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