêðûòü ëàïòîï",
//Bottom task bar icons (if they exist):
L"Íîâîå ñîîáùåíèå",
L"Íîâûå ôàéëû",
//Bookmarks:
L"Ìåæäóíàðîäíàÿ Àññîöèàöèÿ Íàåìíèêîâ",
L"Áîááè Ðýé-çàêàç îðóæèÿ â ñåòè",
L"Èíñòèòóò Ïñèõîëîãèè Íàåìíèêîâ",
L"Ðåêðóòèíãîâûé Öåíòð",
L"Ìîðã Ìàê Ãèëëèêóòè",
L"Îáúåäèíåííàÿ öâåòî÷íàÿ ñëóæáà",
L"Ñòðàõîâûå àãåíòû ïî êîíòðàêòàì A.I.M.",
};
STR16 gzHelpScreenText[] =
{
L"Âûõîä èç ýêðàíà ïîìîùü",
};
STR16 gzNonPersistantPBIText[] =
{
L"Èäåò áîé. Âû ìîæåòå òîëüêî ïîêèíóòü ýêðàí áèòâû.",
L"Âîéòè â ñåêòîð, ÷òîáû ïðîäîëæèòü áîé( |E).",
L"Àâòîìàòè÷åñêè îñòàíîâèòü òåêóùóþ áèòâó ( |A).",
L"Íåëüçÿ àâòîìàòè÷åñêè îñòàíîâèòü áèòâó, êîãäà òû íàïàäàåøü.",
L"Íåëüçÿ àâòîìàòè÷åñêè îñòàíîâèòü áèòâó,êîãäà íà òåáÿ íàïàëè.",
L"Íåëüçÿ àâòîìàòè÷åñêè îñòàíîâèòü áèòâó,êîãäà äåðåøüñÿ ñ ñóùåñòâàìè â øàõòàõ.",
L"Íåëüçÿ àâòîìàòè÷åñêè îñòàíîâèòü áèòâó,åñëè ïîáëèçîñòè âðàæäåáíûå æèòåëè.",
L"Íåëüçÿ àâòîìàòè÷åñêè îñòàíîâèòü áèòâó,åñëè ïîáëèçîñòè êîøêè-óáèéöû.",
L"ÈÄÅÒ ÁÎÉ",
L"Ñåé÷àñ îòñòóïàòü íåëüçÿ.",
};
STR16 gzMiscString[] =
{
L"Âàøå îïîë÷åíèå äåðåòñÿ áåç ïîìîùè íàåìíèêîâ...",
L"Ìàøèíå ïîêà íå íóæíî çàïðàâëÿòüñÿ.",
L"Áåíçîáàê ïîëîí íà %d%%.",
L"Àðìèÿ Äåéäðàííû ïîëíîñòüþ êîíòðîëèðóåò òåððèòîðèþ %s.",
L"Âû ïîòåðÿëè çàïðàâêó.",
};
STR16 gzIntroScreen[] =
{
L"Íåâîçìîæíî íàéòè âñòóïèòåëüíûé ðîëèê",
};
// These strings are combined with a merc name, a volume string (from pNoiseVolStr),
// and a direction (either "above", "below", or a string from pDirectionStr) to
// report a noise.
// e.g. "Sidney hears a loud sound of MOVEMENT coming from the SOUTH."
STR16 pNewNoiseStr[] =
{
L"%s ñëûøèò %s çâóê, èäóùèé ñ %sÀ.",
L"%s ñëûøèò %s çâóê ÄÂÈÆÅÍÈß, èäóùèé ñ %sÀ.",
L"%s ñëûøèò %s ÑÊÐÈÏ, èäóùèé ñ %sÀ.",
L"%s ñëûøèò %s ÏËÅÑÊ, èäóùèé ñ %sÀ.",
L"%s ñëûøèò %s ÓÄÀÐ, èäóùèé ñ %sÀ.", //$$
L"%s ñëûøèò %s ÂÇÐÛÂ íà %sÅ.",
L"%s ñëûøèò %s ÊÐÈÊ ñ %sÀ.",
L"%s ñëûøèò %s ÓÄÀÐ ñ %sÀ.",
L"%s ñëûøèò %s ÓÄÀÐ ñ %sÀ.",
L"%s ñëûøèò %s ÇÂÎÍ, èäóùèé ñ %sÀ.",
L"%s ñëûøèò %s ÃÐÎÕÎÒ, èäóùèé %sÀ.",
};
STR16 wMapScreenSortButtonHelpText[] =
{
L"Ñîðòèðîâêà ïî èìåíè (|F|1)",
L"Ñîðòèðîâêà ïî íàçí. (|F|2)",
L"Ñîðòèðîâêà ïî ñíó (|F|3)",
L"Ñîðòèðîâêà ïî ìåñòó (|F|4)",
L"Ñîðòèðîâêà ïî ìåñòó íàçí.(|F|5)",
L"Ñîðòèðîâêà ïî âðåìåíè êîíòðàêòà (|F|6)",
};
STR16 BrokenLinkText[] =
{
L"Îøèáêà 404",
L"URL íå íàéäåí.",
};
STR16 gzBobbyRShipmentText[] =
{
L"Ïîñë.ïîñòóïëåíèÿ",
L"Çàêàç #",
L"Êîëè÷åñòâî",
L"Çàêàçàíî",
};
STR16 gzCreditNames[]=
{
L"Chris Camfield",
L"Shaun Lyng",
L"Kris Mornes",
L"Ian Currie",
L"Linda Currie",
L"Eric \"WTF\" Cheng",
L"Lynn Holowka",
L"Norman \"NRG\" Olsen",
L"George Brooks",
L"Andrew Stacey",
L"Scot Loving",
L"Andrew \"Big Cheese\" Emmons",
L"Dave \"The Feral\" French",
L"Alex Meduna",
L"Joey \"Joeker\" Whelan",
};
STR16 gzCreditNameTitle[]=
{
L"Âåäóùèé ïðîãðàììèñò èãðû", // Chris Camfield !!!
L"Äèçàéí/Ñöåíàðèé", // Shaun Lyng
L"Ïðîãðàììèñò ñòðàòåãè÷åñêîé ÷àñòè è Ðåäàêòîðà", //Kris Marnes
L"Ïðîäþñåð/Äèçàéí", // Ian Currie
L"Äèçàéí/Äèçàéí êàðò", // Linda Currie
L"Õóäîæíèê", // Eric \"WTF\" Cheng
L"Áåòà-Êîîðäèíàòîð, ôèí.ïîääåðæêà", // Lynn Holowka
L"Ãëàâíûé õóäîæíèê", // Norman \"NRG\" Olsen
L"Ìàñòåð ïî çâóêó", // George Brooks
L"Äèçàéí ýêðàíà/Õóäîæíèê", // Andrew Stacey
L"Ãëàâíûé õóäîæíèê/Àíèìàöèÿ", // Scot Loving
L"Ãëàâíûé ïðîãðàììèñò", // Andrew \"Big Cheese Doddle\" Emmons
L"Ïðîãðàììèñò", // Dave French
L"Ïðîãðàììèñò ñòðàòåãè÷åñêîé ÷àñòè è áàëàíñà èãðû", // Alex Meduna
L"Õóäîæíèê ïî ïîðòðåòàì", // Joey \"Joeker\" Whelan",
};
STR16 gzCreditNameFunny[]=
{
L"", // Chris Camfield
L"(âñå åùå çóáðèò ïðàâèëà ïóíêòóàöèè)", // Shaun Lyng
L"(\"Ãîòîâî. ß ïðîñòî ÷èíþ\")", //Kris \"The Cow Rape Man\" Marnes
L"(îí óæå ñëèøêîì ñòàð äëÿ ýòîãî)", // Ian Currie
L"(ðàáîòàåò íàä Wizardry 8)", // Linda Currie
L"(òåñòèðîâàë ïî äóëîì ïèñòîëåòà)", // Eric \"WTF\" Cheng
L"(Óøëà îò íàñ â CFSA - ñêàòåðòüþ äîðîæêà...)", // Lynn Holowka
L"", // Norman \"NRG\" Olsen
L"", // George Brooks
L"(Ìåðòâàÿ Ãîëîâà è ëþáèòåëü äæàçà)", // Andrew Stacey
L"(åãî íàñòîÿùåå èìÿ Ðîáåðò)", // Scot Loving
L"(åäèíñòâåííîå îòâåòñòâåííîå ëèöî)", // Andrew \"Big Cheese Doddle\" Emmons
L"(ìîæåò îïÿòü çàíÿòüñÿ ìîòîãîíêàìè)", // Dave French
L"(óêðàäåí ñ ðàáîòû íàä Wizardry 8)", // Alex Meduna
L"(ñòðîèë ïðåäìåòû è çàãðóçî÷íûå ýêðàíû!)", // Joey \"Joeker\" Whelan",
};
STR16 sRepairsDoneString[] =
{
L"%s çàêîí÷èë ðåìîíò ñâîèõ âåùåé",
L"%s çàêîí÷èë ðåìîíòèðîâàòü âñå îðóæèå è áðîíþ",
L"%s çàêîí÷èë ðåìîíòèðîâàòü âñå ñíàðÿæåíèå",
L"%s çàêîí÷èë ðåìîíòèðîâàòü âñå òðàíñïîðòèðóåìûå âåùè",
};
STR16 zGioDifConfirmText[]=
{
L"Âû âûáðàëè ËÅÃÊÈÉ ðåæèì. Ýòî ïîäõîäèò äëÿ íîâè÷êîâ â Jagged Alliance 'Àãîíèÿ Âëàñòè', äëÿ íîâè÷êîâ â æàíðå ñòðàòåãèé, èëè äëÿ òåõ, êòî æåëàåò ñîêðàòèòü áèòâû â èãðå. Âàø âûáîð ñêàæåòñÿ íà èãðå â öåëîì, òàê ÷òî âûáèðàéòå ñ óìîì. Âû óâåðåíû, ÷òî õîòèòå èãðàòü â Ëåãêîì ðåæèìå?",
L"Âû âûáðàëè ÍÎÐÌÀËÜÍÛÉ ðåæèì. Ýòî ïîäõîäèò äëÿ âñåõ òåõ, êòî óæå çíàêîì ñ Jagged Alliance 'Àãîíèÿ Âëàñòè' èëè ñ ïîäîáíûìè èãðàìè. Âàø âûáîð ñêàæåòñÿ íà èãðå â öåëîì, òàê ÷òî âûáèðàéòå ñ óìîì. Âû óâåðåíû, ÷òî õîòèòå èãðàòü â Íîðìàëüíîì ðåæèìå?",
L"Âû âûáðàëè ÒÐÓÄÍÛÉ ðåæèì. Ìû Âàñ ïðåäóïðåæäàåì. Íå÷åãî íà íàñ ïåíÿòü, åñëè âàñ äîñòàâÿò íàçàä â öèíêîâîì ãðîáó. Âàø âûáîð ñêàæåòñÿ íà èãðå â öåëîì, òàê ÷òî âûáèðàéòå ñ óìîì. Âû óâåðåíû, ÷òî õîòèòå èãðàòü â Òðóäíîì ðåæèìå?",
L"You have chosen INSANE mode. WARNING: Don't blame us if you get shipped back in little pieces... Deidranna WILL kick your ass. Hard. Your choice will affect things throughout the entire course of the game, so choose wisely. Are you sure you want to play in INSANE mode?",
};
STR16 gzLateLocalizedString[] =
{
L"%S ôàéë äëÿ çàãðóçêè ýêðàíà íå íàéäåí...",
//1-5
L"Ðîáîò íå ìîæåò ïîêèíóòü ñåêòîð,ò.ê.íåêîìó óïðàâëÿòü èì.",
//This message comes up if you have pending bombs waiting to explode in tactical.
L"Ñåé÷àñ ñæèìàòü âðåìÿ íåëüçÿ.Ïîäîæäèòå ôåéåðâåðêà!",
//'Name' refuses to move.
L"%s îòêàçûâàåòñÿ äâèãàòüñÿ.",
//%s a merc name
L"%s:íåäîñòàòî÷íî ýíåðãèè,÷òîáû ïîìåíÿòü ïîëîæåíèå.",
//A message that pops up when a vehicle runs out of gas.
L"%s:êîí÷èëîñü òîïëèâî è îí îñòàåòñÿ â %c%d.",
//6-10
// the following two strings are combined with the pNewNoise[] strings above to report noises
// heard above or below the merc
L"íàä",
L"ïîä",
//The following strings are used in autoresolve for autobandaging related feedback.
L"Íè ó êîãî èç âàøèõ íàåìíèêîâ íåò ìåäíàâûêîâ.",
L"Íåò ìàòåðèàëà äëÿ ïåðåâÿçîê.",
L"Íå õâàòàåò ìàòåðèàëîâ,÷òîáû ïåðåâÿçàòü âñåõ.",
L"Ïåðåâÿçûâàòü âàøèõ íàåìíèêîâ íå íóæíî.",
L"Ïåðåâÿçûâàòü íàåìíèêîâ àâòîìàòè÷åñêè.",
L"Âñå íàåìíèêè ïåðåâÿçàíû.",
//14
L"Àðóëüêî",
L"(roof)",
L"Çäîðîâüå: %d/%d",
//In autoresolve if there were 5 mercs fighting 8 enemies the text would be "5 vs. 8"
//"vs." is the abbreviation of versus.
L"%d ïðîòèâ %d",
L"%s ïîëîí!", //(ex "The ice cream truck is full")
L"%s íóæäàåòñÿ íå â ïåðåâÿçêå è ïåðâîé ïîìîùè, à â ñåðüåçíîì ìåäèöèíñêîì îáñëåäîâàíèè è/èëè îòäûõå.",
//20
//Happens when you get shot in the legs, and you fall down.
L"%s ðàíåí â íîãó è áåç ñîçíàíèÿ!",
//Name can't speak right now.
L"%s ñåé÷àñ ãîâîðèòü íå ìîæåò.",
//22-24 plural versions @@@2 elite to veteran
L"%d íîâè÷êè ñòàëè âåòåðàíàìè.",
L"%d íîâè÷êè ñòàëè ïîñòîÿíûì îïîë÷åíèåì.",
L"%d ïîñòîÿííîå îïîë÷åíèå ñòàëî âåòåðàíàìè.",
//25
L"Ïåðåêë.",
//26
//Name has gone psycho -- when the game forces the player into burstmode (certain unstable characters)
L"%s äâèíóëñÿ óìîì!",
//27-28
//Messages why a player can't time compress.
L"Ñåé÷àñ îïàñíî ñæèìàòü âðåìÿ, ïîñêîëüêó ó âàñ åñòü íàåìíèêè â ñåêòîðå %s.", //
L"Îïàñíî ñæèìàòü âðåìÿ, êîãäà íàåìíèêè íàõîäÿòñÿ â øàõòàõ ñ ñóùåñòâàìè.", //
//29-31 singular versions @@@2 elite to veteran
L"1 íîâè÷îê ñòàë âåòåðàíàìè.",
L"1 íîâè÷îê ñòàë ïîñòîÿííûì îïîë÷åíèåì.",
L"1 ïîñòîÿííîå îïîë÷åíèå ñòàëî çàñëóæåííûì.",
//32-34
L"%s íè÷åãî íå ãîâîðèò.",
L"Âûáèðàòüñÿ íà ïîâåðõíîñòü?",
L"(Îòðÿä %d)",
//35
//Ex: "Red has repaired Scope's MP5K". Careful to maintain the proper order (Red before Scope, Scope before MP5K)
L"%s ïî÷èíèë %s %s",
//36
L"ÊÎØÊÀ-ÓÁÈÉÖÀ",
//37-38 "Name trips and falls"
L"%s ïàäàåò",
L"Ýòó âåùü îòñþäà áðàòü íåëüçÿ.",
//39
L"Íèêòî èç îñòàâøèõñÿ íàåìí.íå ìîæåò äðàòüñÿ.Îïîë÷åíèå ñðàçèòñÿ ñ ñóùåñòâàìè ñàìî.",
//40-43
//%s is the name of merc.
L"%s:ìåäèêàìåíòû êîí÷èëèñü!",
L"%s íå îáëàäàåò íàâûêàìè,÷òîáû ëå÷èòü êîãî-ëèáî!",
L"%s:êîí÷èëèñü èíñòðóìåíòû!",
L"%s íå îáëàäàåò íàâûêàìè,÷òîáû ðåìîíòèðîâàòü ÷òî-ëèáî!",
//44-45
L"Âðåìÿ ðåìîíòà",
L"%s Íå ìîæåò óâèäåòü ýòîãî ÷åëîâåêà.",
//46-48
L"%s'. Áàðàáàí åãî ïèñòîëåòà ñëîìàí!",
L"Íå ðàçðåøàåòñÿ áîëüøå %d òðåíåðîâ îïîë÷åíèÿ íà ñåêòîð.",
L"Óâåðåí?",
//49-50
L"Êîìïðåññèÿ âðåìåíè",
L"Áàê òåïåðü çàïðàâëåí.",
//51-52 Fast help text in mapscreen.
L"Ïðîäîëæèòü êîìïðåññèþ âðåìåíè (|S|p|a|c|e)",
L"Ïðåêðàòèòü êîìïðåññèþ âðåìåíè (|E|s|c)",
//53-54 "Magic has unjammed the Glock 18" or "Magic has unjammed Raven's H&K G11"
L"%s èñïðàâèë(à) %s",
L"%s èñïðàâèë(à) %s (%s)",
//55
L"Íåâîçìîæíî ñæèìàòü âðåìÿ ïðè ïðîñìîòðå ñîäåðæèìîãî ñåêòîðà.",
L"CD Àãîíèÿ Âëàñòè íå íàéäåí. Ïðîãðàììà âûõîäèò â ÎÑ.",
L"Ïðåäìåòû óñïåøíî ñîâìåùåíû.",
//58
//Displayed with the version information when cheats are enabled.
L"Òåêóùèé/Ìàêñèìàëüíûé: %d%%/%d%%",
//59
L"Ñîïðîâîäèòü Äæîíà è Ìýðè?",
L"Âûêëþ÷àòåëü íàæàò.",
L"%s's armour attachment has been smashed!",
L"%s fires %d more rounds than intended!"
};
STR16 gzCWStrings[] =
{
L"Íóæíà ëè ïîääåðæêà îïîë÷åíèÿ èç ñîñåäíèõ ñåêòîðîâ?",
};
#endif //RUSSIAN