Updated Lockked unit text

This commit is contained in:
mathusummut
2019-03-08 11:51:49 +01:00
parent d0b017111d
commit 541b61ef47

View File

@@ -843,12 +843,12 @@ namespace Game {
string text = ""; string text = "";
const ProduceCommandType *pct = static_cast<const ProduceCommandType*>(ct); const ProduceCommandType *pct = static_cast<const ProduceCommandType*>(ct);
if (unit->getFaction()->isUnitLocked(pct->getProducedUnit())) { if (unit->getFaction()->isUnitLocked(pct->getProducedUnit())) {
display.setInfoText(lang.getString("LockedByScenario") + "\n\n" + ct->getReqDesc(game->showTranslatedTechTree())); display.setInfoText(lang.getString("Locked") + "\n\n" + ct->getReqDesc(game->showTranslatedTechTree()));
} }
} else if (ct->getClass() == ccMorph) { } else if (ct->getClass() == ccMorph) {
const MorphCommandType *mct = static_cast<const MorphCommandType*>(ct); const MorphCommandType *mct = static_cast<const MorphCommandType*>(ct);
if (unit->getFaction()->isUnitLocked(mct->getMorphUnit())) { if (unit->getFaction()->isUnitLocked(mct->getMorphUnit())) {
display.setInfoText(lang.getString("LockedByScenario") + "\n\n" + ct->getReqDesc(game->showTranslatedTechTree())); display.setInfoText(lang.getString("Locked") + "\n\n" + ct->getReqDesc(game->showTranslatedTechTree()));
} }
} }
} }
@@ -873,7 +873,7 @@ namespace Game {
const BuildCommandType *bct = static_cast<const BuildCommandType*>(activeCommandType); const BuildCommandType *bct = static_cast<const BuildCommandType*>(activeCommandType);
const Unit *unit = selection.getFrontUnit(); const Unit *unit = selection.getFrontUnit();
if (unit->getFaction()->isUnitLocked(bct->getBuilding(posDisplay))) { if (unit->getFaction()->isUnitLocked(bct->getBuilding(posDisplay))) {
display.setInfoText(lang.getString("LockedByScenario") + "\n\n" + bct->getBuilding(posDisplay)->getReqDesc(game->showTranslatedTechTree())); display.setInfoText(lang.getString("Locked") + "\n\n" + bct->getBuilding(posDisplay)->getReqDesc(game->showTranslatedTechTree()));
} else { } else {
bool translatedValue = game->showTranslatedTechTree(); bool translatedValue = game->showTranslatedTechTree();
const UnitType *building = bct->getBuilding(posDisplay); const UnitType *building = bct->getBuilding(posDisplay);