- weapon and ammo names are now also localizable.

This commit is contained in:
Christoph Oelckers 2019-12-09 19:49:36 +01:00
parent da1900dc8a
commit e62f6cbc20
6 changed files with 116 additions and 76 deletions

View file

@ -26,15 +26,15 @@ Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
#ifdef DAMAGE_TABLE #ifdef DAMAGE_TABLE
#define DAMAGE_ENTRY(id, init_func, damage_lo, damage_hi, radius, max_ammo, min_ammo, with_weapon) \ #define DAMAGE_ENTRY(id, init_func, damage_lo, damage_hi, radius, max_ammo, min_ammo, with_weapon) \
{ init_func, damage_lo, damage_hi, radius, max_ammo, min_ammo, with_weapon, NULL, NULL, -1, -1 }, { init_func, damage_lo, damage_hi, radius, max_ammo, min_ammo, with_weapon, -1, -1 },
#define DAMAGE_ENTRY_WPN(id, init_func, damage_lo, damage_hi, radius, max_ammo, min_ammo, with_weapon, weapon_name, ammo_name, weapon_pickup, ammo_pickup ) \ #define DAMAGE_ENTRY_WPN(id, init_func, damage_lo, damage_hi, radius, max_ammo, min_ammo, with_weapon, weapon_pickup, ammo_pickup ) \
{ init_func, damage_lo, damage_hi, radius, max_ammo, min_ammo, with_weapon, weapon_name, ammo_name, weapon_pickup, ammo_pickup }, { init_func, damage_lo, damage_hi, radius, max_ammo, min_ammo, with_weapon, weapon_pickup, ammo_pickup },
#endif #endif
#ifdef DAMAGE_ENUM #ifdef DAMAGE_ENUM
#define DAMAGE_ENTRY(id, init_func, damage_lo, damage_hi, radius, max_ammo, min_ammo, with_weapon) \ #define DAMAGE_ENTRY(id, init_func, damage_lo, damage_hi, radius, max_ammo, min_ammo, with_weapon) \
id, id,
#define DAMAGE_ENTRY_WPN(id, init_func, damage_lo, damage_hi, radius, max_ammo, min_ammo, with_weapon, weapon_name, ammo_name, weapon_pickup, ammo_pickup ) \ #define DAMAGE_ENTRY_WPN(id, init_func, damage_lo, damage_hi, radius, max_ammo, min_ammo, with_weapon, weapon_pickup, ammo_pickup ) \
id, id,
#endif #endif
@ -42,15 +42,15 @@ Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
// weapon // weapon
DAMAGE_ENTRY(WPN_FIST, InitWeaponFist, 10, 40, 0, -1, -1, -1) DAMAGE_ENTRY(WPN_FIST, InitWeaponFist, 10, 40, 0, -1, -1, -1)
DAMAGE_ENTRY_WPN(WPN_STAR, InitWeaponStar, 5, 10, 0, 99, 3, -1, "Shurikens", NULL, 9, -1) DAMAGE_ENTRY_WPN(WPN_STAR, InitWeaponStar, 5, 10, 0, 99, 3, -1, 9, -1)
DAMAGE_ENTRY_WPN(WPN_SHOTGUN, InitWeaponShotgun, 4, 4, 0, 52, 1, -1, "Riot Gun", "Shotshells", 8, 24) DAMAGE_ENTRY_WPN(WPN_SHOTGUN, InitWeaponShotgun, 4, 4, 0, 52, 1, -1, 8, 24)
DAMAGE_ENTRY_WPN(WPN_UZI, InitWeaponUzi, 5, 7, 0, 200, 1, -1, "UZI Submachine Gun", "UZI Clip", 50, 50) DAMAGE_ENTRY_WPN(WPN_UZI, InitWeaponUzi, 5, 7, 0, 200, 1, -1, 50, 50)
DAMAGE_ENTRY_WPN(WPN_MICRO, InitWeaponMicro, 15, 30, 0, 50, 1, -1, "Missile Launcher", "Missiles", 5, 5) DAMAGE_ENTRY_WPN(WPN_MICRO, InitWeaponMicro, 15, 30, 0, 50, 1, -1, 5, 5)
DAMAGE_ENTRY_WPN(WPN_GRENADE, InitWeaponGrenade, 15, 30, 0, 50, 1, -1, "Grenade Launcher", "Grenade Shells", 6, 8) DAMAGE_ENTRY_WPN(WPN_GRENADE, InitWeaponGrenade, 15, 30, 0, 50, 1, -1, 6, 8)
DAMAGE_ENTRY_WPN(WPN_MINE, InitWeaponMine, 5, 10, 0, 20, 1, -1, "Sticky Bombs", NULL, 5, -1) DAMAGE_ENTRY_WPN(WPN_MINE, InitWeaponMine, 5, 10, 0, 20, 1, -1, 5, -1)
DAMAGE_ENTRY_WPN(WPN_RAIL, InitWeaponRail, 40, 60, 0, 20, 1, -1, "Rail Gun", "Rail Gun Rods", 10, 10) DAMAGE_ENTRY_WPN(WPN_RAIL, InitWeaponRail, 40, 60, 0, 20, 1, -1, 10, 10)
DAMAGE_ENTRY_WPN(WPN_HOTHEAD, InitWeaponHothead, 10, 25, 0, 80, 1, -1, "Guardian Head", "Firebursts", 30, 60) DAMAGE_ENTRY_WPN(WPN_HOTHEAD, InitWeaponHothead, 10, 25, 0, 80, 1, -1, 30, 60)
DAMAGE_ENTRY_WPN(WPN_HEART, InitWeaponHeart, 75, 100, 0, 5, 1, -1, "Ripper Heart", "Deathcoils", 1, 6) DAMAGE_ENTRY_WPN(WPN_HEART, InitWeaponHeart, 75, 100, 0, 5, 1, -1, 1, 6)
DAMAGE_ENTRY(WPN_NAPALM, InitWeaponHothead, 50, 100, 0, 100, 40, WPN_HOTHEAD) DAMAGE_ENTRY(WPN_NAPALM, InitWeaponHothead, 50, 100, 0, 100, 40, WPN_HOTHEAD)
DAMAGE_ENTRY(WPN_RING, InitWeaponHothead, 15, 50, 0, 100, 20, WPN_HOTHEAD) DAMAGE_ENTRY(WPN_RING, InitWeaponHothead, 15, 50, 0, 100, 20, WPN_HOTHEAD)
@ -77,7 +77,7 @@ DAMAGE_ENTRY(DMG_GRENADE_EXP, NULL, 70, 140, 6500, -1, -1
DAMAGE_ENTRY(DMG_MINE_EXP, NULL, 85, 115, 6500, -1, -1, -1) DAMAGE_ENTRY(DMG_MINE_EXP, NULL, 85, 115, 6500, -1, -1, -1)
DAMAGE_ENTRY(DMG_MINE_SHRAP, NULL, 15, 30, 0, -1, -1, -1) DAMAGE_ENTRY(DMG_MINE_SHRAP, NULL, 15, 30, 0, -1, -1, -1)
DAMAGE_ENTRY(DMG_MICRO_EXP, NULL, 50, 100, 4500, -1, -1, -1) DAMAGE_ENTRY(DMG_MICRO_EXP, NULL, 50, 100, 4500, -1, -1, -1)
DAMAGE_ENTRY_WPN(DMG_NUCLEAR_EXP, NULL, 0, 800, 30000, -1, -1, -1, "Nuclear Warhead", "Heat Seeker Card", 1, 5) DAMAGE_ENTRY_WPN(DMG_NUCLEAR_EXP, NULL, 0, 800, 30000, -1, -1, -1, 1, 5)
DAMAGE_ENTRY(DMG_RADIATION_CLOUD, NULL, 2, 6, 5000, -1, -1, -1) DAMAGE_ENTRY(DMG_RADIATION_CLOUD, NULL, 2, 6, 5000, -1, -1, -1)
DAMAGE_ENTRY(DMG_FLASHBOMB, NULL, 100, 150, 16384, -1, -1, -1) DAMAGE_ENTRY(DMG_FLASHBOMB, NULL, 100, 150, 16384, -1, -1, -1)

View file

@ -886,8 +886,6 @@ typedef struct
int16_t max_ammo; int16_t max_ammo;
int16_t min_ammo; int16_t min_ammo;
int16_t with_weapon; int16_t with_weapon;
const char *weapon_name;
const char *ammo_name;
int16_t weapon_pickup; int16_t weapon_pickup;
int16_t ammo_pickup; int16_t ammo_pickup;
} DAMAGE_DATA, *DAMAGE_DATAp; } DAMAGE_DATA, *DAMAGE_DATAp;
@ -974,6 +972,34 @@ enum
// 23+24 are reserved. // 23+24 are reserved.
QUOTE_COOKIE = 25, QUOTE_COOKIE = 25,
QUOTE_INVENTORY = QUOTE_COOKIE + MAX_FORTUNES, QUOTE_INVENTORY = QUOTE_COOKIE + MAX_FORTUNES,
QUOTE_WPNFIST = QUOTE_INVENTORY + MAX_INVENTORY_Q,
QUOTE_WPNSWORD,
QUOTE_WPNSHURIKEN,
QUOTE_WPNSTICKY,
QUOTE_WPNUZI,
QUOTE_WPNLAUNCH,
QUOTE_WPNNUKE,
QUOTE_WPNGRENADE,
QUOTE_WPNRAILGUN,
QUOTE_WPNRIOT,
QUOTE_WPNHEAD,
QUOTE_WPNRIPPER,
// Here a gap of two needs to be inserted because the weapon array contains two bogus entries the parser can access.
// Not all ammo types here are used, but the entries must be reserved for the parser.
QUOTE_AMMOFIST = QUOTE_WPNRIPPER + 2,
QUOTE_AMMOSWORD,
QUOTE_AMMOSHURIKEN,
QUOTE_AMMOSTICKY,
QUOTE_AMMOUZI,
QUOTE_AMMOLAUNCH,
QUOTE_AMMONUKE,
QUOTE_AMMOGRENADE,
QUOTE_AMMORAILGUN,
QUOTE_AMMORIOT,
QUOTE_AMMOHEAD,
QUOTE_AMMORIPPER,
// Again, here a gap of two needs to be inserted because the weapon array contains two bogus entries the parser can access.
}; };
typedef struct typedef struct

View file

@ -539,7 +539,6 @@ static int cm_transtok(const char *tok, const struct _tokset *set, const unsigne
// quit "PRESS (Y) TO QUIT, (N) TO FIGHT ON." // quit "PRESS (Y) TO QUIT, (N) TO FIGHT ON."
static LEVEL_INFO custommaps[MAX_LEVELS_REG]; static LEVEL_INFO custommaps[MAX_LEVELS_REG];
static char *customweaponname[2][MAX_WEAPONS]; // weapon, ammo
#define WM_DAMAGE 1 #define WM_DAMAGE 1
#define WM_WEAP 2 #define WM_WEAP 2
@ -951,9 +950,7 @@ void LoadCustomInfoFromScript(const char *filename)
if (maxammo >= 0) DamageData[id].max_ammo = maxammo; if (maxammo >= 0) DamageData[id].max_ammo = maxammo;
if (name) if (name)
{ {
Bfree(customweaponname[0][id]); quoteMgr.InitializeQuote(QUOTE_WPNFIST + in, name);
customweaponname[0][id] = strdup(name);
DamageData[id].weapon_name = customweaponname[0][id];
} }
if (wpickup >= 0) DamageData[id].weapon_pickup = wpickup; if (wpickup >= 0) DamageData[id].weapon_pickup = wpickup;
} }
@ -961,9 +958,7 @@ void LoadCustomInfoFromScript(const char *filename)
{ {
if (ammo) if (ammo)
{ {
Bfree(customweaponname[1][id]); quoteMgr.InitializeQuote(QUOTE_AMMOFIST + in, name);
customweaponname[1][id] = strdup(ammo);
DamageData[id].ammo_name = customweaponname[1][id];
} }
if (pickup >= 0) DamageData[id].ammo_pickup = pickup; if (pickup >= 0) DamageData[id].ammo_pickup = pickup;
} }

View file

@ -5925,8 +5925,7 @@ KeyMain:
if (pp->WpnAmmo[WPN_STAR] >= DamageData[WPN_STAR].max_ammo) if (pp->WpnAmmo[WPN_STAR] >= DamageData[WPN_STAR].max_ammo)
break; break;
sprintf(ds, sw_darts ? "Darts" : "Shurikens"); PutStringInfo(Player+pnum, sw_darts? GStrings("TXTS_DARTS") : quoteMgr.GetQuote(QUOTE_WPNSHURIKEN));
PutStringInfo(Player+pnum, DamageData[WPN_STAR].weapon_name);
PlayerUpdateAmmo(pp, WPN_STAR, DamageData[WPN_STAR].weapon_pickup); PlayerUpdateAmmo(pp, WPN_STAR, DamageData[WPN_STAR].weapon_pickup);
SetFadeAmt(pp,ITEMFLASHAMT,ITEMFLASHCLR); // Flash blue on item pickup SetFadeAmt(pp,ITEMFLASHAMT,ITEMFLASHCLR); // Flash blue on item pickup
if (pp == Player+myconnectindex) if (pp == Player+myconnectindex)
@ -5953,7 +5952,7 @@ KeyMain:
if (pp->WpnAmmo[WPN_MINE] >= DamageData[WPN_MINE].max_ammo) if (pp->WpnAmmo[WPN_MINE] >= DamageData[WPN_MINE].max_ammo)
break; break;
//sprintf(ds,"Sticky Bombs"); //sprintf(ds,"Sticky Bombs");
PutStringInfo(Player+pnum, DamageData[WPN_MINE].weapon_name); PutStringInfo(Player+pnum, quoteMgr.GetQuote(QUOTE_WPNSTICKY));
PlayerUpdateAmmo(pp, WPN_MINE, DamageData[WPN_MINE].weapon_pickup); PlayerUpdateAmmo(pp, WPN_MINE, DamageData[WPN_MINE].weapon_pickup);
SetFadeAmt(pp,ITEMFLASHAMT,ITEMFLASHCLR); // Flash blue on item pickup SetFadeAmt(pp,ITEMFLASHAMT,ITEMFLASHCLR); // Flash blue on item pickup
if (pp == Player+myconnectindex) if (pp == Player+myconnectindex)
@ -5982,7 +5981,7 @@ KeyMain:
if (TEST(pp->Flags, PF_TWO_UZI) && pp->WpnAmmo[WPN_UZI] >= DamageData[WPN_UZI].max_ammo) if (TEST(pp->Flags, PF_TWO_UZI) && pp->WpnAmmo[WPN_UZI] >= DamageData[WPN_UZI].max_ammo)
break; break;
//sprintf(ds,"UZI Submachine Gun"); //sprintf(ds,"UZI Submachine Gun");
PutStringInfo(Player+pnum, DamageData[WPN_UZI].weapon_name); PutStringInfo(Player+pnum, quoteMgr.GetQuote(QUOTE_WPNUZI));
// pp->WpnAmmo[WPN_UZI] += 50; // pp->WpnAmmo[WPN_UZI] += 50;
PlayerUpdateAmmo(pp, WPN_UZI, DamageData[WPN_UZI].weapon_pickup); PlayerUpdateAmmo(pp, WPN_UZI, DamageData[WPN_UZI].weapon_pickup);
SetFadeAmt(pp,ITEMFLASHAMT,ITEMFLASHCLR); // Flash blue on item pickup SetFadeAmt(pp,ITEMFLASHAMT,ITEMFLASHCLR); // Flash blue on item pickup
@ -6020,7 +6019,7 @@ KeyMain:
if (pp->WpnAmmo[WPN_UZI] >= DamageData[WPN_UZI].max_ammo) if (pp->WpnAmmo[WPN_UZI] >= DamageData[WPN_UZI].max_ammo)
break; break;
//sprintf(ds,"UZI Clip"); //sprintf(ds,"UZI Clip");
PutStringInfo(Player+pnum, DamageData[WPN_UZI].ammo_name); PutStringInfo(Player+pnum, quoteMgr.GetQuote(QUOTE_AMMOUZI));
PlayerUpdateAmmo(pp, WPN_UZI, DamageData[WPN_UZI].ammo_pickup); PlayerUpdateAmmo(pp, WPN_UZI, DamageData[WPN_UZI].ammo_pickup);
SetFadeAmt(pp,ITEMFLASHAMT,ITEMFLASHCLR); // Flash blue on item pickup SetFadeAmt(pp,ITEMFLASHAMT,ITEMFLASHCLR); // Flash blue on item pickup
if (pp == Player+myconnectindex) if (pp == Player+myconnectindex)
@ -6038,7 +6037,7 @@ KeyMain:
if (TEST(pp->WpnFlags, BIT(WPN_MICRO)) && pp->WpnAmmo[WPN_MICRO] >= DamageData[WPN_MICRO].max_ammo) if (TEST(pp->WpnFlags, BIT(WPN_MICRO)) && pp->WpnAmmo[WPN_MICRO] >= DamageData[WPN_MICRO].max_ammo)
break; break;
//sprintf(ds,"Missile Launcher"); //sprintf(ds,"Missile Launcher");
PutStringInfo(Player+pnum, DamageData[WPN_MICRO].weapon_name); PutStringInfo(Player+pnum, quoteMgr.GetQuote(QUOTE_WPNLAUNCH));
// pp->WpnAmmo[WPN_MICRO] += 5; // pp->WpnAmmo[WPN_MICRO] += 5;
PlayerUpdateAmmo(pp, WPN_MICRO, DamageData[WPN_MICRO].weapon_pickup); PlayerUpdateAmmo(pp, WPN_MICRO, DamageData[WPN_MICRO].weapon_pickup);
SetFadeAmt(pp,ITEMFLASHAMT,ITEMFLASHCLR); // Flash blue on item pickup SetFadeAmt(pp,ITEMFLASHAMT,ITEMFLASHCLR); // Flash blue on item pickup
@ -6061,7 +6060,7 @@ KeyMain:
if (pp->WpnAmmo[WPN_MICRO] >= DamageData[WPN_MICRO].max_ammo) if (pp->WpnAmmo[WPN_MICRO] >= DamageData[WPN_MICRO].max_ammo)
break; break;
//sprintf(ds,"Missiles"); //sprintf(ds,"Missiles");
PutStringInfo(Player+pnum, DamageData[WPN_MICRO].ammo_name); PutStringInfo(Player+pnum, quoteMgr.GetQuote(QUOTE_AMMOLAUNCH));
PlayerUpdateAmmo(pp, WPN_MICRO, DamageData[WPN_MICRO].ammo_pickup); PlayerUpdateAmmo(pp, WPN_MICRO, DamageData[WPN_MICRO].ammo_pickup);
SetFadeAmt(pp,ITEMFLASHAMT,ITEMFLASHCLR); // Flash blue on item pickup SetFadeAmt(pp,ITEMFLASHAMT,ITEMFLASHCLR); // Flash blue on item pickup
if (pp == Player+myconnectindex) if (pp == Player+myconnectindex)
@ -6073,7 +6072,7 @@ KeyMain:
if (pp->WpnRocketNuke != 1) if (pp->WpnRocketNuke != 1)
{ {
//sprintf(ds,"Nuclear Warhead"); //sprintf(ds,"Nuclear Warhead");
PutStringInfo(Player+pnum, DamageData[DMG_NUCLEAR_EXP].weapon_name); PutStringInfo(Player+pnum, quoteMgr.GetQuote(QUOTE_WPNNUKE));
pp->WpnRocketNuke = DamageData[DMG_NUCLEAR_EXP].weapon_pickup; pp->WpnRocketNuke = DamageData[DMG_NUCLEAR_EXP].weapon_pickup;
SetFadeAmt(pp,ITEMFLASHAMT,ITEMFLASHCLR); // Flash blue on item pickup SetFadeAmt(pp,ITEMFLASHAMT,ITEMFLASHCLR); // Flash blue on item pickup
if (pp == Player+myconnectindex) if (pp == Player+myconnectindex)
@ -6106,7 +6105,7 @@ KeyMain:
if (TEST(pp->WpnFlags, BIT(WPN_GRENADE)) && pp->WpnAmmo[WPN_GRENADE] >= DamageData[WPN_GRENADE].max_ammo) if (TEST(pp->WpnFlags, BIT(WPN_GRENADE)) && pp->WpnAmmo[WPN_GRENADE] >= DamageData[WPN_GRENADE].max_ammo)
break; break;
//sprintf(ds,"Grenade Launcher"); //sprintf(ds,"Grenade Launcher");
PutStringInfo(Player+pnum, DamageData[WPN_GRENADE].weapon_name); PutStringInfo(Player+pnum, quoteMgr.GetQuote(QUOTE_WPNGRENADE));
// pp->WpnAmmo[WPN_GRENADE] += 6; // pp->WpnAmmo[WPN_GRENADE] += 6;
PlayerUpdateAmmo(pp, WPN_GRENADE, DamageData[WPN_GRENADE].weapon_pickup); PlayerUpdateAmmo(pp, WPN_GRENADE, DamageData[WPN_GRENADE].weapon_pickup);
SetFadeAmt(pp,ITEMFLASHAMT,ITEMFLASHCLR); // Flash blue on item pickup SetFadeAmt(pp,ITEMFLASHAMT,ITEMFLASHCLR); // Flash blue on item pickup
@ -6132,7 +6131,7 @@ KeyMain:
if (pp->WpnAmmo[WPN_GRENADE] >= DamageData[WPN_GRENADE].max_ammo) if (pp->WpnAmmo[WPN_GRENADE] >= DamageData[WPN_GRENADE].max_ammo)
break; break;
//sprintf(ds,"Grenade Shells"); //sprintf(ds,"Grenade Shells");
PutStringInfo(Player+pnum, DamageData[WPN_GRENADE].ammo_name); PutStringInfo(Player+pnum, quoteMgr.GetQuote(QUOTE_AMMOGRENADE));
PlayerUpdateAmmo(pp, WPN_GRENADE, DamageData[WPN_GRENADE].ammo_pickup); PlayerUpdateAmmo(pp, WPN_GRENADE, DamageData[WPN_GRENADE].ammo_pickup);
SetFadeAmt(pp,ITEMFLASHAMT,ITEMFLASHCLR); // Flash blue on item pickup SetFadeAmt(pp,ITEMFLASHAMT,ITEMFLASHCLR); // Flash blue on item pickup
if (pp == Player+myconnectindex) if (pp == Player+myconnectindex)
@ -6177,7 +6176,7 @@ KeyMain:
if (TEST(pp->WpnFlags, BIT(WPN_RAIL)) && pp->WpnAmmo[WPN_RAIL] >= DamageData[WPN_RAIL].max_ammo) if (TEST(pp->WpnFlags, BIT(WPN_RAIL)) && pp->WpnAmmo[WPN_RAIL] >= DamageData[WPN_RAIL].max_ammo)
break; break;
//sprintf(ds,"Rail Gun"); //sprintf(ds,"Rail Gun");
PutStringInfo(Player+pnum, DamageData[WPN_RAIL].weapon_name); PutStringInfo(Player+pnum, quoteMgr.GetQuote(QUOTE_WPNRAILGUN));
PlayerUpdateAmmo(pp, WPN_RAIL, DamageData[WPN_RAIL].weapon_pickup); PlayerUpdateAmmo(pp, WPN_RAIL, DamageData[WPN_RAIL].weapon_pickup);
SetFadeAmt(pp,ITEMFLASHAMT,ITEMFLASHCLR); // Flash blue on item pickup SetFadeAmt(pp,ITEMFLASHAMT,ITEMFLASHCLR); // Flash blue on item pickup
if (pp == Player+myconnectindex) if (pp == Player+myconnectindex)
@ -6210,7 +6209,7 @@ KeyMain:
if (pp->WpnAmmo[WPN_RAIL] >= DamageData[WPN_RAIL].max_ammo) if (pp->WpnAmmo[WPN_RAIL] >= DamageData[WPN_RAIL].max_ammo)
break; break;
//sprintf(ds,"Rail Gun Rods"); //sprintf(ds,"Rail Gun Rods");
PutStringInfo(Player+pnum, DamageData[WPN_RAIL].ammo_name); PutStringInfo(Player+pnum, quoteMgr.GetQuote(QUOTE_AMMORAILGUN));
PlayerUpdateAmmo(pp, WPN_RAIL, DamageData[WPN_RAIL].ammo_pickup); PlayerUpdateAmmo(pp, WPN_RAIL, DamageData[WPN_RAIL].ammo_pickup);
SetFadeAmt(pp,ITEMFLASHAMT,ITEMFLASHCLR); // Flash blue on item pickup SetFadeAmt(pp,ITEMFLASHAMT,ITEMFLASHCLR); // Flash blue on item pickup
if (pp == Player+myconnectindex) if (pp == Player+myconnectindex)
@ -6227,7 +6226,7 @@ KeyMain:
if (TEST(pp->WpnFlags, BIT(WPN_SHOTGUN)) && pp->WpnAmmo[WPN_SHOTGUN] >= DamageData[WPN_SHOTGUN].max_ammo) if (TEST(pp->WpnFlags, BIT(WPN_SHOTGUN)) && pp->WpnAmmo[WPN_SHOTGUN] >= DamageData[WPN_SHOTGUN].max_ammo)
break; break;
//sprintf(ds,"Riot Gun"); //sprintf(ds,"Riot Gun");
PutStringInfo(Player+pnum, DamageData[WPN_SHOTGUN].weapon_name); PutStringInfo(Player+pnum, quoteMgr.GetQuote(QUOTE_WPNRIOT));
// pp->WpnAmmo[WPN_SHOTGUN] += 10; // pp->WpnAmmo[WPN_SHOTGUN] += 10;
PlayerUpdateAmmo(pp, WPN_SHOTGUN, DamageData[WPN_SHOTGUN].weapon_pickup); PlayerUpdateAmmo(pp, WPN_SHOTGUN, DamageData[WPN_SHOTGUN].weapon_pickup);
SetFadeAmt(pp,ITEMFLASHAMT,ITEMFLASHCLR); // Flash blue on item pickup SetFadeAmt(pp,ITEMFLASHAMT,ITEMFLASHCLR); // Flash blue on item pickup
@ -6250,7 +6249,7 @@ KeyMain:
if (pp->WpnAmmo[WPN_SHOTGUN] >= DamageData[WPN_SHOTGUN].max_ammo) if (pp->WpnAmmo[WPN_SHOTGUN] >= DamageData[WPN_SHOTGUN].max_ammo)
break; break;
//sprintf(ds,"Shotshells"); //sprintf(ds,"Shotshells");
PutStringInfo(Player+pnum, DamageData[WPN_SHOTGUN].ammo_name); PutStringInfo(Player+pnum, quoteMgr.GetQuote(QUOTE_AMMORIOT));
PlayerUpdateAmmo(pp, WPN_SHOTGUN, DamageData[WPN_SHOTGUN].ammo_pickup); PlayerUpdateAmmo(pp, WPN_SHOTGUN, DamageData[WPN_SHOTGUN].ammo_pickup);
SetFadeAmt(pp,ITEMFLASHAMT,ITEMFLASHCLR); // Flash on item pickup SetFadeAmt(pp,ITEMFLASHAMT,ITEMFLASHCLR); // Flash on item pickup
if (pp == Player+myconnectindex) if (pp == Player+myconnectindex)
@ -6294,7 +6293,7 @@ KeyMain:
if (TEST(pp->WpnFlags, BIT(WPN_HOTHEAD)) && pp->WpnAmmo[WPN_HOTHEAD] >= DamageData[WPN_HOTHEAD].max_ammo) if (TEST(pp->WpnFlags, BIT(WPN_HOTHEAD)) && pp->WpnAmmo[WPN_HOTHEAD] >= DamageData[WPN_HOTHEAD].max_ammo)
break; break;
//sprintf(ds,"Guardian Head"); //sprintf(ds,"Guardian Head");
PutStringInfo(Player+pnum, DamageData[WPN_HOTHEAD].weapon_name); PutStringInfo(Player+pnum, quoteMgr.GetQuote(QUOTE_WPNHEAD));
PlayerUpdateAmmo(pp, WPN_HOTHEAD, DamageData[WPN_HOTHEAD].weapon_pickup); PlayerUpdateAmmo(pp, WPN_HOTHEAD, DamageData[WPN_HOTHEAD].weapon_pickup);
SetFadeAmt(pp,ITEMFLASHAMT,ITEMFLASHCLR); // Flash blue on item pickup SetFadeAmt(pp,ITEMFLASHAMT,ITEMFLASHCLR); // Flash blue on item pickup
if (pp == Player+myconnectindex) if (pp == Player+myconnectindex)
@ -6321,7 +6320,7 @@ KeyMain:
if (pp->WpnAmmo[WPN_HOTHEAD] >= DamageData[WPN_HOTHEAD].max_ammo) if (pp->WpnAmmo[WPN_HOTHEAD] >= DamageData[WPN_HOTHEAD].max_ammo)
break; break;
//sprintf(ds,"Firebursts"); //sprintf(ds,"Firebursts");
PutStringInfo(Player+pnum, DamageData[WPN_HOTHEAD].ammo_name); PutStringInfo(Player+pnum, quoteMgr.GetQuote(QUOTE_AMMOHEAD));
PlayerUpdateAmmo(pp, WPN_HOTHEAD, DamageData[WPN_HOTHEAD].ammo_pickup); PlayerUpdateAmmo(pp, WPN_HOTHEAD, DamageData[WPN_HOTHEAD].ammo_pickup);
SetFadeAmt(pp,ITEMFLASHAMT,ITEMFLASHCLR); // Flash blue on item pickup SetFadeAmt(pp,ITEMFLASHAMT,ITEMFLASHCLR); // Flash blue on item pickup
if (pp == Player+myconnectindex) if (pp == Player+myconnectindex)
@ -6340,7 +6339,7 @@ KeyMain:
if (TEST(pp->WpnFlags, BIT(WPN_HEART)) && pp->WpnAmmo[WPN_HEART] >= DamageData[WPN_HEART].max_ammo) if (TEST(pp->WpnFlags, BIT(WPN_HEART)) && pp->WpnAmmo[WPN_HEART] >= DamageData[WPN_HEART].max_ammo)
break; break;
//sprintf(ds,"Ripper Heart"); //sprintf(ds,"Ripper Heart");
PutStringInfo(Player+pnum, DamageData[WPN_HEART].weapon_name); PutStringInfo(Player+pnum, quoteMgr.GetQuote(QUOTE_WPNRIPPER));
PlayerUpdateAmmo(pp, WPN_HEART, DamageData[WPN_HEART].weapon_pickup); PlayerUpdateAmmo(pp, WPN_HEART, DamageData[WPN_HEART].weapon_pickup);
SetFadeAmt(pp,ITEMFLASHAMT,ITEMFLASHCLR); // Flash blue on item pickup SetFadeAmt(pp,ITEMFLASHAMT,ITEMFLASHCLR); // Flash blue on item pickup
if (pp == Player+myconnectindex) if (pp == Player+myconnectindex)
@ -6369,7 +6368,7 @@ KeyMain:
if (pp->WpnAmmo[WPN_HEART] >= DamageData[WPN_HEART].max_ammo) if (pp->WpnAmmo[WPN_HEART] >= DamageData[WPN_HEART].max_ammo)
break; break;
//sprintf(ds,"Deathcoils"); //sprintf(ds,"Deathcoils");
PutStringInfo(Player+pnum, DamageData[WPN_HEART].ammo_name); PutStringInfo(Player+pnum, quoteMgr.GetQuote(QUOTE_AMMORIPPER));
PlayerUpdateAmmo(pp, WPN_HEART, DamageData[WPN_HEART].ammo_pickup); PlayerUpdateAmmo(pp, WPN_HEART, DamageData[WPN_HEART].ammo_pickup);
SetFadeAmt(pp,ITEMFLASHAMT,ITEMFLASHCLR); // Flash blue on item pickup SetFadeAmt(pp,ITEMFLASHAMT,ITEMFLASHCLR); // Flash blue on item pickup
if (pp == Player+myconnectindex) if (pp == Player+myconnectindex)
@ -6410,7 +6409,7 @@ KeyMain:
if (pp->WpnRocketHeat != 5) if (pp->WpnRocketHeat != 5)
{ {
//sprintf(ds,"Heat Seeker Card"); //sprintf(ds,"Heat Seeker Card");
PutStringInfo(Player+pnum, DamageData[DMG_NUCLEAR_EXP].ammo_name); PutStringInfo(Player+pnum, quoteMgr.GetQuote(QUOTE_AMMONUKE));
pp->WpnRocketHeat = DamageData[DMG_NUCLEAR_EXP].ammo_pickup; pp->WpnRocketHeat = DamageData[DMG_NUCLEAR_EXP].ammo_pickup;
SetFadeAmt(pp,ITEMFLASHAMT,ITEMFLASHCLR); // Flash blue on item pickup SetFadeAmt(pp,ITEMFLASHAMT,ITEMFLASHCLR); // Flash blue on item pickup
if (pp == Player+myconnectindex) if (pp == Player+myconnectindex)

View file

@ -1820,3 +1820,24 @@ Caltrops,TXTS_INV8,,,,,,,,,,,,,,,,,,,,,,
Night Vision Goggles,TXTS_INV9,,,,,,,,,,,,,,,,,,,,,, Night Vision Goggles,TXTS_INV9,,,,,,,,,,,,,,,,,,,,,,
Repair Kit,TXTS_INV10,,,,,,,,,,,,,,,,,,,,,, Repair Kit,TXTS_INV10,,,,,,,,,,,,,,,,,,,,,,
Smoke Bomb,TXTS_INV11,,,,,,,,,,,,,,,,,,,,,, Smoke Bomb,TXTS_INV11,,,,,,,,,,,,,,,,,,,,,,
Fists,TXTS_WEAP1,,,,,,,,,,,,,,,,,,,,,,
Sword,TXTS_WEAP2,,,,,,,,,,,,,,,,,,,,,,
Shurikens,TXTS_WEAP3,,,,,,,,,,,,,,,,,,,,,,
Sticky Bombs,TXTS_WEAP4,,,,,,,,,,,,,,,,,,,,,,
Darts,TXTS_DARTS,,,,,,,,,,,,,,,,,,,,,,
UZI Submachine Gun,TXTS_WEAP5,,,,,,,,,,,,,,,,,,,,,,
Missile Launcher,TXTS_WEAP6,,,,,,,,,,,,,,,,,,,,,,
Nuclear Warhead,TXTS_WEAP7,,,,,,,,,,,,,,,,,,,,,,
Grenade Launcher,TXTS_WEAP8,,,,,,,,,,,,,,,,,,,,,,
Rail Gun,TXTS_WEAP9,,,,,,,,,,,,,,,,,,,,,,
Riot Gun,TXTS_WEAP10,,,,,,,,,,,,,,,,,,,,,,
Guardian Head,TXTS_WEAP11,,,,,,,,,,,,,,,,,,,,,,
Ripper Heart,TXTS_WEAP12,,,,,,,,,,,,,,,,,,,,,,
UZI Clip,TXTS_AMMO5,,,,,,,,,,,,,,,,,,,,,,
Missiles,TXTS_AMMO6,,,,,,,,,,,,,,,,,,,,,,
Heat Seeker Card,TXTS_AMMO7,,,,,,,,,,,,,,,,,,,,,,
Grenade Shells,TXTS_AMMO8,,,,,,,,,,,,,,,,,,,,,,
Rail Gun Rods,TXTS_AMMO9,,,,,,,,,,,,,,,,,,,,,,
Shotshells,TXTS_AMMO10,,,,,,,,,,,,,,,,,,,,,,
Firebursts,TXTS_AMMO11,,,,,,,,,,,,,,,,,,,,,,
Deathcoils,TXTS_AMMO12,,,,,,,,,,,,,,,,,,,,,,
1 default Identifier Remarks Filter eng enc ena enz eni ens enj enb enl ent enw cs de el eo es esm esn esg esc esa esd esv eso esr ess esf esl esy esz esb ese esh esi esu fi fr hu it jp ko nl pl pt ptg ro ru sr
1820
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View file

@ -276,77 +276,77 @@ skill 4
{ {
name "No Pain, No Gain" name "No Pain, No Gain"
} }
/*
inventory 1 inventory 1
{ {
name "$TXT_INV1" name "$TXTS_INV1"
amount 50 amount 50
} }
inventory 2 inventory 2
{ {
name "$TXT_INV2" name "$TXTS_INV2"
amount 100 amount 100
} }
inventory 3 inventory 3
{ {
name "$TXT_INV3" name "$TXTS_INV3"
amount 20 amount 20
} }
inventory 4 inventory 4
{ {
name "$TXT_INV4" name "$TXTS_INV4"
amount 50 amount 50
} }
inventory 5 inventory 5
{ {
name "$TXT_INV5" name "$TXTS_INV5"
amount 100 amount 100
} }
inventory 6 inventory 6
{ {
name "$TXT_INV6" name "$TXTS_INV6"
amount 1 amount 1
} }
inventory 7 inventory 7
{ {
name "$TXT_INV7" name "$TXTS_INV7"
amount 2 amount 2
} }
inventory 8 inventory 8
{ {
name "$TXT_INV8" name "$TXTS_INV8"
amount 3 amount 3
} }
inventory 9 inventory 9
{ {
name "$TXT_INV9" name "$TXTS_INV9"
amount 100 amount 100
} }
inventory 10 inventory 10
{ {
name "$TXT_INV10" name "$TXTS_INV10"
amount 100 amount 100
} }
inventory 11 inventory 11
{ {
name "$TXT_INV11" name "$TXTS_INV11"
amount 100 amount 100
} }
weapon 1 weapon 1
{ {
name "Fists" name "$TXTS_WEAP1"
mindamage 10 mindamage 10
maxdamage 40 maxdamage 40
} }
weapon 2 weapon 2
{ {
name "Sword" name "$TXTS_WEAP2"
mindamage 50 mindamage 50
maxdamage 80 maxdamage 80
} }
weapon 3 weapon 3
{ {
name "Shurikens" name "$TXTS_WEAP3"
ammoname "" ammoname ""
maxammo 99 maxammo 99
mindamage 5 mindamage 5
@ -356,7 +356,7 @@ weapon 3
} }
weapon 4 weapon 4
{ {
name "Sticky Bombs" name "$TXTS_WEAP4"
ammoname "" ammoname ""
maxammo 20 maxammo 20
mindamage 5 mindamage 5
@ -366,8 +366,8 @@ weapon 4
} }
weapon 5 weapon 5
{ {
name "UZI Submachine Gun" name "$TXTS_WEAP5"
ammoname "UZI Clip" ammoname "$TXTS_AMMO5"
maxammo 200 maxammo 200
mindamage 5 mindamage 5
maxdamage 7 maxdamage 7
@ -376,8 +376,8 @@ weapon 5
} }
weapon 6 weapon 6
{ {
name "Missile Launcher" name "$TXTS_WEAP6"
ammoname "Missiles" ammoname "$TXTS_AMMO6"
maxammo 50 maxammo 50
mindamage 15 mindamage 15
maxdamage 30 maxdamage 30
@ -386,8 +386,8 @@ weapon 6
} }
weapon 7 weapon 7
{ {
name "Nuclear Warhead" name "$TXTS_WEAP7"
ammoname "" ammoname "$TXTS_AMMO7"
maxammo 0 maxammo 0
mindamage 0 mindamage 0
maxdamage 800 maxdamage 800
@ -396,8 +396,8 @@ weapon 7
} }
weapon 8 weapon 8
{ {
name "Grenade Launcher" name "$TXTS_WEAP8"
ammoname "Grenade Shells" ammoname "$TXTS_AMMO8"
maxammo 50 maxammo 50
mindamage 15 mindamage 15
maxdamage 30 maxdamage 30
@ -406,8 +406,8 @@ weapon 8
} }
weapon 9 weapon 9
{ {
name "Rail Gun" name "$TXTS_WEAP9"
ammoname "Rail Gun Rods" ammoname "$TXTS_AMMO9"
maxammo 20 maxammo 20
mindamage 40 mindamage 40
maxdamage 60 maxdamage 60
@ -416,8 +416,8 @@ weapon 9
} }
weapon 10 weapon 10
{ {
name "Riot Gun" name "$TXTS_WEAP10"
ammoname "Shotshells" ammoname "$TXTS_AMMO10"
maxammo 52 maxammo 52
mindamage 4 mindamage 4
maxdamage 4 maxdamage 4
@ -426,8 +426,8 @@ weapon 10
} }
weapon 11 weapon 11
{ {
name "Guardian Head" name "$TXTS_WEAP11"
ammoname "Firebursts" ammoname "$TXTS_AMMO11"
maxammo 80 maxammo 80
mindamage 10 mindamage 10
maxdamage 25 maxdamage 25
@ -436,8 +436,8 @@ weapon 11
} }
weapon 12 weapon 12
{ {
name "Ripper Heart" name "$TXTS_WEAP12"
ammoname "Deathcoils" ammoname "$TXTS_AMMO12"
maxammo 5 maxammo 5
mindamage 75 mindamage 75
maxdamage 100 maxdamage 100
@ -515,4 +515,3 @@ theme 6 // game end sequence
song "ending.mid" song "ending.mid"
cdatrack 14 cdatrack 14
} }
*/