(eba811de) Unstable 0.9.703.0
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@@ -18,9 +18,10 @@ namespace Barotrauma
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private const string infoTextPath = "Content/Texts";
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private const string xmlHeader = "<?xml version=\"1.0\" encoding=\"utf-8\"?>";
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private static string[,] translatedLanguageNames = new string[12, 2] { { "English", "English" }, { "French", "Français" }, { "German", "Deutsch" },
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private static string[,] translatedLanguageNames = new string[13, 2] { { "English", "English" }, { "French", "Français" }, { "German", "Deutsch" },
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{ "Russian", "Русский" }, { "Brazilian Portuguese", "Português brasileiro" }, { "Simplified Chinese", "中文(简体)" }, { "Traditional Chinese", "中文(繁體)" },
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{ "Castilian Spanish", "Castellano" }, { "Latinamerican Spanish", "Español Latinoamericano" }, { "Polish", "Polski" }, { "Turkish", "Türkçe" }, { "Japanese", "日本語" } };
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{ "Castilian Spanish", "Castellano" }, { "Latinamerican Spanish", "Español Latinoamericano" }, { "Polish", "Polski" }, { "Turkish", "Türkçe" },
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{ "Japanese", "日本語" }, { "Korean", "한국어" } };
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public static void Convert()
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{
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@@ -81,7 +82,7 @@ namespace Barotrauma
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continue;
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}
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string xmlFileFullPath = $"{Environment.GetFolderPath(Environment.SpecialFolder.Desktop)}/NpcConversations_{languageNoWhitespace}_NEW.xml";
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File.WriteAllLines(xmlFileFullPath, xmlContent);
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File.WriteAllLines(xmlFileFullPath, xmlContent, Encoding.UTF8);
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DebugConsole.NewMessage("Conversation localization .xml file successfully created at: " + xmlFileFullPath);
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}
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@@ -94,7 +95,7 @@ namespace Barotrauma
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continue;
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}
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string xmlFileFullPath = $"{Environment.GetFolderPath(Environment.SpecialFolder.Desktop)}/{languageNoWhitespace}Vanilla_NEW.xml";
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File.WriteAllLines(xmlFileFullPath, xmlContent);
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File.WriteAllLines(xmlFileFullPath, xmlContent, Encoding.UTF8);
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DebugConsole.NewMessage("InfoText localization .xml file successfully created at: " + xmlFileFullPath);
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}
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@@ -114,7 +114,7 @@ namespace Barotrauma
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public static string WrapText(string text, float lineLength, ScalableFont font, float textScale = 1.0f, bool playerInput = false) //TODO: could integrate this into the ScalableFont class directly
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{
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Vector2 textSize = font.MeasureString(text);
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if (textSize.X < lineLength) { return text; }
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if (textSize.X <= lineLength) { return text; }
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if (!playerInput)
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{
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