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text fixes, PL translation updated
This commit is contained in:
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@ -1267,8 +1267,8 @@ itemtype iinf[ittypes] = {
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},
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},
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{ 'o', 0x80D080, "Orb of Gravity",
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{ 'o', 0x80D080, "Orb of Gravity",
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"This Orb lets you magically control gravity around you. In lands with unusual gravity, the options are: usual gravity (no change, except that it may disrupt birds), "
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"This Orb lets you magically control gravity around you. In lands with unusual gravity, the options are: usual gravity (no change, except that it may disrupt birds), "
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"anti-gravity (causes the direction of gravity to be reveresed), levitation (you can move in directions which are neither up nor down, "
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"anti-gravity (causes the direction of gravity to be reversed), levitation (you can move in directions which are neither up nor down, "
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"or between cells is one of them has a wall in a 'neutral' direction). In lands with standard gravity, levitation lets creatures to avoid traps, chasms, "
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"or between cells if one of them has a wall in a 'neutral' direction). In lands with standard gravity, levitation lets creatures to avoid traps, chasms, "
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"and water, while anti-gravity makes it possible to move only when next to a wall (movement between cells without adjacent walls is not allowed). "
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"and water, while anti-gravity makes it possible to move only when next to a wall (movement between cells without adjacent walls is not allowed). "
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"For each move, the gravity is based on what you do, and all enemies in the effective range are affected (for example, if you move next to a wall in a non-gravity land, "
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"For each move, the gravity is based on what you do, and all enemies in the effective range are affected (for example, if you move next to a wall in a non-gravity land, "
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"anti-gravity kicks in and monsters will not be able to move in open space)."
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"anti-gravity kicks in and monsters will not be able to move in open space)."
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@ -1670,7 +1670,7 @@ const landtype linf[landtypes] = {
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"That was a long time ago. Now, the mountainous Brown Islands are inhabited by strange monsters. Good luck adventuring!\n\n"
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"That was a long time ago. Now, the mountainous Brown Islands are inhabited by strange monsters. Good luck adventuring!\n\n"
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"Parts of the Brown Islands have different elevations, from 0 to 3. It is impossible to gain two or more levels, "
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"Parts of the Brown Islands have different elevations, from 0 to 3. It is impossible to gain two or more levels, "
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"or to lose three levels, in a single move, (attacks are possible at any "
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"or to lose three levels, in a single move, (attacks are possible at any "
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"difference, though). Killed Bronze Bugs rise the land by one level."
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"difference, though). Killed Bronze Beasts rise the land by one level."
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},
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},
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{ 0x211F6F, "Free Fall",
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{ 0x211F6F, "Free Fall",
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"What on one side looks to be a normal (well, infinite) horizontal wall, on to the other side turns out to be the vertical wall"
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"What on one side looks to be a normal (well, infinite) horizontal wall, on to the other side turns out to be the vertical wall"
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@ -367,16 +367,18 @@ struct debugScreen {
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dialog::addSelItem("barrier left", dnameof2(what->barleft), 0);
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dialog::addSelItem("barrier left", dnameof2(what->barleft), 0);
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dialog::addSelItem("barrier right", dnameof2(what->barright), 0);
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dialog::addSelItem("barrier right", dnameof2(what->barright), 0);
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if(what->item == itBabyTortoise) {
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if(what->item == itBabyTortoise) {
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dialog::addSelItem("baby Tortoise flags", itsh(tortoise::babymap[what]), 'B');
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dialog::addSelItem(XLAT("baby Tortoise flags"), itsh(tortoise::babymap[what]), 'B');
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dialog::add_action([what] () {
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dialog::add_action([what] () {
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dialog::editNumber(tortoise::babymap[what], 0, (1<<21)-1, 1, getBits(what), "", "");
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dialog::editNumber(tortoise::babymap[what], 0, (1<<21)-1, 1, getBits(what), "", "");
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dialog::use_hexeditor();
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});
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});
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}
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}
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if(what->monst == moTortoise) {
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if(what->monst == moTortoise) {
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dialog::addSelItem("adult Tortoise flags", itsh(tortoise::emap[what]), 'A');
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dialog::addSelItem(XLAT("adult Tortoise flags"), itsh(tortoise::emap[what]), 'A');
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dialog::add_action([what] () {
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dialog::add_action([what] () {
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tortoise::emap[what] = tortoise::getb(what);
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tortoise::emap[what] = tortoise::getb(what);
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dialog::editNumber(tortoise::emap[what], 0, (1<<21)-1, 1, getBits(what), "", "");
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dialog::editNumber(tortoise::emap[what], 0, (1<<21)-1, 1, getBits(what), "", "");
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dialog::use_hexeditor();
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});
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});
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}
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}
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dialog::addBreak(50);
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dialog::addBreak(50);
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@ -426,7 +428,7 @@ struct debugScreen {
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}
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}
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}
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}
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else {
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else {
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dialog::addItem("click a cell to view its data", 0);
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dialog::addItem(XLAT("click a cell to view its data"), 0);
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dialog::addBreak(1000);
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dialog::addBreak(1000);
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}
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}
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dialog::addBack();
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dialog::addBack();
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6
game.cpp
6
game.cpp
@ -6175,6 +6175,7 @@ void movemonsters() {
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if(havewhat & HF_WHIRLWIND) whirlwind::move();
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if(havewhat & HF_WHIRLWIND) whirlwind::move();
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DEBT("westwall");
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DEBT("westwall");
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if(havewhat & HF_WESTWALL) westwall::move();
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if(havewhat & HF_WESTWALL) westwall::move();
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for(int i=0; i<numplayers(); i++) if(playerpos(i)->item == itOrbSafety) return;
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DEBT("river");
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DEBT("river");
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if(havewhat & HF_RIVER) prairie::move();
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if(havewhat & HF_RIVER) prairie::move();
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/* DEBT("magnet");
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/* DEBT("magnet");
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@ -6906,6 +6907,7 @@ bool doPickupItemsWithMagnetism(cell *c) {
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void pickupMovedItems(cell *c) {
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void pickupMovedItems(cell *c) {
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if(!c->item) return;
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if(!c->item) return;
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if(c->item == itOrbSafety) return;
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if(isPlayerOn(c)) collectItem(c, true);
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if(isPlayerOn(c)) collectItem(c, true);
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if(items[itOrbMagnetism])
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if(items[itOrbMagnetism])
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forCellEx(c2, c)
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forCellEx(c2, c)
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@ -7482,6 +7484,10 @@ void monstersTurn() {
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DEBT("mmo");
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DEBT("mmo");
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int phase2 = (1 & items[itOrbSpeed]);
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int phase2 = (1 & items[itOrbSpeed]);
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if(!phase2) movemonsters();
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if(!phase2) movemonsters();
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for(int i=0; i<numplayers(); i++) if(playerpos(i)->item == itOrbSafety) {
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collectItem(playerpos(i), true);
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return;
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}
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if(playerInPower() && (phase2 || !items[itOrbSpeed]) && (havewhat & HF_FAST))
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if(playerInPower() && (phase2 || !items[itOrbSpeed]) && (havewhat & HF_FAST))
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moveNormals(moWitchSpeed);
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moveNormals(moWitchSpeed);
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2
hyper.h
2
hyper.h
@ -2518,7 +2518,7 @@ void preparesort();
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#if ISMOBILE==1
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#if ISMOBILE==1
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#define SHMUPTITLE "shoot'em up mode"
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#define SHMUPTITLE "shoot'em up mode"
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#else
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#else
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#define SHMUPTITLE "shoot'em up and multiplayer"
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#define SHMUPTITLE "shoot'em up / multiplayer / input"
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#endif
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#endif
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bool dodrawcell(cell *c);
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bool dodrawcell(cell *c);
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@ -7724,8 +7724,8 @@ S("These rocks falling from the sky have been captured to fall forever in the ar
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Orb("Gravity", "Gravitace")
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Orb("Gravity", "Gravitace")
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S("This Orb lets you magically control gravity around you. In lands with unusual gravity, the options are: usual gravity (no change, except that it may disrupt birds), "
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S("This Orb lets you magically control gravity around you. In lands with unusual gravity, the options are: usual gravity (no change, except that it may disrupt birds), "
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"anti-gravity (causes the direction of gravity to be reveresed), levitation (you can move in directions which are neither up nor down, "
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"anti-gravity (causes the direction of gravity to be reversed), levitation (you can move in directions which are neither up nor down, "
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"or between cells is one of them has a wall in a 'neutral' direction). In lands with standard gravity, levitation lets creatures to avoid traps, chasms, "
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"or between cells if one of them has a wall in a 'neutral' direction). In lands with standard gravity, levitation lets creatures to avoid traps, chasms, "
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"and water, while anti-gravity makes it possible to move only when next to a wall (movement between cells without adjacent walls is not allowed). "
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"and water, while anti-gravity makes it possible to move only when next to a wall (movement between cells without adjacent walls is not allowed). "
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"For each move, the gravity is based on what you do, and all enemies in the effective range are affected (for example, if you move next to a wall in a non-gravity land, "
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"For each move, the gravity is based on what you do, and all enemies in the effective range are affected (for example, if you move next to a wall in a non-gravity land, "
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"anti-gravity kicks in and monsters will not be able to move in open space).",
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"anti-gravity kicks in and monsters will not be able to move in open space).",
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@ -3918,7 +3918,7 @@ S("next page", "kolejna strona")
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// new multiplayer
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// new multiplayer
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// ---------------
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// ---------------
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S("shoot'em up and multiplayer", "strzelanka / wielu graczy")
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S("shoot'em up / multiplayer / input", "strzelanka / wielu graczy / sterowanie")
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S("Two players cannot move/attack the same location!", "Dwóch graczy nie może celować w to samo miejsce!")
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S("Two players cannot move/attack the same location!", "Dwóch graczy nie może celować w to samo miejsce!")
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S("Cannot move into the current location of another player!", "Nie możesz wejść na miejsce innego gracza!")
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S("Cannot move into the current location of another player!", "Nie możesz wejść na miejsce innego gracza!")
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@ -7469,8 +7469,8 @@ S("These rocks falling from the sky have been captured to fall forever in the ar
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Orb("Gravity", "Grawitacji")
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Orb("Gravity", "Grawitacji")
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S("This Orb lets you magically control gravity around you. In lands with unusual gravity, the options are: usual gravity (no change, except that it may disrupt birds), "
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S("This Orb lets you magically control gravity around you. In lands with unusual gravity, the options are: usual gravity (no change, except that it may disrupt birds), "
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"anti-gravity (causes the direction of gravity to be reveresed), levitation (you can move in directions which are neither up nor down, "
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"anti-gravity (causes the direction of gravity to be reversed), levitation (you can move in directions which are neither up nor down, "
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"or between cells is one of them has a wall in a 'neutral' direction). In lands with standard gravity, levitation lets creatures to avoid traps, chasms, "
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"or between cells if one of them has a wall in a 'neutral' direction). In lands with standard gravity, levitation lets creatures to avoid traps, chasms, "
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"and water, while anti-gravity makes it possible to move only when next to a wall (movement between cells without adjacent walls is not allowed). "
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"and water, while anti-gravity makes it possible to move only when next to a wall (movement between cells without adjacent walls is not allowed). "
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"For each move, the gravity is based on what you do, and all enemies in the effective range are affected (for example, if you move next to a wall in a non-gravity land, "
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"For each move, the gravity is based on what you do, and all enemies in the effective range are affected (for example, if you move next to a wall in a non-gravity land, "
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"anti-gravity kicks in and monsters will not be able to move in open space).",
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"anti-gravity kicks in and monsters will not be able to move in open space).",
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@ -7502,10 +7502,6 @@ N("Mutant", GEN_M, "Mutant", "Mutanci", "Mutanta", "Mutantem")
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S("These guys look a bit strange, but they have no special properties.",
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S("These guys look a bit strange, but they have no special properties.",
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"Ci goście wyglądają trochę dziwnie, ale nie mają specjalnych własności.")
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"Ci goście wyglądają trochę dziwnie, ale nie mają specjalnych własności.")
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N("Torbernite", GEN_O, "Torbernit", "Torbernity", "Torbernit", "Torbernitem")
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S("Crystals emiting magical radiation.", "Te kryształy emitują magiczne promieniowanie.")
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N("fire trap", GEN_F, "ognista pułapka", "ogniste pułapki", "ognistą pułapkę", "ognistą pułapką")
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N("fire trap", GEN_F, "ognista pułapka", "ogniste pułapki", "ognistą pułapkę", "ognistą pułapką")
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S("This trap will explode when stepped on, setting all the adjacent cells on fire. However, this happens on the next turn, "
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S("This trap will explode when stepped on, setting all the adjacent cells on fire. However, this happens on the next turn, "
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@ -7532,8 +7528,8 @@ S("Poincaré disk model", "model dysku Poincaré")
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S("third-person perspective", "perspektywa trzeciej osoby")
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S("third-person perspective", "perspektywa trzeciej osoby")
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S("point of view", "punkt widzenia")
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S("point of view", "punkt widzenia")
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S("track", "tor")
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S("track", "tor")
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S("race angle", "kt wycigu")
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S("race angle", "kąt wyścigu")
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S("show more in front", "pokazuj wicej z przodu")
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S("show more in front", "pokazuj więcej z przodu")
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S("guiding line", "linia prowadząca")
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S("guiding line", "linia prowadząca")
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S("track seed", "ziarno toru")
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S("track seed", "ziarno toru")
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S("play the official seed", "graj na torach oficjalnych")
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S("play the official seed", "graj na torach oficjalnych")
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@ -7545,10 +7541,82 @@ S("racing menu", "menu wyścigów")
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S("Race did not generate correctly for some reason -- not ranked",
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S("Race did not generate correctly for some reason -- not ranked",
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"Wyścig z jakiegoś powodu nie został wygenerowany prawidłowo -- niepunktowany")
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"Wyścig z jakiegoś powodu nie został wygenerowany prawidłowo -- niepunktowany")
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// 11.0b
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// updated descriptions:
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S(
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"The Brown Islands have been generated by ancient underground creatures, who moved randomly and raised lands in their path... "
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"adults spawned larvae in each move, which also moved randomly and also raised lands in their path, and eventually became adults and spawned their own larvae. "
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"The creatures spawned exponentially, but the space they lived in still grew faster, so there was enough space for the whole spawn...\n\n"
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"That was a long time ago. Now, the mountainous Brown Islands are inhabited by strange monsters. Good luck adventuring!\n\n"
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"Parts of the Brown Islands have different elevations, from 0 to 3. It is impossible to gain two or more levels, "
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"or to lose three levels, in a single move, (attacks are possible at any "
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"difference, though). Killed Bronze Beasts rise the land by one level.",
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"Brązowe Wyspy zostały stworzone przez starożytne, podziemne istoty, które poruszały się losowo i wznosiły ziemię na swojej drodze... "
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"dorosłe istoty rozmnażały się po każdym ruchu, larwy również poruszały się losowo i wznosiły ziemię na swojej drodze, w końcu "
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"dorastając i wytwarzając swoje własne larwy. Istoty rozmnażały się wykładniczo, ale żyły w przestrzeni rosnącej jeszcze szybciej, "
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"także było dość miejsca dla całej rodziny...\n\n"
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"To było dawno temu. W obecnych czasach Brązowe Wyspy są zamieszkane przez dziwne potwory. Powodzenia w poszukiwaniu przygód!"
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"Częśći Brązowych Wysp mają różne poziomy wysokości, od 0 to 3. Nie jest możliwe wzniesienie się o 2 lub więcej poziomów lub utrata 3 poziomów "
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"w jednym ruchu (ale ataki są możliwe niezależnie od różnicy poziomów. Zabite Brązowe Bestie podnoszą poziom o 1."
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)
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S(
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"Some readers misinterpreted the early maps of Free Fall, thinking that it is a land to the west from some wall. "
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"The name Western Hawks remained.",
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"Część czytelników źle zrozumiała wczesne mapy Swobodnego Spadku, myśląc, że jest to kraina na zachód od jakiejś ściany. "
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"Nazwa Zachodni Jastrząb pozostała.")
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N("Torbernite", GEN_O, "Torbernit", "Torbernity", "Torbernit", "Torbernitem")
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S("Crystals emiting magical radiation.", "Te kryształy emitują magiczne promieniowanie.")
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// other things:
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S("pure", "czyste") // non-bitruncated
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S(" (level %1)", " (poziom %1)")
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S("fixed facing", "ustalony kierunek patrzenia")
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S("configure TPP automatically", "automatycznie skonfiguruj TPP")
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S("Finished the race! Time: %1, place: %2 out of %3", "Dotar%łeś0 do mety! Czas: %1, miejsce: %2 z %3")
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S("Finished the race in time %1!", "Dotar%łeś0 do mety w czasie %1!")
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S("Welcome to HyperRogue! (cheat mode on)", "Witaj w HyperRogue! (tryb oszusta uruchomiony")
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S("Welcome to the Heptagonal Mode!", "Witaj w Trybie Siedmiokątów!")
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S("adult Tortoise flags", "flagi dorosłego Żółwia")
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S("baby Tortoise flags", "flagi Żółwika")
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S("Map settings", "Ustawienia mapy")
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S("disable wandering monsters","wyłącz błądzące potwory")
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S("disable ghost timer", "wyłącz duchy czasowe")
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S("simple pattern generation", "proste generowanie wzorów")
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S("(e.g. pure Reptile pattern)", "np. czysty wzór w Jaszczurkach")
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S("safety generation", "generacja bezpieczna")
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S("(no treasure, no dangers)", "(bez skarbów i niebezpiezceństw")
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S("god mode", "tryb boga")
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S("(unlock all, allow cheats, normal character display, cannot be turned off!)",
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"(odblokuj wszystko, oszustwa, normalny wygląd postaci, nie można wyłączyć!)")
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S("change the pattern/color of new Canvas cells", "zmień wzór/kolor nowych pól Płótna")
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S("racing mode", "tryb wyścigu")
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S("Racing", "Wyścigi")
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S("octahedron", "ośmiościan")
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S("octahedron", "ośmiościan")
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S("\"Did you know that the Cultists are relatives of the Desert Men?\"",
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S("\"Did you know that the Cultists are relatives of the Desert Men?\"",
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"\"Czy wiedzia%łeś0, że Kultyści są krewnymi Ludzi Pustyni?\"")
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"\"Czy wiedzia%łeś0, że Kultyści są krewnymi Ludzi Pustyni?\"")
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S("do not use special centering for racing", "wyścig bez specjalnego centrowania")
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S("F8 = settings", "F8 = ustawienia")
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#undef Orb
|
#undef Orb
|
||||||
|
|
||||||
|
@ -1943,28 +1943,28 @@ namespace mapeditor {
|
|||||||
|
|
||||||
dialog::init(XLAT("Map settings"));
|
dialog::init(XLAT("Map settings"));
|
||||||
|
|
||||||
dialog::addBoolItem("disable wandering monsters", !gen_wandering, 'w');
|
dialog::addBoolItem(XLAT("disable wandering monsters"), !gen_wandering, 'w');
|
||||||
dialog::add_action([] () { gen_wandering = !gen_wandering; });
|
dialog::add_action([] () { gen_wandering = !gen_wandering; });
|
||||||
|
|
||||||
if(gen_wandering) {
|
if(gen_wandering) {
|
||||||
dialog::addBoolItem("disable ghost timer", !timerghost, 'g');
|
dialog::addBoolItem(XLAT("disable ghost timer"), !timerghost, 'g');
|
||||||
dialog::add_action([] () { timerghost = !timerghost; });
|
dialog::add_action([] () { timerghost = !timerghost; });
|
||||||
}
|
}
|
||||||
else dialog::addBreak(100);
|
else dialog::addBreak(100);
|
||||||
|
|
||||||
dialog::addBoolItem("simple pattern generation", reptilecheat, 'p');
|
dialog::addBoolItem(XLAT("simple pattern generation"), reptilecheat, 'p');
|
||||||
dialog::add_action([] () { reptilecheat = !reptilecheat; });
|
dialog::add_action([] () { reptilecheat = !reptilecheat; });
|
||||||
dialog::addInfo("(e.g. pure Reptile pattern)");
|
dialog::addInfo(XLAT("(e.g. pure Reptile pattern)"));
|
||||||
|
|
||||||
dialog::addBoolItem("safety generation", safety, 's');
|
dialog::addBoolItem(XLAT("safety generation"), safety, 's');
|
||||||
dialog::add_action([] () { safety = !safety; });
|
dialog::add_action([] () { safety = !safety; });
|
||||||
dialog::addInfo("(no treasure, no dangers)");
|
dialog::addInfo(XLAT("(no treasure, no dangers)"));
|
||||||
|
|
||||||
dialog::addBoolItem("god mode", autocheat, 'G');
|
dialog::addBoolItem(XLAT("god mode"), autocheat, 'G');
|
||||||
dialog::add_action([] () { autocheat = true; });
|
dialog::add_action([] () { autocheat = true; });
|
||||||
dialog::addInfo("(unlock all, allow cheats, normal character display)");
|
dialog::addInfo(XLAT("(unlock all, allow cheats, normal character display, cannot be turned off!)"));
|
||||||
|
|
||||||
dialog::addItem("change the pattern/color of new Canvas cells", 'c');
|
dialog::addItem(XLAT("change the pattern/color of new Canvas cells"), 'c');
|
||||||
dialog::add_action([] () { pushScreen(patterns::showPrePatternNoninstant); });
|
dialog::add_action([] () { pushScreen(patterns::showPrePatternNoninstant); });
|
||||||
|
|
||||||
dialog::addBack();
|
dialog::addBack();
|
||||||
|
@ -1016,14 +1016,14 @@ void race_projection() {
|
|||||||
|
|
||||||
dialog::addBreak(100);
|
dialog::addBreak(100);
|
||||||
|
|
||||||
dialog::addSelItem("track seed", editing_track ? dialog::view_edited_string() : new_track, '/');
|
dialog::addSelItem(XLAT("track seed"), editing_track ? dialog::view_edited_string() : new_track, '/');
|
||||||
dialog::add_action([/*this*/] () {
|
dialog::add_action([/*this*/] () {
|
||||||
editing_track = !editing_track;
|
editing_track = !editing_track;
|
||||||
if(editing_track) dialog::start_editing(new_track);
|
if(editing_track) dialog::start_editing(new_track);
|
||||||
});
|
});
|
||||||
dialog::addItem("play the official seed", 'o');
|
dialog::addItem(XLAT("play the official seed"), 'o');
|
||||||
dialog::add_action([/*this*/] () { new_track = "OFFICIAL"; });
|
dialog::add_action([/*this*/] () { new_track = "OFFICIAL"; });
|
||||||
dialog::addItem("play a random seed", 'r');
|
dialog::addItem(XLAT("play a random seed"), 'r');
|
||||||
dialog::add_action([/*this*/] () { new_track = random_track_name(); });
|
dialog::add_action([/*this*/] () { new_track = random_track_name(); });
|
||||||
|
|
||||||
dialog::addBreak(100);
|
dialog::addBreak(100);
|
||||||
|
Loading…
Reference in New Issue
Block a user