localized strings for default team names cuz why not

This commit is contained in:
Dexter 2013-11-04 00:32:55 +00:00 committed by squeek
parent c9c90de4f3
commit 52a6d033ba
2 changed files with 15 additions and 15 deletions

View file

@ -178,20 +178,20 @@ static const char *s_PreserveEnts[] =
// NOTE: the indices here must match TEAM_TERRORIST, TEAM_CT, TEAM_SPECTATOR, etc.
char *sTeamNames[] =
{
"Unassigned",
"Spectator",
"Blue",
"Red",
"Yellow",
"Green",
"Custom1",
"Custom2",
"Custom3",
"Custom4",
"Custom5",
"Custom6",
"Custom7",
"Custom8",
"#FF_TEAM_UNASSIGNED",
"#FF_TEAM_SPECTATOR",
"#FF_TEAM_BLUE",
"#FF_TEAM_RED",
"#FF_TEAM_YELLOW",
"#FF_TEAM_GREEN",
"#FF_TEAM_CUSTOM1",
"#FF_TEAM_CUSTOM2",
"#FF_TEAM_CUSTOM3",
"#FF_TEAM_CUSTOM4",
"#FF_TEAM_CUSTOM5",
"#FF_TEAM_CUSTOM6",
"#FF_TEAM_CUSTOM7",
"#FF_TEAM_CUSTOM8",
};
#endif

View file

@ -225,7 +225,7 @@ int CFF_SH_TeamManager::GetTeamLimits( void )
//ConCommand ff_team( "ff_team",
//ConCommand ff_team( "ffdbg_dump_teams",
#if defined (DEBUG) && defined (GAME_DLL)
#if defined (_DEBUG) && defined (GAME_DLL)
void DebugSetTeamName_f( const CCommand &args )
{
if ( args.ArgC() < 2 )