mirror of
https://github.com/ZDoom/raze-gles.git
synced 2024-12-25 03:00:46 +00:00
- exported Shadow Warrior strings to stringtable.
The MP obituaries are not handled yet, they were only copied but there's no code using them.
This commit is contained in:
parent
6ef1f96b40
commit
16818d2d71
10 changed files with 162 additions and 124 deletions
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@ -45,6 +45,7 @@ Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
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#include "control.h"
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#include "control.h"
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#include "gamecontrol.h"
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#include "gamecontrol.h"
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#include "gstrings.h"
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//#include "inv.h"
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//#include "inv.h"
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BEGIN_SW_NS
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BEGIN_SW_NS
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@ -104,8 +105,7 @@ void MapCheat(PLAYERp pp, const char *)
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else
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else
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MapSetAll2D(0xFF);
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MapSetAll2D(0xFF);
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sprintf(ds, "AUTOMAPPING %s", automapping ? "ON" : "OFF" );
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PutStringInfo(pp, GStrings(automapping ? "TXT_AMON" : "TXT_AMOFF"));
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PutStringInfo(pp, ds);
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}
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}
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void LocCheat(PLAYERp pp, const char *)
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void LocCheat(PLAYERp pp, const char *)
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@ -123,7 +123,7 @@ void GunsCheat(PLAYERp pp, const char *cheat_string)
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unsigned int i;
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unsigned int i;
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short gAmmo[10] = {0,9,12,20,3,6,5,5,10,1};
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short gAmmo[10] = {0,9,12,20,3,6,5,5,10,1};
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const char *cp = cheat_string;
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const char *cp = cheat_string;
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const char *str = "GIVEN WEAPON %1d";
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const char *str = "TXT_GIVENW";
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int gunnum, x;
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int gunnum, x;
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USERp u;
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USERp u;
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@ -142,17 +142,16 @@ void GunsCheat(PLAYERp pp, const char *cheat_string)
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if (TEST(p->WpnFlags, BIT(gunnum-1)) == 0)
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if (TEST(p->WpnFlags, BIT(gunnum-1)) == 0)
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p->WpnFlags += BIT(gunnum-2) << 1;
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p->WpnFlags += BIT(gunnum-2) << 1;
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else
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else
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str = "ADD AMMO TO WEAPON %1d";
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str = "TXTS_AMMOW";
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p->WpnAmmo[gunnum-1] += x;
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p->WpnAmmo[gunnum-1] += x;
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if (p->WpnAmmo[gunnum-1] > DamageData[gunnum-1].max_ammo)
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if (p->WpnAmmo[gunnum-1] > DamageData[gunnum-1].max_ammo)
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{
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{
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p->WpnAmmo[gunnum-1] = DamageData[gunnum-1].max_ammo;
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p->WpnAmmo[gunnum-1] = DamageData[gunnum-1].max_ammo;
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str = "";
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str = nullptr;
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}
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}
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PlayerUpdateWeapon(p, u->WeaponNum);
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PlayerUpdateWeapon(p, u->WeaponNum);
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}
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}
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sprintf(ds, str, gunnum);
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if (str) PutStringInfo(pp, FStringf("%s %d", GStrings(str), gunnum));
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PutStringInfo(pp, ds);
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}
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}
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void WeaponCheat(PLAYERp pp, const char *)
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void WeaponCheat(PLAYERp pp, const char *)
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@ -195,16 +194,13 @@ void GodCheat(PLAYERp pp, const char *)
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//
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//
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GodMode ^= 1;
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GodMode ^= 1;
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sprintf(ds, "GOD MODE %s", GodMode ? "ON" : "OFF");
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PutStringInfo(pp, GStrings(GodMode? "GOD MODE: ON" : "GOD MODE: OFF"));
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PutStringInfo(pp, ds);
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}
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}
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void ClipCheat(PLAYERp pp, const char *)
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void ClipCheat(PLAYERp pp, const char *)
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{
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{
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FLIP(pp->Flags, PF_CLIP_CHEAT);
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FLIP(pp->Flags, PF_CLIP_CHEAT);
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PutStringInfo(pp, GStrings(TEST(pp->Flags, PF_CLIP_CHEAT) ? "CLIPPING: OFF" : "CLIPPING: ON"));;
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sprintf(ds, "NO CLIP MODE %s", TEST(pp->Flags, PF_CLIP_CHEAT) ? "ON" : "OFF");
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PutStringInfo(pp, ds);
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}
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}
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void WarpCheat(PLAYERp pp, const char *cheat_string)
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void WarpCheat(PLAYERp pp, const char *cheat_string)
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@ -233,7 +229,7 @@ void WarpCheat(PLAYERp pp, const char *cheat_string)
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Level = level_num;
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Level = level_num;
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ExitLevel = TRUE;
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ExitLevel = TRUE;
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sprintf(ds, "ENTERING %1d", Level);
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sprintf(ds, "%s %1d", GStrings("TXT_ENTERING"), Level);
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PutStringInfo(pp, ds);
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PutStringInfo(pp, ds);
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}
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}
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@ -284,15 +280,15 @@ void ItemCheat(PLAYERp pp, const char *cheat_string)
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VOID HealCheat(PLAYERp pp, const char *cheat_string)
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VOID HealCheat(PLAYERp pp, const char *cheat_string)
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{
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{
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short pnum;
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short pnum;
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const char *str = "";
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const char *str = nullptr;
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TRAVERSE_CONNECT(pnum)
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TRAVERSE_CONNECT(pnum)
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{
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{
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if (User[Player[pnum].PlayerSprite]->Health < pp->MaxHealth)
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if (User[Player[pnum].PlayerSprite]->Health < pp->MaxHealth)
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str = "ADDED HEALTH";
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str = "TXTS_ADDEDHEALTH";
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User[Player[pnum].PlayerSprite]->Health += 25;
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User[Player[pnum].PlayerSprite]->Health += 25;
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}
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}
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PutStringInfo(pp, str);
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if (str) PutStringInfo(pp, GStrings(str));
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}
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}
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VOID SortKeyCheat(PLAYERp pp, const char *sKey)
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VOID SortKeyCheat(PLAYERp pp, const char *sKey)
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@ -359,7 +355,7 @@ VOID KeysCheat(PLAYERp pp, const char *cheat_string)
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PLAYERp p;
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PLAYERp p;
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short pnum;
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short pnum;
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const char *cp = cheat_string;
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const char *cp = cheat_string;
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const char *str = "Given all keys";
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const char *str = "TXT_GIVEKEY";
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int keynum = 0;
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int keynum = 0;
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cp += sizeof("swkey")-1;
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cp += sizeof("swkey")-1;
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@ -378,21 +374,17 @@ VOID KeysCheat(PLAYERp pp, const char *cheat_string)
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if (p->HasKey[keynum-1] == FALSE)
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if (p->HasKey[keynum-1] == FALSE)
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{
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{
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p->HasKey[keynum-1] = TRUE; // cards: 0=red 1=blue 2=green 3=yellow | keys: 4=gold 5=silver 6=bronze 7=red
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p->HasKey[keynum-1] = TRUE; // cards: 0=red 1=blue 2=green 3=yellow | keys: 4=gold 5=silver 6=bronze 7=red
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str = "Given %s";
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str = "TXT_KEYGIVEN";
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}
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}
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else
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else
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{
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{
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p->HasKey[keynum-1] = FALSE;
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p->HasKey[keynum-1] = FALSE;
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str = "Removed %s";
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str = "TXT_KEYREMOVED";
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}
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}
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}
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}
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}
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}
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PlayerUpdateKeys(pp);
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PlayerUpdateKeys(pp);
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if (keynum == 0)
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PutStringInfo(pp, GStrings(str));
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sprintf(ds, str);
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else
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sprintf(ds, str, CheatKeyType);
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PutStringInfo(pp, ds);
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}
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}
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void EveryCheatToggle(PLAYERp pp, const char *cheat_string)
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void EveryCheatToggle(PLAYERp pp, const char *cheat_string)
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@ -402,9 +394,6 @@ void EveryCheatToggle(PLAYERp pp, const char *cheat_string)
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WeaponCheat(pp, cheat_string);
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WeaponCheat(pp, cheat_string);
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GodCheat(pp, cheat_string);
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GodCheat(pp, cheat_string);
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ItemCheat(pp, cheat_string);
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ItemCheat(pp, cheat_string);
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sprintf(ds, "EVERY CHEAT %s", EveryCheat ? "ON" : "OFF");
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PutStringInfo(pp, ds);
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}
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}
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void GeorgeFunc(PLAYERp pp, char *)
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void GeorgeFunc(PLAYERp pp, char *)
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@ -521,7 +510,7 @@ void CheatInput(void)
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if (Skill >= 3)
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if (Skill >= 3)
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{
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{
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PutStringInfo(Player, "You're too skillful to cheat\n");
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PutStringInfo(Player, GStrings("TXTS_TOOSKILLFUL"));
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return;
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return;
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}
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}
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}
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}
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@ -98,6 +98,7 @@ Things required to make savegames work:
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#include "menu/menu.h"
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#include "menu/menu.h"
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#include "z_music.h"
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#include "z_music.h"
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#include "statistics.h"
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#include "statistics.h"
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#include "gstrings.h"
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//#include "crc32.h"
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//#include "crc32.h"
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@ -2413,17 +2414,18 @@ void StatScreen(PLAYERp mpp)
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memset(death_total,0,sizeof(death_total));
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memset(death_total,0,sizeof(death_total));
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memset(kills,0,sizeof(kills));
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memset(kills,0,sizeof(kills));
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sprintf(ds,"MULTIPLAYER TOTALS");
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auto c = GStrings("MULTIPLAYER TOTALS");
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MNU_MeasureString(ds, &w, &h);
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MNU_MeasureString(c, &w, &h);
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MNU_DrawString(TEXT_TEST_COL(w), 68, ds, 0, 0);
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MNU_DrawString(TEXT_TEST_COL(w), 68, c, 0, 0);
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sprintf(ds,"PRESS SPACE BAR TO CONTINUE");
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c = GStrings("TXTS_PRESSSPACE");
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MNU_MeasureString(ds, &w, &h);
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MNU_MeasureString(c, &w, &h);
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MNU_DrawString(TEXT_TEST_COL(w), 189, ds, 0, 0);
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MNU_DrawString(TEXT_TEST_COL(w), 189, c, 0, 0);
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x = STAT_START_X;
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x = STAT_START_X;
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y = STAT_START_Y;
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y = STAT_START_Y;
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// Hm.... how to translate this without messing up the formatting?
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sprintf(ds," NAME 1 2 3 4 5 6 7 8 KILLS");
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sprintf(ds," NAME 1 2 3 4 5 6 7 8 KILLS");
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DisplayMiniBarSmString(mpp, x, y, 0, ds);
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DisplayMiniBarSmString(mpp, x, y, 0, ds);
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rows = OrigCommPlayers;
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rows = OrigCommPlayers;
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@ -2485,7 +2487,7 @@ void StatScreen(PLAYERp mpp)
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x = STAT_START_X;
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x = STAT_START_X;
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y += STAT_OFF_Y;
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y += STAT_OFF_Y;
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sprintf(ds," DEATHS");
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sprintf(ds," %s", GStrings("DEATHS"));
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DisplayMiniBarSmString(mpp, x, y, 0, ds);
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DisplayMiniBarSmString(mpp, x, y, 0, ds);
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x = STAT_TABLE_X;
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x = STAT_TABLE_X;
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@ -66,6 +66,7 @@ Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
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#include "track.h"
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#include "track.h"
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#include "interp.h"
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#include "interp.h"
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#include "menu/menu.h"
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#include "menu/menu.h"
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#include "gstrings.h"
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BEGIN_SW_NS
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BEGIN_SW_NS
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@ -6521,7 +6522,7 @@ DoPlayerBeginDie(PLAYERp pp)
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{
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{
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bak = GlobInfoStringTime;
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bak = GlobInfoStringTime;
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GlobInfoStringTime = 999;
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GlobInfoStringTime = 999;
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PutStringInfo(pp, "Press SPACE to restart");
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PutStringInfo(pp, GStrings("TXT_PRESSSPACER"));
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GlobInfoStringTime = bak;
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GlobInfoStringTime = bak;
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}
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}
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@ -7880,11 +7881,11 @@ void PauseMultiPlay(void)
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if (GamePaused)
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if (GamePaused)
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{
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{
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short w,h;
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short w,h;
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#define MSG_GAME_PAUSED "Game Paused"
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auto m = GStrings("Game Paused");
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MNU_MeasureString(MSG_GAME_PAUSED, &w, &h);
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MNU_MeasureString(m, &w, &h);
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TRAVERSE_CONNECT(p)
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TRAVERSE_CONNECT(p)
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PutStringTimer(Player + p, TEXT_TEST_COL(w), 100, MSG_GAME_PAUSED, 999);
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PutStringTimer(Player + p, TEXT_TEST_COL(w), 100, m, 999);
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SavePrediction = PredictionOn;
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SavePrediction = PredictionOn;
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PredictionOn = FALSE;
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PredictionOn = FALSE;
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@ -181,7 +181,7 @@ DoRotatorMatch(PLAYERp pp, short match, SWBOOL manual)
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// SWBOOL 8 must be set for message to display
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// SWBOOL 8 must be set for message to display
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if (TEST_BOOL4(fsp) && (gNet.MultiGameType == MULTI_GAME_COMMBAT || gNet.MultiGameType == MULTI_GAME_AI_BOTS))
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if (TEST_BOOL4(fsp) && (gNet.MultiGameType == MULTI_GAME_COMMBAT || gNet.MultiGameType == MULTI_GAME_AI_BOTS))
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{
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{
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if (pp && TEST_BOOL11(fsp)) PutStringInfo(pp,"This only opens in single play.");
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if (pp && TEST_BOOL11(fsp)) PutStringInfo(pp, GStrings("TXT_SPONLY"));
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continue;
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continue;
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}
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}
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@ -506,46 +506,6 @@ static int cm_transtok(const char *tok, const struct _tokset *set, const unsigne
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return -1;
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return -1;
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}
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}
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// level # {
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// title "Map Name"
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// filename "filename.map"
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// song "filename.mid"
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// cdatrack n
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// besttime secs
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// partime secs
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// }
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//
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// episode # {
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// title "Episode Name"
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// subtitle "Caption text"
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// }
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//
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// skill # {
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// name "Tiny grasshopper"
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// }
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//
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// fortune {
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// "You never going to score."
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// "26-31-43-82-16-29"
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// "Sorry, you no win this time, try again."
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// }
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// gotkey {
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// "Got the RED key!"
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// "Got the BLUE key!"
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// "Got the GREEN key!"
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// ...
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// }
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// needkey {
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// "You need a RED key for this door."
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// "You need a BLUE key for this door."
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// "You need a GREEN key for this door."
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// ...
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// }
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// inventory # { name "Armour" amount 50 }
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// weapon # { name "Uzi Submachine Gun" ammoname "Uzi Clip" maxammo 200 mindamage 5 maxdamage 7 pickup 50 }
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// secret "You found a secret area!"
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// quit "PRESS (Y) TO QUIT, (N) TO FIGHT ON."
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static LEVEL_INFO custommaps[MAX_LEVELS_REG];
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static LEVEL_INFO custommaps[MAX_LEVELS_REG];
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#define WM_DAMAGE 1
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#define WM_DAMAGE 1
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@ -46,6 +46,8 @@ Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
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#include "common_game.h"
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#include "common_game.h"
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#include "light.h"
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#include "light.h"
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#include "text.h"
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#include "text.h"
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#include "gstrings.h"
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#include "secrets.h"
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BEGIN_SW_NS
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BEGIN_SW_NS
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@ -2141,7 +2143,9 @@ OperateTripTrigger(PLAYERp pp)
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PlayerSound(DIGI_ANCIENTSECRET, &pp->posx, &pp->posy, &pp->posz,
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PlayerSound(DIGI_ANCIENTSECRET, &pp->posx, &pp->posy, &pp->posz,
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v3df_dontpan|v3df_doppler|v3df_follow,pp);
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v3df_dontpan|v3df_doppler|v3df_follow,pp);
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sprintf(ds,"You found a secret area!");
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sprintf(ds, GStrings("TXTS_SECRET"));
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SECRET_Trigger(pp->cursectnum);
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PutStringInfo(pp, ds);
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PutStringInfo(pp, ds);
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// always give to the first player
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// always give to the first player
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Player->SecretsFound++;
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Player->SecretsFound++;
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@ -177,7 +177,7 @@ DoSlidorMatch(PLAYERp pp, short match, SWBOOL manual)
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// SWBOOL 8 must be set for message to display
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// SWBOOL 8 must be set for message to display
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if (TEST_BOOL4(fsp) && (gNet.MultiGameType == MULTI_GAME_COMMBAT || gNet.MultiGameType == MULTI_GAME_AI_BOTS))
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if (TEST_BOOL4(fsp) && (gNet.MultiGameType == MULTI_GAME_COMMBAT || gNet.MultiGameType == MULTI_GAME_AI_BOTS))
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{
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{
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if (pp && TEST_BOOL11(fsp)) PutStringInfo(pp,"This only opens in single play.");
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if (pp && TEST_BOOL11(fsp)) PutStringInfo(pp, GStrings("TXTS_SPONLY"));
|
||||||
continue;
|
continue;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
|
@ -242,7 +242,7 @@ DoVatorMatch(PLAYERp pp, short match)
|
||||||
// SWBOOL 8 must be set for message to display
|
// SWBOOL 8 must be set for message to display
|
||||||
if (TEST_BOOL4(fsp) && (gNet.MultiGameType == MULTI_GAME_COMMBAT || gNet.MultiGameType == MULTI_GAME_AI_BOTS))
|
if (TEST_BOOL4(fsp) && (gNet.MultiGameType == MULTI_GAME_COMMBAT || gNet.MultiGameType == MULTI_GAME_AI_BOTS))
|
||||||
{
|
{
|
||||||
if (pp && TEST_BOOL11(fsp)) PutStringInfo(pp,"This only opens in single play.");
|
if (pp && TEST_BOOL11(fsp)) PutStringInfo(pp, GStrings("TXTS_SPONLY"));
|
||||||
continue;
|
continue;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
|
@ -48,6 +48,7 @@ Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
|
||||||
#include "actor.h"
|
#include "actor.h"
|
||||||
#include "track.h"
|
#include "track.h"
|
||||||
#include "player.h"
|
#include "player.h"
|
||||||
|
#include "gstrings.h"
|
||||||
|
|
||||||
BEGIN_SW_NS
|
BEGIN_SW_NS
|
||||||
|
|
||||||
|
@ -7466,94 +7467,94 @@ const char *DeathString(short SpriteNum)
|
||||||
case NINJA_RUN_R0:
|
case NINJA_RUN_R0:
|
||||||
return " ";
|
return " ";
|
||||||
case ZOMBIE_RUN_R0:
|
case ZOMBIE_RUN_R0:
|
||||||
return "Zombie";
|
return GStrings("Zombie");
|
||||||
case BLOOD_WORM:
|
case BLOOD_WORM:
|
||||||
return "Blood Worm";
|
return GStrings("Blood Worm");
|
||||||
case SKEL_RUN_R0:
|
case SKEL_RUN_R0:
|
||||||
return "Skeletor Priest";
|
return GStrings("Skeletor Priest");
|
||||||
case COOLG_RUN_R0:
|
case COOLG_RUN_R0:
|
||||||
return "Coolie Ghost";
|
return GStrings("Coolie Ghost");
|
||||||
case GORO_RUN_R0:
|
case GORO_RUN_R0:
|
||||||
return "Guardian";
|
return GStrings("Guardian");
|
||||||
case HORNET_RUN_R0:
|
case HORNET_RUN_R0:
|
||||||
return "Hornet";
|
return GStrings("Hornet");
|
||||||
case RIPPER_RUN_R0:
|
case RIPPER_RUN_R0:
|
||||||
return "Ripper Hatchling";
|
return GStrings("Ripper Hatchling");
|
||||||
case RIPPER2_RUN_R0:
|
case RIPPER2_RUN_R0:
|
||||||
return "Ripper";
|
return GStrings("Ripper");
|
||||||
case BUNNY_RUN_R0:
|
case BUNNY_RUN_R0:
|
||||||
return "Killer Rabbit";
|
return GStrings("Killer Rabbit");
|
||||||
case SERP_RUN_R0:
|
case SERP_RUN_R0:
|
||||||
return "Serpent god";
|
return GStrings("Serpent god");
|
||||||
case GIRLNINJA_RUN_R0:
|
case GIRLNINJA_RUN_R0:
|
||||||
return "Girl Ninja";
|
return GStrings("Girl Ninja");
|
||||||
case BLADE1:
|
case BLADE1:
|
||||||
case BLADE2:
|
case BLADE2:
|
||||||
case BLADE3:
|
case BLADE3:
|
||||||
case 5011:
|
case 5011:
|
||||||
return "blade";
|
return GStrings("blade");
|
||||||
case STAR1:
|
case STAR1:
|
||||||
if (sw_darts) return "dart";
|
if (sw_darts) return GStrings("dart");
|
||||||
else return "shuriken";
|
else return GStrings("shuriken");
|
||||||
case CROSSBOLT:
|
case CROSSBOLT:
|
||||||
return "crossbow bolt";
|
return GStrings("crossbow bolt");
|
||||||
case SPEAR_R0:
|
case SPEAR_R0:
|
||||||
return "spear";
|
return GStrings("spear");
|
||||||
case LAVA_BOULDER:
|
case LAVA_BOULDER:
|
||||||
case LAVA_SHARD:
|
case LAVA_SHARD:
|
||||||
return "lava boulder";
|
return GStrings("lava boulder");
|
||||||
case UZI_SMOKE:
|
case UZI_SMOKE:
|
||||||
return "Uzi";
|
return GStrings("Uzi");
|
||||||
case UZI_SMOKE+2:
|
case UZI_SMOKE+2:
|
||||||
return "Evil Ninja Uzi";
|
return GStrings("Evil Ninja Uzi");
|
||||||
case SHOTGUN_SMOKE:
|
case SHOTGUN_SMOKE:
|
||||||
return "shotgun";
|
return GStrings("shotgun");
|
||||||
case MIRV_METEOR:
|
case MIRV_METEOR:
|
||||||
case SERP_METEOR:
|
case SERP_METEOR:
|
||||||
return "meteor";
|
return GStrings("meteor");
|
||||||
case BOLT_THINMAN_R0:
|
case BOLT_THINMAN_R0:
|
||||||
return "rocket";
|
return GStrings("rocket");
|
||||||
case BOLT_THINMAN_R1:
|
case BOLT_THINMAN_R1:
|
||||||
return "rail gun";
|
return GStrings("rail gun");
|
||||||
case BOLT_THINMAN_R2:
|
case BOLT_THINMAN_R2:
|
||||||
return "enemy rocket";
|
return GStrings("enemy rocket");
|
||||||
case BOLT_THINMAN_R4: // BunnyRocket
|
case BOLT_THINMAN_R4: // BunnyRocket
|
||||||
return "bunny rocket";
|
return GStrings("bunny rocket");
|
||||||
case BOLT_EXP:
|
case BOLT_EXP:
|
||||||
return "explosion";
|
return GStrings("explosion");
|
||||||
case TANK_SHELL_EXP:
|
case TANK_SHELL_EXP:
|
||||||
return "tank shell";
|
return GStrings("tank shell");
|
||||||
case MUSHROOM_CLOUD:
|
case MUSHROOM_CLOUD:
|
||||||
return "nuclear bomb";
|
return GStrings("nuclear bomb");
|
||||||
case GRENADE_EXP:
|
case GRENADE_EXP:
|
||||||
return "40mm grenade";
|
return GStrings("40mm grenade");
|
||||||
case MICRO_EXP:
|
case MICRO_EXP:
|
||||||
return "micro missile";
|
return GStrings("micro missile");
|
||||||
case MINE_EXP:
|
case MINE_EXP:
|
||||||
//case MINE_SHRAP:
|
//case MINE_SHRAP:
|
||||||
return "sticky bomb";
|
return GStrings("sticky bomb");
|
||||||
case NAP_EXP:
|
case NAP_EXP:
|
||||||
return "napalm";
|
return GStrings("napalm");
|
||||||
case Vomit1:
|
case Vomit1:
|
||||||
case Vomit2:
|
case Vomit2:
|
||||||
return "vomit";
|
return GStrings("vomit");
|
||||||
case COOLG_FIRE:
|
case COOLG_FIRE:
|
||||||
return "Coolie Ghost phlem";
|
return GStrings("Coolie Ghost phlem");
|
||||||
case SKULL_R0:
|
case SKULL_R0:
|
||||||
return "Accursed Head";
|
return GStrings("Accursed Head");
|
||||||
case BETTY_R0:
|
case BETTY_R0:
|
||||||
return "Bouncing Betty";
|
return GStrings("Bouncing Betty");
|
||||||
case SKULL_SERP:
|
case SKULL_SERP:
|
||||||
return "Serpent god Protector";
|
return GStrings("Serpent god Protector");
|
||||||
case FIREBALL1:
|
case FIREBALL1:
|
||||||
case FIREBALL:
|
case FIREBALL:
|
||||||
case GORO_FIREBALL:
|
case GORO_FIREBALL:
|
||||||
case FIREBALL_FLAMES:
|
case FIREBALL_FLAMES:
|
||||||
return "flames";
|
return GStrings("flames");
|
||||||
case RADIATION_CLOUD:
|
case RADIATION_CLOUD:
|
||||||
return "radiation";
|
return GStrings("radiation");
|
||||||
case CALTROPS:
|
case CALTROPS:
|
||||||
return "caltrops";
|
return GStrings("caltrops");
|
||||||
}
|
}
|
||||||
return "";
|
return "";
|
||||||
}
|
}
|
||||||
|
|
|
@ -1840,4 +1840,85 @@ Grenade Shells,TXTS_AMMO8,,,,,,,,,,,,,,,,,,,,,,
|
||||||
Rail Gun Rods,TXTS_AMMO9,,,,,,,,,,,,,,,,,,,,,,
|
Rail Gun Rods,TXTS_AMMO9,,,,,,,,,,,,,,,,,,,,,,
|
||||||
Shotshells,TXTS_AMMO10,,,,,,,,,,,,,,,,,,,,,,
|
Shotshells,TXTS_AMMO10,,,,,,,,,,,,,,,,,,,,,,
|
||||||
Firebursts,TXTS_AMMO11,,,,,,,,,,,,,,,,,,,,,,
|
Firebursts,TXTS_AMMO11,,,,,,,,,,,,,,,,,,,,,,
|
||||||
Deathcoils,TXTS_AMMO12,,,,,,,,,,,,,,,,,,,,,,
|
Deathcoils,TXTS_AMMO12,,,,,,,,,,,,,,,,,,,,,,
|
||||||
|
"Automapping ON
|
||||||
|
",TXTS_AMON,,,,,,,,,,,,,,,,,,,,,,
|
||||||
|
Automapping OFF,TXTS_AMOFF,,,,,,,,,,,,,,,,,,,,,,
|
||||||
|
Given Weapon,TXTS_GIVENW,,,,,,,,,,,,,,,,,,,,,,
|
||||||
|
Add Ammo to Weapon,TXTS_AMMOW,,,,,,,,,,,,,,,,,,,,,,
|
||||||
|
Added Health,TXTS_ADDEDHEALTH,,,,,,,,,,,,,,,,,,,,,,
|
||||||
|
Given all keys,TXTS_GIVEKEY,,,,,,,,,,,,,,,,,,,,,,
|
||||||
|
Key given,TXTS_KEYGIVEN,,,,,,,,,,,,,,,,,,,,,,
|
||||||
|
Key removed,TXTS_KEYREMOVED,,,,,,,,,,,,,,,,,,,,,,
|
||||||
|
You're too skillful to cheat,TXTS_TOOSKILLFUL,,,,,,,,,,,,,,,,,,,,,,
|
||||||
|
Press Space Bar to continue,TXTS_PRESSSPACE,,,,,,,,,,,,,,,,,,,,,,
|
||||||
|
Press SPACE to restart,TXTS_PRESSSPACER,,,,,,,,,,,,,,,,,,,,,,
|
||||||
|
%p decided to do the graveyard tour.,TXTS_SUICIDE01,"todo (player.cpp, line 6346ff)",,,,,,,,,,,,,,,,,,,,,
|
||||||
|
%p had enough and checked out.,TXTS_SUICIDE02,,,,,,,,,,,,,,,,,,,,,,
|
||||||
|
%p didn't fear the Reaper.,TXTS_SUICIDE03,,,,,,,,,,,,,,,,,,,,,,
|
||||||
|
%p dialed the 1-800-CYANIDE line.,TXTS_SUICIDE04,,,,,,,,,,,,,,,,,,,,,,
|
||||||
|
%p wasted himself.,TXTS_SUICIDE05,,,,,,,,,,,,,,,,,,,,,,
|
||||||
|
%p kicked his own ass.,TXTS_SUICIDE06,,,,,,,,,,,,,,,,,,,,,,
|
||||||
|
%p went out in blaze of his own glory.,TXTS_SUICIDE07,,,,,,,,,,,,,,,,,,,,,,
|
||||||
|
%p killed himself before anyone else could.,TXTS_SUICIDE08,,,,,,,,,,,,,,,,,,,,,,
|
||||||
|
%p needs shooting lessons.,TXTS_SUICIDE09,,,,,,,,,,,,,,,,,,,,,,
|
||||||
|
%p blew his head off.,TXTS_SUICIDE10,,,,,,,,,,,,,,,,,,,,,,
|
||||||
|
%p did everyone a favor and offed himself,TXTS_SUICIDE11,,,,,,,,,,,,,,,,,,,,,,
|
||||||
|
%p was wasted by %k's %z.,TXTS_MPOBIT01,,,,,,,,,,,,,,,,,,,,,,
|
||||||
|
%p got his ass kicked by %k's %z.,TXTS_MPOBIT02,,,,,,,,,,,,,,,,,,,,,,
|
||||||
|
%p bows down before the mighty power of %z.,TXTS_MPOBIT03,,,,,,,,,,,,,,,,,,,,,,
|
||||||
|
%p was killed by %k's %z.,TXTS_MPOBIT04,,,,,,,,,,,,,,,,,,,,,,
|
||||||
|
%p got slapped down hard by %k's %z.,TXTS_MPOBIT05,,,,,,,,,,,,,,,,,,,,,,
|
||||||
|
%p got on his knees before %k.,TXTS_MPOBIT06,,,,,,,,,,,,,,,,,,,,,,
|
||||||
|
%p was totally out classed by %k's %z.,TXTS_MPOBIT07,,,,,,,,,,,,,,,,,,,,,,
|
||||||
|
%p got chewed apart by %k's %z.,TXTS_MPOBIT08,,,,,,,,,,,,,,,,,,,,,,
|
||||||
|
%p was retired by %k's %z.,TXTS_MPOBIT09,,,,,,,,,,,,,,,,,,,,,,
|
||||||
|
%p was greased by %k's %z.,TXTS_MPOBIT10,,,,,,,,,,,,,,,,,,,,,,
|
||||||
|
%p was humbled lower than dirt by %k.,TXTS_MPOBIT11,,,,,,,,,,,,,,,,,,,,,,
|
||||||
|
%p beats %k like a red headed step child.,TXTS_MPOBIT12,,,,,,,,,,,,,,,,,,,,,,
|
||||||
|
%p begs for mercy as %k terminates @[en_ppro] with extreme prejudice.,TXTS_MPOBIT13,,,,,,,,,,,,,,,,,,,,,,
|
||||||
|
%p falls before the superior skills of %k.,TXTS_MPOBIT14,,,,,,,,,,,,,,,,,,,,,,
|
||||||
|
%k gives %p a beating @[en_pro] will never forget.,TXTS_MPOBIT15,,,,,,,,,,,,,,,,,,,,,,
|
||||||
|
%k puts the Smack Dab on %p with the %z.,TXTS_MPOBIT16,,,,,,,,,,,,,,,,,,,,,,
|
||||||
|
This only opens in single play.,TXTS_SPONLY,,,,,,,,,,,,,,,,,,,,,,
|
||||||
|
You found a secret area!,TXTS_SECRET,,,,,,,,,,,,,,,,,,,,,,
|
||||||
|
Zombie,Zombie,,,,,,,,,,,,,,,,,,,,,,
|
||||||
|
Blood Worm,Blood Worm,,,,,,,,,,,,,,,,,,,,,,
|
||||||
|
Skeletor Priest,Skeletor Priest,,,,,,,,,,,,,,,,,,,,,,
|
||||||
|
Coolie Ghost,Coolie Ghost,,,,,,,,,,,,,,,,,,,,,,
|
||||||
|
Guardian,Guardian,,,,,,,,,,,,,,,,,,,,,,
|
||||||
|
Hornet,Hornet,,,,,,,,,,,,,,,,,,,,,,
|
||||||
|
Ripper Hatchling,Ripper Hatchling,,,,,,,,,,,,,,,,,,,,,,
|
||||||
|
Ripper,Ripper,,,,,,,,,,,,,,,,,,,,,,
|
||||||
|
Killer Rabbit,Killer Rabbit,,,,,,,,,,,,,,,,,,,,,,
|
||||||
|
Serpent God,Serpent God,,,,,,,,,,,,,,,,,,,,,,
|
||||||
|
Girl Ninja,Girl Ninja,,,,,,,,,,,,,,,,,,,,,,
|
||||||
|
Blade,Blade,,,,,,,,,,,,,,,,,,,,,,
|
||||||
|
Dart,Dart,,,,,,,,,,,,,,,,,,,,,,
|
||||||
|
Shuriken,Shuriken,,,,,,,,,,,,,,,,,,,,,,
|
||||||
|
Crossbow Bolt,Crossbow Bolt,,,,,,,,,,,,,,,,,,,,,,
|
||||||
|
Spear,Spear,,,,,,,,,,,,,,,,,,,,,,
|
||||||
|
Lava Boulder,Lava Boulder,,,,,,,,,,,,,,,,,,,,,,
|
||||||
|
Uzi,Uzi,,,,,,,,,,,,,,,,,,,,,,
|
||||||
|
Evil Ninja Uzi,Evil Ninja Uzi,,,,,,,,,,,,,,,,,,,,,,
|
||||||
|
Shotgun,Shotgun,,,,,,,,,,,,,,,,,,,,,,
|
||||||
|
Meteor,Meteor,,,,,,,,,,,,,,,,,,,,,,
|
||||||
|
Rocket,Rocket,,,,,,,,,,,,,,,,,,,,,,
|
||||||
|
Rail Gun,Rail Gun,,,,,,,,,,,,,,,,,,,,,,
|
||||||
|
Enemy Rocket,Enemy Rocket,,,,,,,,,,,,,,,,,,,,,,
|
||||||
|
Bunny Rocket,Bunny Rocket,,,,,,,,,,,,,,,,,,,,,,
|
||||||
|
Explosion,Explosion,,,,,,,,,,,,,,,,,,,,,,
|
||||||
|
Tank Shell,Tank Shell,,,,,,,,,,,,,,,,,,,,,,
|
||||||
|
Nuclear Bomb,Nuclear Bomb,,,,,,,,,,,,,,,,,,,,,,
|
||||||
|
40mm Grenade,40mm Grenade,,,,,,,,,,,,,,,,,,,,,,
|
||||||
|
Micro Missile,Micro Missile,,,,,,,,,,,,,,,,,,,,,,
|
||||||
|
Sticky Bomb,Sticky Bomb,,,,,,,,,,,,,,,,,,,,,,
|
||||||
|
Napalm,Napalm,,,,,,,,,,,,,,,,,,,,,,
|
||||||
|
Vomit,Vomit,,,,,,,,,,,,,,,,,,,,,,
|
||||||
|
Coolie Ghost Phlem,Coolie Ghost Phlem,,,,,,,,,,,,,,,,,,,,,,
|
||||||
|
Accursed Head,Accursed Head,,,,,,,,,,,,,,,,,,,,,,
|
||||||
|
Bouncing Betty,Bouncing Betty,,,,,,,,,,,,,,,,,,,,,,
|
||||||
|
Serpent God Protector,Serpent God Protector,,,,,,,,,,,,,,,,,,,,,,
|
||||||
|
Flames,Flames,,,,,,,,,,,,,,,,,,,,,,
|
||||||
|
Radiation,Radiation,,,,,,,,,,,,,,,,,,,,,,
|
||||||
|
Caltrops,Caltrops,,,,,,,,,,,,,,,,,,,,,,
|
|
Loading…
Reference in a new issue