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- exported all Hexen map names and intermission texts to the language table.
As IWAD content this is in zd_extra.pk3.
This commit is contained in:
parent
6d19374ae8
commit
e4690b4cd8
4 changed files with 320 additions and 15 deletions
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@ -827,6 +827,28 @@ void FMapInfoParser::ParseCluster()
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break;
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break;
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}
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}
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}
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}
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// Remap Hexen's CLUS?MSG lumps to the string table, if applicable. The code here only checks what can actually be in an IWAD.
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if (clusterinfo->flags & CLUSTER_EXITTEXTINLUMP)
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{
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int lump = Wads.CheckNumForFullName(clusterinfo->ExitText, false);
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if (lump > 0)
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{
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// Check if this comes from either Hexen.wad or Hexdd.wad and if so, map to the string table.
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int fileno = Wads.GetLumpFile(lump);
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auto fn = Wads.GetWadName(fileno);
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if (fn && (!stricmp(fn, "HEXEN.WAD") || !stricmp(fn, "HEXDD.WAD")))
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{
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FStringf key("TXT_%.5s_%s", fn, sc.String);
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if (GStrings.exists(key))
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{
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clusterinfo->ExitText = key;
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clusterinfo->flags &= ~CLUSTER_EXITTEXTINLUMP;
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clusterinfo->flags |= CLUSTER_LOOKUPEXITTEXT;
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}
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}
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}
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}
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CheckEndOfFile("cluster");
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CheckEndOfFile("cluster");
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}
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}
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@ -1900,9 +1922,26 @@ level_info_t *FMapInfoParser::ParseMapHeader(level_info_t &defaultinfo)
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{
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{
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sc.MustGetString ();
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sc.MustGetString ();
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levelinfo->flags |= LEVEL_LOOKUPLEVELNAME;
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levelinfo->flags |= LEVEL_LOOKUPLEVELNAME;
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}
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levelinfo->LevelName = sc.String;
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levelinfo->LevelName = sc.String;
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}
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}
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else if (HexenHack)
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{
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levelinfo->LevelName = sc.String;
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// Try to localize Hexen's map names.
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int fileno = Wads.GetLumpFile(sc.LumpNum);
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auto fn = Wads.GetWadName(fileno);
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if (fn && (!stricmp(fn, "HEXEN.WAD") || !stricmp(fn, "HEXDD.WAD")))
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{
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FStringf key("TXT_%.5s_%s", fn, levelinfo->MapName.GetChars());
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if (GStrings.exists(key))
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{
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levelinfo->flags |= LEVEL_LOOKUPLEVELNAME;
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levelinfo->LevelName = key;
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}
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}
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}
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}
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// Set up levelnum now so that you can use Teleport_NewMap specials
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// Set up levelnum now so that you can use Teleport_NewMap specials
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// to teleport to maps with standard names without needing a levelnum.
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// to teleport to maps with standard names without needing a levelnum.
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@ -427,15 +427,18 @@ struct cluster_info_t
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};
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};
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// Cluster flags
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// Cluster flags
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#define CLUSTER_HUB 0x00000001 // Cluster uses hub behavior
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enum
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#define CLUSTER_EXITTEXTINLUMP 0x00000002 // Exit text is the name of a lump
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{
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#define CLUSTER_ENTERTEXTINLUMP 0x00000004 // Enter text is the name of a lump
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CLUSTER_HUB = 0x00000001, // Cluster uses hub behavior
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#define CLUSTER_FINALEPIC 0x00000008 // Finale "flat" is actually a full-sized image
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CLUSTER_EXITTEXTINLUMP = 0x00000002, // Exit text is the name of a lump
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#define CLUSTER_LOOKUPEXITTEXT 0x00000010 // Exit text is the name of a language string
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CLUSTER_ENTERTEXTINLUMP = 0x00000004, // Enter text is the name of a lump
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#define CLUSTER_LOOKUPENTERTEXT 0x00000020 // Enter text is the name of a language string
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CLUSTER_FINALEPIC = 0x00000008, // Finale "flat" is actually a full-sized image
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#define CLUSTER_LOOKUPNAME 0x00000040 // Name is the name of a language string
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CLUSTER_LOOKUPEXITTEXT = 0x00000010, // Exit text is the name of a language string
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#define CLUSTER_LOOKUPCLUSTERNAME 0x00000080 // Cluster name is the name of a language string
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CLUSTER_LOOKUPENTERTEXT = 0x00000020, // Enter text is the name of a language string
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#define CLUSTER_ALLOWINTERMISSION 0x00000100 // Allow intermissions between levels in a hub.
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CLUSTER_LOOKUPNAME = 0x00000040, // Name is the name of a language string
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CLUSTER_LOOKUPCLUSTERNAME = 0x00000080, // Cluster name is the name of a language string
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CLUSTER_ALLOWINTERMISSION = 0x00000100 // Allow intermissions between levels in a hub.
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};
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extern TArray<level_info_t> wadlevelinfos;
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extern TArray<level_info_t> wadlevelinfos;
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@ -37,6 +37,7 @@
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#include "intermission/intermission.h"
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#include "intermission/intermission.h"
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#include "g_level.h"
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#include "g_level.h"
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#include "w_wad.h"
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#include "w_wad.h"
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#include "gstrings.h"
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static void ReplaceIntermission(FName intname,FIntermissionDescriptor *desc)
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static void ReplaceIntermission(FName intname,FIntermissionDescriptor *desc)
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@ -291,8 +292,22 @@ bool FIntermissionActionTextscreen::ParseKey(FScanner &sc)
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sc.MustGetToken('=');
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sc.MustGetToken('=');
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sc.MustGetToken(TK_StringConst);
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sc.MustGetToken(TK_StringConst);
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int lump = Wads.CheckNumForFullName(sc.String, true);
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int lump = Wads.CheckNumForFullName(sc.String, true);
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bool done = false;
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if (lump > 0)
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if (lump > 0)
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{
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{
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// Check if this comes from either Hexen.wad or Hexdd.wad and if so, map to the string table.
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int fileno = Wads.GetLumpFile(lump);
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auto fn = Wads.GetWadName(fileno);
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if (fn && (!stricmp(fn, "HEXEN.WAD") || !stricmp(fn, "HEXDD.WAD")))
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{
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FStringf key("TXT_%.5s_%s", fn, sc.String);
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if (GStrings.exists(key))
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{
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mText = "$" + key;
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done = true;
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}
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}
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if (!done)
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mText = Wads.ReadLump(lump).GetString();
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mText = Wads.ReadLump(lump).GetString();
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}
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}
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else
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else
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@ -1,7 +1,255 @@
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[enu default]
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[en default]
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// Strings from Hexen's IWAD scripts. Technically they are not needed here for English, they are mainly meant to be documentation for translating.
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// Strings from Hexen's IWAD scripts. Technically they are not needed here for English, they are mainly meant to be documentation for translating.
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TXT_HEXEN_MAP01 = "WINNOWING HALL";
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TXT_HEXEN_MAP02 = "SEVEN PORTALS";
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TXT_HEXEN_MAP03 = "GUARDIAN OF ICE";
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TXT_HEXEN_MAP04 = "GUARDIAN OF FIRE";
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TXT_HEXEN_MAP05 = "GUARDIAN OF STEEL";
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TXT_HEXEN_MAP06 = "BRIGHT CRUCIBLE";
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TXT_HEXEN_MAP13 = "SHADOW WOOD";
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TXT_HEXEN_MAP08 = "DARKMERE";
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TXT_HEXEN_MAP09 = "CAVES OF CIRCE";
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TXT_HEXEN_MAP10 = "WASTELANDS";
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TXT_HEXEN_MAP11 = "SACRED GROVE";
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TXT_HEXEN_MAP12 = "HYPOSTYLE";
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TXT_HEXEN_MAP27 = "HERESIARCH'S SEMINARY";
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TXT_HEXEN_MAP28 = "DRAGON CHAPEL";
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TXT_HEXEN_MAP30 = "GRIFFIN CHAPEL";
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TXT_HEXEN_MAP31 = "DEATHWIND CHAPEL";
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TXT_HEXEN_MAP32 = "ORCHARD OF LAMENTATIONS";
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TXT_HEXEN_MAP33 = "SILENT REFECTORY";
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TXT_HEXEN_MAP34 = "WOLF CHAPEL";
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TXT_HEXEN_MAP21 = "FORSAKEN OUTPOST";
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TXT_HEXEN_MAP22 = "CASTLE OF GRIEF";
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TXT_HEXEN_MAP23 = "GIBBET";
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TXT_HEXEN_MAP24 = "EFFLUVIUM";
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TXT_HEXEN_MAP25 = "DUNGEONS";
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TXT_HEXEN_MAP26 = "DESOLATE GARDEN";
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TXT_HEXEN_MAP35 = "NECROPOLIS";
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TXT_HEXEN_MAP36 = "ZEDEK'S TOMB";
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TXT_HEXEN_MAP37 = "MENELKIR'S TOMB";
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TXT_HEXEN_MAP38 = "TRADUCTUS' TOMB";
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TXT_HEXEN_MAP39 = "VIVARIUM";
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TXT_HEXEN_MAP40 = "DARK CRUCIBLE";
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TXT_HEXEN_CLUS1MSG = "having passed the seven portals\n"
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"which sealed this realm, a vast\n"
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"domain of harsh wilderness stretches\n"
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"before you. fire, ice and steel have\n"
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"tested you, but greater challenges\n"
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"remain ahead. the dense tangle of\n"
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"forest surely hides hostile eyes,\n"
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"but what lies beyond will be worse.\n"
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"\n"
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"barren desert, dank swamps and\n"
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"musty caverns bar your way, but you\n"
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"cannot let anything keep you from\n"
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"your fate, even if you might come\n"
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"to wish that it would.\n"
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"\n"
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"and beyond, flickering in the\n"
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"distance, the ever-shifting walls\n"
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"of the hypostyle seem to mock\n"
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"your every effort.";
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TXT_HEXEN_CLUS2MSG = "your mind still reeling from your\n"
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"encounters within the hypostyle, you\n"
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"stagger toward what you hope is\n"
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"a way out. things seem to move faster\n"
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"and faster, your vision blurs and\n"
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"begins to fade...\n"
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"as the world collapses around you,\n"
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"the brightness of a teleportal\n"
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"engulfs you. a flash of light, and then\n"
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"you climb wearily to your feet.\n"
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"\n"
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"you stand atop a high tower, and\n"
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"from below come the screams of the\n"
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"damned. you step forward, and\n"
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"instantly the sound of demonic\n"
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"chanting chills your blood.\n"
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"by all the gods of death! what place\n"
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"have you come to? by all the gods of\n"
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"pain, how will you ever find your\n"
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"way out?";
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TXT_HEXEN_CLUS3MSG = "the mightiest weapons and artifacts\n"
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"of the ancients barely sufficed to\n"
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"defeat the heresiarch and his\n"
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"minions, but now their foul remains\n"
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"lie strewn at your feet. gathering\n"
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"the last of your strength, you\n"
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"prepare to enter the portal which\n"
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"leads from the heresiarch's inner\n"
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"sanctum.\n"
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"\n"
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"above you, the ramparts of an\n"
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"immense castle loom. silent towers\n"
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"and bare walls surround a single\n"
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"spire of black stone, which squats\n"
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"in the center of the castle like a\n"
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"brooding giant. fire and shadow\n"
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"twist behind gaping windows, dozens\n"
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"of baleful eyes glaring down upon\n"
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"you.\n"
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"somewhere within, your enemies are\n"
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"waiting...";
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TXT_HEXEN_CLUS4MSG = "\"... and he shall journey into the\n"
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"realms of the dead, and contest with\n"
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"the forces therein, unto the very\n"
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"gates of despair. but whether he\n"
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"shall return again to the world of\n"
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"light, no man knows.\"\n"
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"\n"
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"\n"
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"\n"
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"\n"
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"\n"
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"damn.";
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TXT_HEXEN_WIN1MSG = "with a scream of agony you are\n"
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"wrenched from this world into\n"
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"another, every part of your body\n"
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"wreathed in mystic fire. when your\n"
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"vision clears, you find yourself\n"
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"standing in a great hall, filled\n"
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"with ghostly echoes and menacing\n"
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"shadows. in the distance you can\n"
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"see a raised dais, and upon it the\n"
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"only source of light in this world.";
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TXT_HEXEN_WIN2MSG = " this can only be the chaos sphere,\n"
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"the source of korax's power. with\n"
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"this, you can create worlds... or\n"
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"destroy them. by rights of battle\n"
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"and conquest it is yours, and with\n"
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"trembling hands you reach to grasp\n"
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"it. perhaps, now, a new player will\n"
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"join the cosmic game of power. like\n"
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"the pawn who is promoted to queen,\n"
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"suddenly the very reaches of the\n"
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"board seem to be within your grasp.";
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TXT_HEXEN_WIN3MSG = "\n"
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"but there are other players mightier\n"
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"than you, and who can know their\n"
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"next moves?";
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TXT_HEXDD_MAP41 = "RUINED VILLAGE";
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TXT_HEXDD_MAP42 = "BLIGHT";
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TXT_HEXDD_MAP43 = "SUMP";
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TXT_HEXDD_MAP44 = "CATACOMB";
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TXT_HEXDD_MAP45 = "BADLANDS";
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TXT_HEXDD_MAP46 = "BRACKENWOOD";
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TXT_HEXDD_MAP47 = "PYRE";
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TXT_HEXDD_MAP48 = "CONSTABLE'S GATE";
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TXT_HEXDD_MAP49 = "TREASURY";
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TXT_HEXDD_MAP50 = "MARKET PLACE";
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TXT_HEXDD_MAP51 = "LOCUS REQUIESCAT";
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TXT_HEXDD_MAP52 = "ORDEAL";
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TXT_HEXDD_MAP53 = "ARMORY";
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TXT_HEXDD_MAP54 = "NAVE";
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TXT_HEXDD_MAP55 = "CHANTRY";
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TXT_HEXDD_MAP56 = "ABATTOIR";
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TXT_HEXDD_MAP57 = "DARK WATCH";
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TXT_HEXDD_MAP58 = "CLOACA";
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TXT_HEXDD_MAP59 = "ICE HOLD";
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TXT_HEXDD_MAP60 = "DARK CITADEL";
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TXT_HEXDD_MAP33 = "TRANSIT";
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TXT_HEXDD_MAP34 = "OVER N UNDER";
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TXT_HEXDD_MAP35 = "DEATHFOG";
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TXT_HEXDD_MAP36 = "CASTLE OF PAIN";
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TXT_HEXDD_MAP37 = "SEWER PIT";
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TXT_HEXDD_MAP38 = "THE ROSE";
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TXT_HEXDD_CLUS1MSG = "wiping a trembling hand across your\n"
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"bleeding face, you try to clear\n"
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"your mind for what lies ahead...\n"
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"\n"
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"...and forget what lies behind.\n"
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"\n"
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"in the distance, the stark ramparts\n"
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"of a great castle complex seem to\n"
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"rend the sky above, and the stench\n"
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"of decay wafts from the violated\n"
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"graves of uncounted dead.\n"
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"\n"
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"carefully counting what little\n"
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"remains of your artifacts, you try\n"
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"to reassure yourself that it will\n"
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"be enough. after all, it has to be\n"
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"enough, doesn't it?\n"
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"\n"
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"\n"
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"doesn't it?";
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//
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TXT_HEXDD_CLUS2MSG = "surely the souls of the damned inhabit\n"
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"this world, for nothing fair or good\n"
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"could survive here for long.\n"
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"\n"
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"but what has passed before can only\n"
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"be a pale shadow of what bars your\n"
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"passage now: the dark citadel itself.\n"
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"\n"
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"the grim bulk of the cathedral blocks\n"
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"all but fragmentary glimpses of the\n"
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"citadel proper, but what can be seen\n"
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"speaks in sibilant whispers of cold,\n"
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"lingering death...\n"
|
||||||
|
"\n"
|
||||||
|
"\n"
|
||||||
|
"\n"
|
||||||
|
"\n"
|
||||||
|
"\n"
|
||||||
|
"...for the fortunate.";
|
||||||
|
|
||||||
|
//
|
||||||
|
TXT_HEXDD_WIN1MSG = "once again you find yourself in the\n"
|
||||||
|
"great hall of the chaos sphere, as\n"
|
||||||
|
"if no time had passed from when\n"
|
||||||
|
"last you moved among these shadows.\n"
|
||||||
|
"\n"
|
||||||
|
"but something is eerily different,\n"
|
||||||
|
"a silence where once had been soft\n"
|
||||||
|
"whispers, a sense of being watched\n"
|
||||||
|
"by hidden eyes...\n"
|
||||||
|
"\n"
|
||||||
|
"...eyes which shield a malefic\n"
|
||||||
|
"intent.";
|
||||||
|
|
||||||
|
//
|
||||||
|
|
||||||
|
TXT_HEXDD_WIN2MSG = "once before you grasped the chaos\n"
|
||||||
|
"sphere, held it within trembling\n"
|
||||||
|
"hands. now your hands tremble with\n"
|
||||||
|
"something more than avarice, and\n"
|
||||||
|
"dread meshes with the hunger for\n"
|
||||||
|
"power.\n"
|
||||||
|
"\n"
|
||||||
|
"if even the power of the sphere is\n"
|
||||||
|
"not enough to protect you from the\n"
|
||||||
|
"forces of darkness, perhaps it is\n"
|
||||||
|
"better left untouched, its promise\n"
|
||||||
|
"left unkept.\n"
|
||||||
|
"\n"
|
||||||
|
"\n"
|
||||||
|
"\n"
|
||||||
|
"but then, you never were one to\n"
|
||||||
|
"back down from a challenge...";
|
||||||
|
|
||||||
|
//
|
||||||
|
|
||||||
|
TXT_HEXDD_WIN3MSG = "\n"
|
||||||
|
"...and other players await.\n"
|
||||||
|
"\n"
|
||||||
|
"";
|
||||||
|
|
||||||
|
|
||||||
TXT_ACS_map01_5_THEDO = "The door is locked";
|
TXT_ACS_map01_5_THEDO = "The door is locked";
|
||||||
TXT_ACS_map02_9_GREET = "Greetings, mortal";
|
TXT_ACS_map02_9_GREET = "Greetings, mortal";
|
||||||
TXT_ACS_map02_11_AREYO = "Are you ready to die?";
|
TXT_ACS_map02_11_AREYO = "Are you ready to die?";
|
||||||
|
@ -68,7 +316,7 @@ TXT_ACS_map44_11_TWOTH = "Two thirds of the puzzle is solved";
|
||||||
TXT_ACS_map45_1_YOUHE = "You hear a platform moving in the distance";
|
TXT_ACS_map45_1_YOUHE = "You hear a platform moving in the distance";
|
||||||
TXT_ACS_map46_0_ITISD = "It is done...";
|
TXT_ACS_map46_0_ITISD = "It is done...";
|
||||||
TXT_ACS_map46_1_YOUHA = "You have not completed the puzzle";
|
TXT_ACS_map46_1_YOUHA = "You have not completed the puzzle";
|
||||||
TXT_ACS_map46_2_I'MWA = "I'm warning you...";
|
TXT_ACS_map46_2_IMWAR = "I'm warning you...";
|
||||||
TXT_ACS_map46_3_STUBB = "Stubborn, aren't you?";
|
TXT_ACS_map46_3_STUBB = "Stubborn, aren't you?";
|
||||||
TXT_ACS_map46_4_ANDST = "And stupid, too";
|
TXT_ACS_map46_4_ANDST = "And stupid, too";
|
||||||
TXT_ACS_map46_8_ONEFO = "One fourth of this puzzle is complete";
|
TXT_ACS_map46_8_ONEFO = "One fourth of this puzzle is complete";
|
||||||
|
@ -88,12 +336,12 @@ TXT_ACS_map51_14_DOYOU = "Do you feel lucky?";
|
||||||
TXT_ACS_map51_15_YOUGU = "You guessed wrong!";
|
TXT_ACS_map51_15_YOUGU = "You guessed wrong!";
|
||||||
TXT_ACS_map51_16_GOODG = "Good guess";
|
TXT_ACS_map51_16_GOODG = "Good guess";
|
||||||
TXT_ACS_map51_17_CANYO = "Can you do all the scripting for my level?";
|
TXT_ACS_map51_17_CANYO = "Can you do all the scripting for my level?";
|
||||||
TXT_ACS_map51_18_DON'T = "Don't touch my gloppy";
|
TXT_ACS_map51_18_DONTT = "Don't touch my gloppy";
|
||||||
TXT_ACS_map51_19_VORPA = "Vorpal ?!?!?!";
|
TXT_ACS_map51_19_VORPA = "Vorpal ?!?!?!";
|
||||||
TXT_ACS_map51_20_GIMME = "Gimme some sugar, baby";
|
TXT_ACS_map51_20_GIMME = "Gimme some sugar, baby";
|
||||||
TXT_ACS_map51_21_DUHUH = "Duh-uhhh...";
|
TXT_ACS_map51_21_DUHUH = "Duh-uhhh...";
|
||||||
TXT_ACS_map51_22_FILMI = "Film in an hour?";
|
TXT_ACS_map51_22_FILMI = "Film in an hour?";
|
||||||
TXT_ACS_map51_23_IDON' = "I don't even get my own tombstone - cf";
|
TXT_ACS_map51_23_IDONT = "I don't even get my own tombstone - cf";
|
||||||
TXT_ACS_map51_24_LETNO = "Let no blood be spilt";
|
TXT_ACS_map51_24_LETNO = "Let no blood be spilt";
|
||||||
TXT_ACS_map51_25_LETNO = "Let no hand be raised in anger";
|
TXT_ACS_map51_25_LETNO = "Let no hand be raised in anger";
|
||||||
TXT_ACS_map52_9_WHODA = "Who dares disturb our slumber?";
|
TXT_ACS_map52_9_WHODA = "Who dares disturb our slumber?";
|
||||||
|
|
Loading…
Reference in a new issue