Started moving hard-coded texts to a separate xml file (Content/Texts.xml) to make modding and translating the game easier (see #80). Also Renamed InfoTextManager as TextManager.
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@@ -309,12 +309,10 @@ namespace Barotrauma
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if (suicideButton == null)
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{
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suicideButton = new GUIButton(
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new Rectangle(new Point(GameMain.GraphicsWidth / 2 - 60, 20), new Point(120, 20)), "Give in", "");
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new Rectangle(new Point(GameMain.GraphicsWidth / 2 - 60, 20), new Point(120, 20)), TextManager.Get("GiveInButton"), "");
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suicideButton.ToolTip = GameMain.NetworkMember == null ?
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"The character can no longer be revived if you give in." :
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"Let go of your character and enter spectator mode (other players will no longer be able to revive you)";
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suicideButton.ToolTip = TextManager.Get(GameMain.NetworkMember == null ? "GiveInHelpSingleplayer" : "GiveInHelpMultiplayer");
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suicideButton.OnClicked = (button, userData) =>
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{
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@@ -344,7 +342,7 @@ namespace Barotrauma
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{
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if (GameMain.DebugDraw)
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{
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GUI.DrawString(spriteBatch, new Vector2(30, GameMain.GraphicsHeight - 260), "Stun: "+character.Stun, Color.White);
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GUI.DrawString(spriteBatch, new Vector2(30, GameMain.GraphicsHeight - 260), TextManager.Get("Stun") + ": " + character.Stun, Color.White);
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}
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if (oxygenBar == null)
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@@ -364,7 +362,7 @@ namespace Barotrauma
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oxygenBar.Draw(spriteBatch);
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if (!oxyMsgShown)
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{
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GUI.AddMessage(InfoTextManager.GetInfoText("OxygenBarInfo"), new Vector2(oxygenBar.Rect.Right + 10, oxygenBar.Rect.Y), Alignment.Left, Color.White, 5.0f);
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GUI.AddMessage(TextManager.Get("OxygenBarInfo"), new Vector2(oxygenBar.Rect.Right + 10, oxygenBar.Rect.Y), Alignment.Left, Color.White, 5.0f);
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oxyMsgShown = true;
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}
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}
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@@ -394,7 +392,7 @@ namespace Barotrauma
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if (pressureMsgTimer > 0.5f && !pressureMsgShown)
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{
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GUI.AddMessage(InfoTextManager.GetInfoText("PressureInfo"), new Vector2(40.0f, healthBar.Rect.Y - 60.0f), Alignment.Left, Color.White, 5.0f);
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GUI.AddMessage(TextManager.Get("PressureInfo"), new Vector2(40.0f, healthBar.Rect.Y - 60.0f), Alignment.Left, Color.White, 5.0f);
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pressureMsgShown = true;
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}
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