Add russian lang support
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gamefiles/JAPANESE.gxt
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gamefiles/JAPANESE.gxt
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gamefiles/fonts_j.txd
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gamefiles/fonts_j.txd
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gamefiles/fonts_r.txd
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gamefiles/fonts_r.txd
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gamefiles/russian.gxt
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gamefiles/russian.gxt
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@ -1707,6 +1707,17 @@ void CMenuManager::InitialiseChangedLanguageSettings()
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CTimer::Update();
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CGame::frenchGame = false;
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CGame::germanGame = false;
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#ifdef MORE_LANGUAGES
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switch (CMenuManager::m_PrefsLanguage) {
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case LANGUAGE_RUSSIAN:
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CFont::ReloadFonts(FONT_LANGSET_RUSSIAN);
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break;
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default:
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CFont::ReloadFonts(FONT_LANGSET_EFIGS);
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break;
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}
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#endif
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switch (CMenuManager::m_PrefsLanguage) {
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case LANGUAGE_FRENCH:
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CGame::frenchGame = true;
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@ -1714,6 +1725,11 @@ void CMenuManager::InitialiseChangedLanguageSettings()
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case LANGUAGE_GERMAN:
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CGame::germanGame = true;
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break;
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#ifdef MORE_LANGUAGES
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case LANGUAGE_RUSSIAN:
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CGame::russianGame = true;
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break;
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#endif
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default:
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break;
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}
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@ -2916,6 +2932,14 @@ CMenuManager::ProcessButtonPresses(void)
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CMenuManager::InitialiseChangedLanguageSettings();
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SaveSettings();
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break;
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#ifdef MORE_LANGUAGES
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case MENUACTION_LANG_RUS:
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m_PrefsLanguage = LANGUAGE_RUSSIAN;
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m_bFrontEnd_ReloadObrTxtGxt = true;
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CMenuManager::InitialiseChangedLanguageSettings();
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SaveSettings();
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break;
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#endif
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case MENUACTION_POPULATESLOTS_CHANGEMENU:
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PcSaveHelper.PopulateSlotInfo();
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@ -51,6 +51,9 @@ enum eLanguages
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LANGUAGE_GERMAN,
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LANGUAGE_ITALIAN,
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LANGUAGE_SPANISH,
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#ifdef MORE_LANGUAGES
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LANGUAGE_RUSSIAN,
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#endif
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};
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enum eFrontendSprites
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@ -301,6 +304,9 @@ enum eMenuAction
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MENUACTION_UNK108,
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MENUACTION_UNK109,
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MENUACTION_UNK110,
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#ifdef MORE_LANGUAGES
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MENUACTION_LANG_RUS,
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#endif
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};
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enum eCheckHover
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@ -78,6 +78,9 @@ bool &CGame::germanGame = *(bool*)0x95CD1E;
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bool &CGame::noProstitutes = *(bool*)0x95CDCF;
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bool &CGame::playingIntro = *(bool*)0x95CDC2;
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char *CGame::aDatFile = (char*)0x773A48;
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#ifdef MORE_LANGUAGES
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bool CGame::russianGame = false;
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#endif
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bool
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@ -16,6 +16,9 @@ public:
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static bool &nastyGame;
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static bool &frenchGame;
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static bool &germanGame;
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#ifdef MORE_LANGUAGES
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static bool russianGame;
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#endif
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static bool &noProstitutes;
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static bool &playingIntro;
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static char *aDatFile; //[32];
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@ -65,6 +65,9 @@ const CMenuScreen aScreens[] = {
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MENUACTION_LANG_GER, "FEL_GER", SAVESLOT_NONE, MENUPAGE_NONE,
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MENUACTION_LANG_ITA, "FEL_ITA", SAVESLOT_NONE, MENUPAGE_NONE,
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MENUACTION_LANG_SPA, "FEL_SPA", SAVESLOT_NONE, MENUPAGE_NONE,
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#ifdef MORE_LANGUAGES
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MENUACTION_LANG_RUS, "FEL_RUS", SAVESLOT_NONE, MENUPAGE_NONE,
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#endif
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MENUACTION_CHANGEMENU, "FEDS_TB", SAVESLOT_NONE, MENUPAGE_NONE,
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},
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@ -172,6 +172,7 @@ enum Config {
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#define FIX_BUGS // fixes bugs that we've came across during reversing, TODO: use this more
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#define TOGGLEABLE_BETA_FEATURES // toggleable from debug menu. not too many things
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#define MORE_LANGUAGES // Add more translations to the game
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// Pad
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#define XINPUT
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1151
src/render/Font.cpp
1151
src/render/Font.cpp
File diff suppressed because it is too large
Load Diff
@ -39,9 +39,23 @@ enum {
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ALIGN_RIGHT,
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};
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#ifdef MORE_LANGUAGES
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enum
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{
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FONT_LANGSET_EFIGS,
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FONT_LANGSET_RUSSIAN
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};
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#endif
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class CFont
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{
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#ifdef MORE_LANGUAGES
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static int16 Size[2][3][193];
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static uint8 LanguageSet;
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static int32 Slot;
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#else
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static int16 Size[3][193];
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#endif
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static int16 

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static CSprite2d *Sprite; //[3]
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public:
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@ -136,4 +150,6 @@ public:
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if(Details.alphaFade < 255.0f)
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Details.dropColor.a *= Details.alphaFade/255.0f;
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}
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static void ReloadFonts(uint8 set);
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};
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@ -43,6 +43,11 @@ CText::Load(void)
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case LANGUAGE_SPANISH:
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sprintf(filename, "SPANISH.GXT");
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break;
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#ifdef MORE_LANGUAGES
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case LANGUAGE_RUSSIAN:
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sprintf(filename, "RUSSIAN.GXT");
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break;
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#endif
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}
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length = CFileMgr::LoadFile(filename, filedata, 0x40000, "rb");
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