X-Git-Url: http://de.git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fmenu%2Fxonotic%2Fdialog_multiplayer_create_mutators.qc;h=29a5c2f87b6c6c727b40605b5a1dc4fbe5f88c73;hb=0ade80044244ecfd180e7a3dfc0113dcf3a26572;hp=33fe3575a8bde07be1326970f232e4087667cf6d;hpb=ca9f533b1a28ea7648da1df2c6548f11675d2bc1;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/menu/xonotic/dialog_multiplayer_create_mutators.qc b/qcsrc/menu/xonotic/dialog_multiplayer_create_mutators.qc index 33fe3575a..29a5c2f87 100644 --- a/qcsrc/menu/xonotic/dialog_multiplayer_create_mutators.qc +++ b/qcsrc/menu/xonotic/dialog_multiplayer_create_mutators.qc @@ -22,12 +22,13 @@ string WeaponArenaString() string s; float n; s = cvar_string("g_weaponarena"); - if(s == "0") - return ""; - if(s == "all" || s == "1") - return _("All Weapons Arena"); - if(s == "most") - return _("Most Weapons Arena"); + if(s == "0" || s == "") return ""; + if(s == "all" || s == "1") return _("All Weapons Arena"); + if(s == "all_available") return _("All Available Weapons Arena"); + if(s == "most") return _("Most Weapons Arena"); + if(s == "most_available") return _("Most Available Weapons Arena"); + if(s == "devall") return "Dev All Weapons Arena"; // development option, do not translate + if(s == "devall_available") return "Dev All Available Weapons Arena"; // development option, do not translate if(s == weaponarenastring_cvar) return weaponarenastring; @@ -37,13 +38,16 @@ string WeaponArenaString() s = ""; for(int j = 0; j < n; ++j) { - Weapon wep = Weapons_fromstr(argv(j)); + Weapon wep = Weapon_from_name(argv(j)); if(wep != WEP_Null) { s = cons_mid(s, " & ", wep.m_name); } } - s = sprintf(_("%s Arena"), s); + if (s != "") + s = sprintf(_("%s Arena"), s); + else + s = _("No Weapons Arena"); strcpy(weaponarenastring, s); @@ -52,55 +56,9 @@ string WeaponArenaString() string XonoticMutatorsDialog_toString(entity me) { - string s = ""; - if(cvar("g_dodging")) - s = cons_mid(s, ", ", _("Dodging")); - if(cvar("g_instagib")) - s = cons_mid(s, ", ", _("InstaGib")); - if(cvar("g_new_toys")) - s = cons_mid(s, ", ", _("New Toys")); - if(cvar("g_nix")) - s = cons_mid(s, ", ", _("NIX")); - if(cvar("g_rocket_flying")) - s = cons_mid(s, ", ", _("Rocket Flying")); - if(cvar("g_invincible_projectiles")) - s = cons_mid(s, ", ", _("Invincible Projectiles")); + string s = build_mutator_list(""); if(cvar_string("g_weaponarena") != "0") s = cons_mid(s, ", ", WeaponArenaString()); - else if(cvar("g_balance_blaster_weaponstartoverride") == 0) - s = cons_mid(s, ", ", _("No start weapons")); - if(cvar("sv_gravity") < stof(cvar_defstring("sv_gravity"))) - s = cons_mid(s, ", ", _("Low gravity")); - if(cvar("g_cloaked")) - s = cons_mid(s, ", ", _("Cloaked")); - if(cvar("g_grappling_hook")) - s = cons_mid(s, ", ", _("Hook")); - if(cvar("g_midair")) - s = cons_mid(s, ", ", _("Midair")); - if(cvar("g_melee_only")) - s = cons_mid(s, ", ", _("Melee only")); - if(cvar("g_vampire")) - s = cons_mid(s, ", ", _("Vampire")); - if(cvar("g_pinata")) - s = cons_mid(s, ", ", _("Piñata")); - if(cvar("g_weapon_stay")) - s = cons_mid(s, ", ", _("Weapons stay")); - if(cvar("g_bloodloss") > 0) - s = cons_mid(s, ", ", _("Blood loss")); - if(cvar("g_jetpack")) - s = cons_mid(s, ", ", _("Jetpack")); - if(cvar("g_buffs") > 0) - s = cons_mid(s, ", ", _("Buffs")); - if(cvar("g_overkill")) - s = cons_mid(s, ", ", _("Overkill")); - if(cvar("g_powerups") == 0) - s = cons_mid(s, ", ", _("No powerups")); - if(cvar("g_powerups") > 0) - s = cons_mid(s, ", ", _("Powerups")); - if(cvar("g_touchexplode") > 0) - s = cons_mid(s, ", ", _("Touch explode")); - if(cvar("g_walljump")) - s = cons_mid(s, ", ", _("Wall jumping")); if(s == "") return ZCTX(_("MUT^None")); else @@ -161,17 +119,19 @@ void XonoticMutatorsDialog_fill(entity me) me.TR(me); me.TDempty(me, 0.2); me.TD(me, 1, 1.8, e = makeXonoticCheckBox_T(0, "g_dodging", _("Dodging"), - _("Enable dodging"))); + _("Enable dodging (quick acceleration in a given direction). Double-tap a directional key to dodge"))); me.TR(me); me.TDempty(me, 0.2); - me.TD(me, 1, 1.8, e = makeXonoticCheckBox(0, "g_touchexplode", _("Touch explode"))); + me.TD(me, 1, 1.8, e = makeXonoticCheckBox_T(0, "g_touchexplode", _("Touch explode"), + _("An explosion occurs when two players collide"))); me.TR(me); me.TDempty(me, 0.2); me.TD(me, 1, 1.8, e = makeXonoticCheckBox_T(0, "g_cloaked", _("Cloaked"), _("All players are almost invisible"))); me.TR(me); me.TDempty(me, 0.2); - me.TD(me, 1, 1.8, e = makeXonoticCheckBox(0, "g_buffs", _("Buffs"))); + me.TD(me, 1, 1.8, e = makeXonoticCheckBox_T(0, "g_buffs", _("Buffs"), + _("Enable buff pickups (random bonuses like Medic, Invisible, etc.) on the maps that support it"))); e.cvarOffValue = "-1"; // TODO: make this a radio button? me.TR(me); me.TDempty(me, 0.2); @@ -185,7 +145,7 @@ void XonoticMutatorsDialog_fill(entity me) me.TR(me); me.TDempty(me, 0.2); s = makeXonoticSlider_T(10, 50, 1, "g_bloodloss", - _("Amount of health below which your player gets stunned because of blood loss")); + _("Amount of health below which players start bleeding out (health rots and they can't jump)")); me.TD(me, 1, 1.8, e = makeXonoticSliderCheckBox(0, 1, s, _("Blood loss"))); setDependent(e, "g_instagib", 0, 0); me.TR(me); @@ -194,7 +154,7 @@ void XonoticMutatorsDialog_fill(entity me) me.TR(me); me.TDempty(me, 0.2); s = makeXonoticSlider_T(80, 400, 8, "sv_gravity", - _("Make things fall to the ground slower, lower value means lower gravity")); + _("Make things fall to the ground slower (percentage of normal gravity)")); s.valueDigits = 0; s.valueDisplayMultiplier = 0.125; // show gravity in percent me.TD(me, 1, 1.8, e = makeXonoticSliderCheckBox(800, 1, s, _("Low gravity"))); @@ -206,23 +166,26 @@ void XonoticMutatorsDialog_fill(entity me) me.TD(me, 1, 2, makeXonoticTextLabel(0, _("Weapon & item mutators:"))); me.TR(me); me.TDempty(me, 0.2); - me.TD(me, 1, 1.8, e = makeXonoticCheckBox_T(0, "g_grappling_hook", _("Grappling hook"), - _("Players spawn with the grappling hook"))); + me.TD(me, 1, 1.8, e = makeXonoticCheckBox_T(0, "g_grappling_hook", _("Grappling Hook"), + _("Players spawn with the grappling hook. Press the 'hook' key to use it"))); me.TR(me); me.TDempty(me, 0.2); me.TD(me, 1, 1.8, e = makeXonoticCheckBox_T(0, "g_jetpack", _("Jetpack"), - _("Players spawn with the jetpack"))); + _("Players spawn with the jetpack. Double-tap 'jump' or press the 'jetpack' key to use it"))); me.TR(me); me.TDempty(me, 0.2); - me.TD(me, 1, 1.8, e = makeXonoticCheckBox(0, "g_invincible_projectiles", _("Invincible Projectiles"))); + me.TD(me, 1, 1.8, e = makeXonoticCheckBox_T(0, "g_invincible_projectiles", _("Invincible Projectiles"), + _("Projectiles can't be destroyed. However, you can still explode Electro orbs with the Electro primary fire"))); setDependent(e, "g_instagib", 0, 0); me.TR(me); me.TDempty(me, 0.2); - me.TD(me, 1, 1.8, e = makeXonoticCheckBox(0, "g_new_toys", _("New Toys"))); + me.TD(me, 1, 1.8, e = makeXonoticCheckBox_T(0, "g_new_toys", _("New Toys"), + _("Some weapon spawns will be randomly replaced with new weapons: Heavy Laser Assault Cannon, Mine Layer, Rifle, T.A.G. Seeker"))); setDependentWeird(e, checkCompatibility_newtoys); me.TR(me); me.TDempty(me, 0.2); - me.TD(me, 1, 1.8, e = makeXonoticCheckBox(0, "g_rocket_flying", _("Rocket Flying"))); + me.TD(me, 1, 1.8, e = makeXonoticCheckBox_T(0, "g_rocket_flying", _("Rocket Flying"), + _("Devastator rockets can be detonated instantly (otherwise, there's a short delay). This allows players to fire and detonate a Devastator rocket while in the air for a strong mid-air boost even while moving fast"))); setDependent(e, "g_instagib", 0, 0); me.TR(me); me.TDempty(me, 0.2); @@ -250,7 +213,7 @@ void XonoticMutatorsDialog_fill(entity me) me.TDempty(me, 0.1); // fix initial position for(i = WEP_FIRST, j = 0; i <= WEP_LAST; ++i) { - w = Weapons_from(i); + w = REGISTRY_GET(Weapons, i); if (w.spawnflags & (WEP_FLAG_HIDDEN | WEP_FLAG_SPECIALATTACK)) continue; if ((j % 3) == 0) @@ -276,7 +239,7 @@ void XonoticMutatorsDialog_fill(entity me) me.TR(me); me.TDempty(me, 0.2); me.TD(me, 1, 1.8, e = makeXonoticRadioButton_T(1, "g_instagib", "1", _("InstaGib"), - _("Players will be given only one weapon, which can instantly kill the opponent with a single shot. If the player runs out of ammo, he will have 10 seconds to find some or if he fails to do so, face death. The secondary fire mode does not inflict any damage but is good for doing trickjumps."))); + _("Players will be given only one weapon, which can instantly kill the opponent with a single shot. If the player runs out of ammo, they will have 10 seconds to find some or if they fail to do so, face death. The secondary fire mode does not inflict any damage but is good for doing trickjumps."))); e.cvarOffValue = "0"; me.TR(me); me.TDempty(me, 0.2);