Merge branch 'master' into polish-merge

Conflicts:
	addons/respawn/stringtable.xml
This commit is contained in:
KoffeinFlummi 2015-05-01 21:13:36 +02:00
commit c9ff497c83
34 changed files with 341 additions and 10 deletions

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@ -22,6 +22,10 @@ source code of the individual modules.
When publishing a derivative of this product you may not use a name that
might create the impression that your version is an official release.
Some folders of this project may contain a seperate LICENSE file. Should
that be the case, everything in that folder and all subfolders is subject
to that license instead.
============================================================================
Full Gnu General Public License Text

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@ -4,6 +4,7 @@
<Key ID="STR_ACE_AdvancedBallistics_WindInfoKey">
<English>Show Wind Info</English>
<Polish>Pokaż inf. o wietrze</Polish>
<Czech>Zobrazit větrné info</Czech>
<Italian>Mostra indicazioni del vento</Italian>
<Russian>Показать информацию о ветре</Russian>
<French>Afficher les info sur le vent</French>
@ -14,6 +15,7 @@
<Key ID="STR_ACE_AdvancedBallistics_ProtractorKey">
<English>Show Protractor</English>
<Polish>Pokaż kątomierz</Polish>
<Czech>Zobrazit úhloměr</Czech>
<Italian>Mostra il rapportatore</Italian>
<Russian>Показать транспортир</Russian>
<French>Afficher le rapporteur</French>

1
addons/apl/$PBOPREFIX$ Normal file
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@ -0,0 +1 @@
z\ace\addons\apl

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@ -0,0 +1,7 @@
/*
class Extended_PreInit_EventHandlers {
class ADDON {
init = QUOTE(call COMPILE_FILE(XEH_preInit));
};
};
*/

110
addons/apl/LICENSE Normal file
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@ -0,0 +1,110 @@
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@ -0,0 +1,5 @@
#include "script_component.hpp"
ADDON = false;
ADDON = true;

BIN
addons/apl/bodybag.p3d Normal file

Binary file not shown.

15
addons/apl/config.cpp Normal file
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@ -0,0 +1,15 @@
#include "script_component.hpp"
class CfgPatches {
class ADDON {
units[] = {};
weapons[] = {};
requiredVersion = REQUIRED_VERSION;
requiredAddons[] = {"ace_main"};
author[] = {"Bohemia Interactive"};
authorUrl = "http://ace3mod.com";
VERSION_CONFIG;
};
};
#include "CfgEventHandlers.hpp"

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@ -8,7 +8,7 @@ PixelShaderID="Super";
VertexShaderID="Super";
class Stage1
{
texture="z\ace\addons\medical\data\bodybag_nohq.paa";
texture="z\ace\addons\apl\data\bodybag_nohq.paa";
uvSource="tex";
class uvTransform
{
@ -80,7 +80,7 @@ class Stage6
};
class Stage7
{
texture="z\ace\addons\medical\data\env_co.paa";
texture="z\ace\addons\apl\data\env_co.paa";
uvSource="tex";
class uvTransform
{

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@ -0,0 +1 @@
#include "\z\ace\addons\apl\script_component.hpp"

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@ -0,0 +1,12 @@
#define COMPONENT APL
#include "\z\ace\addons\main\script_mod.hpp"
#ifdef DEBUG_ENABLED_APL
#define DEBUG_MODE_FULL
#endif
#ifdef DEBUG_SETTINGS_APL
#define DEBUG_SETTINGS DEBUG_SETTINGS_APL
#endif
#include "\z\ace\addons\main\script_macros.hpp"

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@ -1128,7 +1128,7 @@
<French>Calibre: 6.5x47mm (HPBT Scenar)&lt;br /&gt;Cartouches: 30</French>
<Spanish>Calibre: 6.5x47mm (HPBT Scenar)&lt;br /&gt;Balas: 30&lt;br /&gt;Se usa en: MXM</Spanish>
<Polish>Kaliber: 6,5x47mm (HPBT Scenar)&lt;br /&gt;Pociski: 30</Polish>
<Russian>Калибр: 6,5x47 мм (экспансивные Scenar)&lt;br /&gt;Патронов: 30</Russian>
<Russian>Калибр: 6,5x47 мм (экспансивные Scenar)&lt;br /&gt;Патронов: 30&lt;br /&gt;Используются с: MXM</Russian>
<German>Kaliber: 6,5x47mm (HPBT Scenar)&lt;br /&gt;Patronen: 30&lt;br /&gt;Eingesetzt von: MXM</German>
<Italian>Calibro: 6.5x47mm (HPBT Scenar)&lt;br /&gt;Munizioni: 30&lt;br /&gt;In uso su: MXM</Italian>
</Key>
@ -1157,6 +1157,7 @@
<French>Calibre: 6.5x47mm Creedmor &lt;br /&gt;Cartouches: 30&lt;br /&gt;Utilisé avec: MXM</French>
<Italian>Calibro: 6.5mm Creedmor&lt;br /&gt;Munizioni: 30&lt;br /&gt;In uso su: MXM</Italian>
<Spanish>Calibre: 6.5mm Creedmor&lt;br /&gt;Balas: 30&lt;br /&gt;Se usa en: MXM</Spanish>
<Russian>Калибр: 6,5x47мм Creedmor&lt;br /&gt;Патронов: 30&lt;br /&gt;Используются c: MXM</Russian>
</Key>
<Key ID="STR_ACE_10Rnd_338_300gr_HPBT_Mag_Name">
<English>.338 10Rnd Mag (300gr Sierra MatchKing HPBT)</English>

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@ -20,6 +20,7 @@
<Italian>Mostra sempre il cursore per le interazioni</Italian>
<Polish>Zawsze wyświetlaj kursor dla interakcji</Polish>
<Russian>Показывать курсор (взаимодействие)</Russian>
<Czech>Vždy zobrazovat kurzor pro interakci</Czech>
<German>Immer den Cursor für Fremd-Interaktionen anzeigen</German>
<Hungarian>Mindig legyen a cselekvés kurzorja látható</Hungarian>
</Key>
@ -30,6 +31,7 @@
<French>Afficher le menu d'interaction sous forme de liste</French>
<Italian>Mostra il menù di interazione come lista</Italian>
<Polish>Wyświetlaj menu interakcji jako listę</Polish>
<Czech>Zobrazit menu interakce jako seznam</Czech>
<German>Interaktionsmenü in Listen anzeigen</German>
<Hungarian>Cselekvő menük listaként való megjelenítése</Hungarian>
</Key>
@ -84,6 +86,7 @@
<Key ID="STR_ACE_Interact_Menu_ColorTextMax">
<English>Interaction - Text Max</English>
<Polish>Interakcja - Tekst max</Polish>
<Czech>Interakce - Text max</Czech>
<French>Interaction - Texte Max</French>
<German>Interaktionstextfarbe Max</German>
<Italian>Interazioni - Testo Massimo</Italian>
@ -94,6 +97,7 @@
<Key ID="STR_ACE_Interact_Menu_ColorTextMin">
<English>Interaction - Text Min</English>
<Polish>Interakcja - Tekst min</Polish>
<Czech>Interakce - Text min</Czech>
<French>Interaction - Texte Min</French>
<German>Interaktionstextfarbe Min</German>
<Italian>Interazioni - Testo Minimo</Italian>
@ -104,6 +108,7 @@
<Key ID="STR_ACE_Interact_Menu_ColorShadowMax">
<English>Interaction - Shadow Max</English>
<Polish>Interakcja - Cień max</Polish>
<Czech>Interakce - Stíny max</Czech>
<French>Interaction - Ombre Max</French>
<German>Interaktionstextschatten Max</German>
<Italian>Interazioni - Ombra Massima</Italian>
@ -114,6 +119,7 @@
<Key ID="STR_ACE_Interact_Menu_ColorShadowMin">
<English>Interaction - Shadow Min</English>
<Polish>Interakcja - Cień min</Polish>
<Czech>Interakce - Stíny min</Czech>
<French>Interaction - Ombre Min</French>
<German>Interaktionstextschatten Min</German>
<Italian>Interazioni - Ombra Minima</Italian>
@ -128,9 +134,11 @@
<German>Cursor zentriert halten</German>
<Hungarian>Kurzor középen tartása</Hungarian>
<Polish>Utrzymaj kursor wyśrodkowany</Polish>
<Czech>Kurzor vždy na středu</Czech>
</Key>
<Key ID="STR_ACE_Interact_cursorKeepCenteredDescription">
<English>Keeps cursor centered and pans the option menu around. Useful if screen size is limited.</English>
<Czech>Udržuje kurzor na středu. Užitečné, pokud je velikost obrazovky omezena.</Czech>
<French>Garde le curseur au milieu et dispose le menu des options autour. Utile si la taille de l'écran est limitée.</French>
<Russian>Центрирует курсор и двигает само меню опций. Полезно при ограниченном размере экрана.</Russian>
<German>Hält den Cursor zentriert und verschiebt das Menü beim Bewegen. Nützlich bei kleinen Bildschirmen.</German>
@ -141,11 +149,13 @@
<English>Do action when releasing menu key</English>
<German>Aktion nach Loslassen der Taste ausführen</German>
<Polish>Wykonuj akcje po puszczeniu klawisza menu</Polish>
<Czech>Vyvolá akci po uvolnění tlačítka menu</Czech>
<French>Action au relachement de touche</French>
<Russian>Выполнять действие при отпускании кнопки взаимодействия</Russian>
</Key>
<Key ID="STR_ACE_Interact_textSize">
<English>Interaction Text Size</English>
<Czech>Velikost textu v menu interakce</Czech>
<German>Menü-Schriftgröße</German>
<French>Taille du texte d'interaction</French>
<Russian>Размер текста (меню взаимодействия)</Russian>
@ -153,6 +163,7 @@
</Key>
<Key ID="STR_ACE_Interact_shadowSetting">
<English>Interaction Text Shadow</English>
<Czech>Stíny v menu interakce</Czech>
<German>Menü-Hintergrundschatten</German>
<French>Ombre du texte d'interaction</French>
<Russian>Тень от текста (меню взаимодействия)</Russian>
@ -160,6 +171,7 @@
</Key>
<Key ID="STR_ACE_Interact_shadowSettingDescription">
<English>Allows controlling the text's shadow. Outline ignores custom shadow colors.</English>
<Czech>Umožňuje změnit stíny textu v menu interakce. Barva stínu je u tahu písma ignorována.</Czech>
<German>Stellt den Hintergrundschatten ein. Die Einstellung 'Kontur' ignoriert die Farbe des Schattens.</German>
<French>Permet de controler l'ombre du texte. Le contour ne prend pas en compte la couleur des ombres.</French>
<Russian>Дает возможность изменять тень, отбрасываемую текстом. Контур не зависит от выбранного цвета тени.</Russian>
@ -167,6 +179,7 @@
</Key>
<Key ID="STR_ACE_Interact_shadowOutline">
<English>Outline</English>
<Czech>Tah</Czech>
<German>Kontur</German>
<French>Contour</French>
<Russian>Контур</Russian>

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@ -17,4 +17,29 @@ class CfgVehicles {
simulation = "LaserTarget";
model = "\A3\Weapons_f\laserTgt.p3d";
};
// Vehicle lockable configurations
class AllVehicles;
class Air: AllVehicles {
class Turrets;
};
class Helicopter: Air {
class Turrets {
class MainTurret;
};
};
class Helicopter_Base_F: Helicopter {};
class Heli_Attack_01_base_F: Helicopter_Base_F {};
class B_Heli_Attack_01_F: Heli_Attack_01_base_F {
class Turrets: Turrets {
class MainTurret: MainTurret {
GVAR(CanLockLaser) = 1; // Enable laser locking selection
};
};
};
};

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@ -1,5 +1,7 @@
#include "script_component.hpp"
#include "initKeybinds.sqf"
["laser_laserOn", {_this call DFUNC(handleLaserOn)}] call EFUNC(common,addEventHandler);
["laser_laserOff", {_this call DFUNC(handleLaserOff)}] call EFUNC(common,addEventHandler);

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@ -24,6 +24,10 @@ PREP(laserTargetPFH);
GVAR(VanillaLasers) = [];
PREP(unitTurretCanLockLaser);
PREP(keyLaserCodeUp);
PREP(keyLaserCodeDown);
// Laser default variables
ACE_DEFAULT_LASER_CODE = 1001;
ACE_DEFAULT_LASER_WAVELENGTH = 1550;

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@ -0,0 +1,12 @@
//#define DEBUG_MODE_FULL
#include "script_component.hpp"
private["_oldLaserCode", "_laserCode"];
_oldLaserCode = ACE_player getVariable [QGVAR(code), ACE_DEFAULT_LASER_CODE];
if(_oldLaserCode > ACE_DEFAULT_LASER_CODE) then {
_laserCode = _oldLaserCode - 1;
ACE_player setVariable [QGVAR(code), _laserCode, false];
};
if(_laserCode != _oldLaserCode) then {
[format ["%1: %2", localize "STR_ACE_laser_laserCode", _laserCode]] call EFUNC(common,displayTextStructured);
};

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@ -0,0 +1,10 @@
//#define DEBUG_MODE_FULL
#include "script_component.hpp"
private["_oldLaserCode", "_laserCode"];
_oldLaserCode = ACE_player getVariable [QGVAR(code), ACE_DEFAULT_LASER_CODE];
_laserCode = _oldLaserCode + 1;
ACE_player setVariable [QGVAR(code), _laserCode, false];
if(_laserCode != _oldLaserCode) then {
[format ["%1: %2", localize "STR_ACE_laser_laserCode", _laserCode]] call EFUNC(common,displayTextStructured);
};

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@ -0,0 +1,21 @@
/*
* Author: jaynus
* Checks if the turret occupied by the given unit can lock a laser designator and select laser code.
*
* Argument:
* 0: Unit <OBJECT>
*
* Return value:
* Has designator? <BOOL>
*/
#include "script_component.hpp"
EXPLODE_1_PVT(_this,_unit);
// Get the player turret path
private ["_turret","_config","_turretConfig"];
_turret = [_unit] call EFUNC(common,getTurretIndex);
_config = configFile >> "CfgVehicles" >> typeOf vehicle _unit;
_turretConfig = [_config, _turret] call EFUNC(common,getTurretConfigPath);
getNumber (_turretConfig >> QGVAR(CanLockLaser)) > 0

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@ -0,0 +1,27 @@
["ACE3 Equipment", QGVAR(LaserCodeUp), localize "STR_ACE_laser_laserCodeUp",
{
if( EGVAR(laser_selfdesignate,active)
||
{ (currentWeapon ACE_player) == "Laserdesignator" && (call CBA_fnc_getFoV) select 1 > 5 } // If laserdesignator & FOV, we are in scope.
||
{ [ACE_player] call FUNC(unitTurretCanLockLaser) }
) then {
[] call FUNC(keyLaserCodeUp);
};
},
{false},
[16, [false, true, true]], false, 0] call CBA_fnc_addKeybind; // (ALT+CTRL+Q)
["ACE3 Equipment", QGVAR(LaserCodeDown), localize "STR_ACE_laser_laserCodeDown",
{
if( EGVAR(laser_selfdesignate,active)
||
{ (currentWeapon ACE_player) == "Laserdesignator" && (call CBA_fnc_getFoV) select 1 > 5 } // If laserdesignator & FOV, we are in scope.
||
{ [ACE_player] call FUNC(unitTurretCanLockLaser) }
) then {
[] call FUNC(keyLaserCodeDown);
};
},
{false},
[18, [true, true, true]], false, 0] call CBA_fnc_addKeybind; // (ALT+CTRL+E)

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@ -0,0 +1,14 @@
<?xml version="1.0" encoding="utf-8"?>
<Project name="ACE">
<Package name="laser">
<Key ID="STR_ACE_laser_laserCode">
<English>Laser Code</English>
</Key>
<Key ID="STR_ACE_laser_laserCodeUp">
<English>Laser - Cycle Code Up</English>
</Key>
<Key ID="STR_ACE_laser_laserCodeDown">
<English>Laser - Cycle Code Down</English>
</Key>
</Package>
</Project>

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@ -21,4 +21,29 @@ class CfgVehicles {
};
};
};
class Plane: Air {};
class Plane_Base_F: Plane {
class Turrets {
class CopilotTurret;
};
};
/* @TODO: LGB GBU
class Plane_CAS_01_base_F: Plane_Base_F {
class Turrets: Turrets {
class MainTurret: MainTurret {
GVAR(Enabled) = 1; // Enable laser self-designation
};
};
};
class Plane_CAS_02_base_F: Plane_Base_F {
class Turrets: Turrets {
class MainTurret: MainTurret {
GVAR(Enabled) = 1; // Enable laser self-designation
};
};
};
*/
};

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@ -657,7 +657,7 @@ class CfgVehicles {
XEH_ENABLED;
scope = 1;
side = -1;
model = QUOTE(PATHTOF(data\bodybag.p3d));
model = QUOTE(PATHTOEF(apl,bodybag.p3d));
icon = "";
displayName = $STR_ACE_Medical_Bodybag_Display;
EGVAR(dragging,canDrag) = 1;

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@ -5,7 +5,7 @@ class CfgPatches {
units[] = {"ACE_medicalSupplyCrate", "ACE_medicalSupplyCrate_advanced", "ACE_fieldDressingItem", "ACE_packingBandageItem", "ACE_elasticBandageItem", "ACE_tourniquetItem", "ACE_morphineItem", "ACE_atropineItem", "ACE_epinephrineItem", "ACE_plasmaIVItem", "ACE_bloodIVItem", "ACE_salineIVItem", "ACE_quikclotItem", "ACE_personalAidKitItem", "ACE_surgicalKitItem", "ACE_bodyBagItem", "ACE_bodyBagObject"};
weapons[] = {"ACE_fieldDressing", "ACE_packingBandage", "ACE_elasticBandage", "ACE_tourniquet", "ACE_morphine", "ACE_atropine", "ACE_epinephrine", "ACE_plasmaIV", "ACE_plasmaIV_500", "ACE_plasmaIV_250", "ACE_bloodIV", "ACE_bloodIV_500", "ACE_bloodIV_250", "ACE_salineIV", "ACE_salineIV_500", "ACE_salineIV_250", "ACE_quikclot", "ACE_personalAidKit", "ACE_surgicalKit", "ACE_bodyBag"};
requiredVersion = REQUIRED_VERSION;
requiredAddons[] = {"ace_interaction","ace_modules"};
requiredAddons[] = {"ace_interaction","ace_modules", "ace_apl"};
author[] = {"Glowbal", "KoffienFlummi"};
authorUrl = "";
VERSION_CONFIG;

Binary file not shown.

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@ -80,7 +80,7 @@ class Stage6
};
class Stage7
{
texture="z\ace\addons\medical\data\env_co.tga";
texture="z\ace\addons\apl\data\env_co.tga";
uvSource="tex";
class uvTransform
{

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@ -29,6 +29,10 @@ _seekerType = (vehicle _shooter) getVariable [QGVAR(seekerType), nil];
_attackProfile = (vehicle _shooter) getVariable [QGVAR(attackProfile), nil];
_lockMode = (vehicle _shooter) getVariable [QGVAR(lockMode), nil];
// @TODO: make this vehicle shooter, but we need to differentiate where its set in ace_laser
_laserCode = _shooter getVariable [QEGVAR(laser,code), ACE_DEFAULT_LASER_CODE];
_laserInfo = [_laserCode, ACE_DEFAULT_LASER_WAVELENGTH, ACE_DEFAULT_LASER_WAVELENGTH];
_launchPos = getPosASL (vehicle _shooter);
TRACE_3("Begin guidance", _target, _seekerType, _attackProfile);
@ -69,7 +73,8 @@ _args = [_this,
[_target, _targetPos, _launchPos],
_seekerType,
_attackProfile,
_lockMode
_lockMode,
_laserInfo
],
[
getNumber ( _config >> "minDeflection" ),

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@ -2,17 +2,19 @@
#include "script_component.hpp"
EXPLODE_7_PVT(((_this select 1) select 0),_shooter,_weapon,_muzzle,_mode,_ammo,_magazine,_projectile);
private["_angleFov", "_canSeeTarget", "_foundTargetPos", "_laserResult", "_launchParams", "_seekerParams", "_seekerTargetPos", "_sensorPos", "_target"];
private["_angleFov", "_canSeeTarget", "_foundTargetPos", "_laserResult", "_launchParams", "_seekerParams", "_laserCode", "_laserParams", "_seekerTargetPos", "_sensorPos", "_target"];
_seekerTargetPos = _this select 0;
_launchParams = _this select 1;
_seekerParams = _launchParams select 3;
_angleFov = _seekerParams select 0;
_laserParams = (_launchParams select 1) select 5;
TRACE_2("", _launchParams, _laserParams);
if(!isNil "_target") then {
// Handle AI or moving vanilla lasers
_foundTargetPos = getPosASL _target;
} else {
_laserResult = [(getPosASL _projectile), (velocity _projectile), _angleFov, [ACE_DEFAULT_LASER_WAVELENGTH,ACE_DEFAULT_LASER_WAVELENGTH], ACE_DEFAULT_LASER_CODE] call EFUNC(laser,seekerFindLaserSpot);
_laserResult = [(getPosASL _projectile), (velocity _projectile), _angleFov, [(_laserParams select 1),(_laserParams select 2)], (_laserParams select 0)] call EFUNC(laser,seekerFindLaserSpot);
_foundTargetPos = _laserResult select 0;
TRACE_1("Search", _laserResult);
};

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@ -139,6 +139,7 @@
<Spanish>Introducir cadena de texto.</Spanish>
<Russian>Строчный ввод.</Russian>
<Polish>Wpisywanie tekstu.</Polish>
<Czech>Vkládání textu.</Czech>
<French>Entrée</French>
<Hungarian>String bevitel.</Hungarian>
<Italian>Stringa di unput.</Italian>
@ -232,6 +233,7 @@
<English>Option Menu UI Scaling</English>
<French>Menu option: taille de l'UI</French>
<Polish>Skalowanie UI menu ustawień</Polish>
<Czech>Měřítko UI v menu nastavení</Czech>
<Russian>Размер интерфейса меню настройки</Russian>
<Spanish>Opción de escalado del menú IU</Spanish>
<German>UI Skalierung</German>

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@ -1,4 +1,4 @@
<?xml version="1.0" encoding="utf-8"?>
<?xml version="1.0" encoding="utf-8"?>
<Project name="ACE">
<Package name="Interaction">
<Key ID="STR_ACE_Respawn_Deploy">
@ -27,13 +27,17 @@
</Key>
<Key ID="STR_ACE_Respawn_TeleportToBase">
<English>Teleport to Base</English>
<Czech>Teleportovat na základnu</Czech>
<German>Zur Basis teleportieren</German>
<Polish>Teleport do bazy</Polish>
<Russian>Телепортироваться на базу</Russian>
</Key>
<Key ID="STR_ACE_Respawn_TeleportToRallypoint">
<English>Teleport to Rallypoint</English>
<Czech>Teleportovat na rallypoint</Czech>
<German>Zum Rallypoint teleportieren</German>
<Polish>Teleport do punktu zbiórki</Polish>
<Russian>Телепортироваться на точку сбора</Russian>
</Key>
<Key ID="STR_ACE_Respawn_TeleportedToBase">
<English>Teleported to Base</English>
@ -68,6 +72,7 @@
<French>Point de ralliement OUEST (Base)</French>
<Italian>Rallypoint West (Base)</Italian>
<Hungarian>Gyülekezőpont, Nyugat (Bázis)</Hungarian>
<Czech>Rallypoint BLUFOR (Base)</Czech>
</Key>
<Key ID="STR_ACE_Respawn_RallypointEastBase">
<English>Rallypoint East (Base)</English>
@ -78,6 +83,7 @@
<French>Point de ralliement EST (Base)</French>
<Italian>Rallypoint East (Base)</Italian>
<Hungarian>Gyülekezőpont, Kelet (Bázis)</Hungarian>
<Czech>Rallypoint OPFOR (Base)</Czech>
</Key>
<Key ID="STR_ACE_Respawn_RallypointIndependentBase">
<English>Rallypoint Independent (Base)</English>
@ -88,6 +94,7 @@
<French>Point de ralliement Indépendant (Base)</French>
<Italian>Rallypoint Independent (Base)</Italian>
<Hungarian>Gyülekezőpont, Független (Bázis)</Hungarian>
<Czech>Rallypoint INDFOR (Base)</Czech>
</Key>
<Key ID="STR_ACE_Respawn_RallypointWest">
<English>Rallypoint West</English>
@ -98,6 +105,7 @@
<French>Point de ralliement OUEST</French>
<Italian>Rallypoint West</Italian>
<Hungarian>Gyülekezőpont, Nyugat</Hungarian>
<Czech>Rallypoint BLUFOR</Czech>
</Key>
<Key ID="STR_ACE_Respawn_RallypointEast">
<English>Rallypoint East</English>
@ -108,6 +116,7 @@
<French>Point de ralliement EST</French>
<Italian>Rallypoint East</Italian>
<Hungarian>Gyülekezőpont, Kelet</Hungarian>
<Czech>Rallypoint OPFOR</Czech>
</Key>
<Key ID="STR_ACE_Respawn_RallypointIndependent">
<English>Rallypoint Independent</English>
@ -118,6 +127,7 @@
<French>Point de ralliement Indépendant</French>
<Italian>Rallypoint Independent</Italian>
<Hungarian>Gyülekezőpont, Független</Hungarian>
<Czech>Rallypoint INDFOR</Czech>
</Key>
</Package>
</Project>

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@ -4,6 +4,7 @@
<Key ID="STR_ACE_Weather_WindInfoKey">
<English>Show Wind Info</English>
<Polish>Pokaż inf. o wietrze</Polish>
<Czech>Zobrazit větrné info</Czech>
<Russian>Показать информацию о ветре</Russian>
<French>Afficher information sur le vent</French>
<Spanish>Mostrar información del viento</Spanish>