- Localization helper code for level names that haven't been exported to the string table.

This commit is contained in:
Christoph Oelckers 2019-04-08 22:07:09 +02:00
parent d308a1223b
commit c788da46fb

View file

@ -1929,12 +1929,23 @@ level_info_t *FMapInfoParser::ParseMapHeader(level_info_t &defaultinfo)
levelinfo->LevelName = sc.String;
}
else
{
// Workaround to allow localizazion of IWADs which do not have a string label here (e.g. HACX.WAD)
// This checks for a string labelled with the MapName and if that is identical to what got parsed here
// the string table entry will be used.
auto c = GStrings.GetLanguageString(levelinfo->MapName, FStringTable::default_table);
if (c && !strcmp(c, sc.String))
{
levelinfo->flags |= LEVEL_LOOKUPLEVELNAME;
levelinfo->LevelName = levelinfo->MapName;
}
else
{
levelinfo->LevelName = sc.String;
if (HexenHack)
{
// Try to localize Hexen's map names.
// Try to localize Hexen's map names. This does not use the above feature to allow these names to be unique.
int fileno = Wads.GetLumpFile(sc.LumpNum);
auto fn = Wads.GetWadName(fileno);
if (fn && (!stricmp(fn, "HEXEN.WAD") || !stricmp(fn, "HEXDD.WAD")))
@ -1949,6 +1960,7 @@ level_info_t *FMapInfoParser::ParseMapHeader(level_info_t &defaultinfo)
}
}
}
}
// Set up levelnum now so that you can use Teleport_NewMap specials
// to teleport to maps with standard names without needing a levelnum.