- TextManager automatically replaces "\n" strings with a newline.

- Removed instantiating traitor start popup from client-side TraitorManager (instead the client receives the start message from the server).
- GUIMessageBoxes don't leave unnecessary empty space for the header if the header text is empty.
- More hard-coded text removal.
This commit is contained in:
Joonas Rikkonen
2017-12-27 16:07:00 +02:00
parent 4f0b190371
commit 3d73f28362
8 changed files with 95 additions and 105 deletions
+18 -1
View File
@@ -154,7 +154,7 @@
<ServerSettingsButton>Settings</ServerSettingsButton>
<SpectateButton>Spectate</SpectateButton>
<Gender>Gender</Gender>
<JobPreferences>JobPreferences</JobPreferences>
<JobPreferences>Job preferences</JobPreferences>
<PlayingAsSpectator>Playing as a spectator</PlayingAsSpectator>
<SubNotFound>Submarine not found in your submarine folder</SubNotFound>
<SubDoesntMatch>Your version of the submarine doesn't match the servers version</SubDoesntMatch>
@@ -233,6 +233,23 @@
<SpamFilterKicked>You have been kicked by the spam filter.</SpamFilterKicked>
<SpamFilterBlocked>You have been blocked by the spam filter. Try again after 10 seconds.</SpamFilterBlocked>
<!-- Item fixing -->
<FixHeader>Attempting to fix [itemname]</FixHeader>
<FixButton>Fix</FixButton>
<!-- Traitors -->
<NewTraitor>New traitor</NewTraitor>
<TraitorStartMessage>You are the Traitor! Your secret task is to assassinate [targetname]! Discretion is an utmost concern; sinking the submarine and killing the entire crew will arouse suspicion amongst the Fleet. If possible, make the death look like an accident.</TraitorStartMessage>
<TraitorMoreAgentsMessage>It is possible that there are other agents on this submarine. You don't know their names, but you do have a method of communication. Use the code words to greet the agent and code response to respond. Disguise such words in a normal-looking phrase so the crew doesn't suspect anything.\n\nThe code words are: [codewords].\nThe code response is: [coderesponse].</TraitorMoreAgentsMessage>
<TraitorStartMessageServer>[traitorname] is the traitor and the target is [targetname].</TraitorStartMessageServer>
<TraitorEndMessageSuccess>[traitorname] was a traitor! [Gendernounpossessive] task was to assassinate [targetname]. The task was successful.</TraitorEndMessageSuccess>
<TraitorEndMessageSuccessTraitorDead>[traitorname] was a traitor! [Gendernounpossessive] task was to assassinate [targetname]. The task was successful, but the traitor did not make it out alive either.</TraitorEndMessageSuccessTraitorDead>
<TraitorEndMessageSuccessTraitorDetained>[traitorname] was a traitor! [Gendernounpossessive] task was to assassinate [targetname]. The task was successful, but the traitor was succesfully detained.</TraitorEndMessageSuccessTraitorDetained>
<TraitorEndMessageFailure>[traitorname] was a traitor! [Gendernounpossessive] task was to assassinate [targetname]. The task was unsuccessful.</TraitorEndMessageFailure>
<TraitorEndMessageFailureTraitorDead>[traitorname] was a traitor! [Gendernounpossessive] task was to assassinate [targetname], but [gendernoun] got [gendernounreflexive] killed before completing it.</TraitorEndMessageFailureTraitorDead>
<TraitorEndMessageFailureTraitorDetained>[traitorname] was a traitor! [Gendernounpossessive] task was to assassinate [targetname]. The task failed - [gendernoun] was successfully detained.</TraitorEndMessageFailureTraitorDetained>
<!-- Causes of death -->
<CauseOfDeath.Damage>Succumbed to their injuries</CauseOfDeath.Damage>
<CauseOfDeath.Bloodloss>Bled out</CauseOfDeath.Bloodloss>