Removed old Loc.GetString() use instances (#4155)
Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com>
This commit is contained in:
@@ -142,7 +142,7 @@ namespace Content.Client.Lobby
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var gameTicker = EntitySystem.Get<ClientGameTicker>();
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if (gameTicker.IsGameStarted)
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{
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_lobby.StartTime.Text = "";
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_lobby.StartTime.Text = string.Empty;
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return;
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}
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@@ -150,7 +150,7 @@ namespace Content.Client.Lobby
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if (gameTicker.Paused)
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{
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text = Loc.GetString("Paused");
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text = Loc.GetString("lobby-state-paused");
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}
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else
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{
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@@ -158,7 +158,7 @@ namespace Content.Client.Lobby
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var seconds = difference.TotalSeconds;
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if (seconds < 0)
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{
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text = Loc.GetString(seconds < -5 ? "Right Now?" : "Right Now");
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text = Loc.GetString(seconds < -5 ? "lobby-state-right-now-question" : "lobby-state-right-now-confirmation");
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}
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else
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{
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@@ -166,7 +166,7 @@ namespace Content.Client.Lobby
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}
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}
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_lobby.StartTime.Text = Loc.GetString("Round Starts In: {0}", text);
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_lobby.StartTime.Text = Loc.GetString("lobby-state-round-start-countdown-text", ("timeLeft", text));
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}
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private void PlayerManagerOnPlayerListUpdated(object? sender, EventArgs e)
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@@ -211,14 +211,14 @@ namespace Content.Client.Lobby
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if (gameTicker.IsGameStarted)
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{
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_lobby.ReadyButton.Text = Loc.GetString("Join");
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_lobby.ReadyButton.Text = Loc.GetString("lobby-state-ready-button-join-state");
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_lobby.ReadyButton.ToggleMode = false;
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_lobby.ReadyButton.Pressed = false;
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}
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else
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{
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_lobby.StartTime.Text = "";
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_lobby.ReadyButton.Text = Loc.GetString("Ready Up");
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_lobby.StartTime.Text = string.Empty;
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_lobby.ReadyButton.Text = Loc.GetString("lobby-state-ready-button-ready-up-state");
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_lobby.ReadyButton.ToggleMode = true;
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_lobby.ReadyButton.Disabled = false;
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_lobby.ReadyButton.Pressed = gameTicker.AreWeReady;
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@@ -237,7 +237,7 @@ namespace Content.Client.Lobby
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foreach (var session in _playerManager.Sessions.OrderBy(s => s.Name))
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{
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var readyState = "";
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var readyState = string.Empty;
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// Don't show ready state if we're ingame
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if (!gameTicker.IsGameStarted)
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{
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@@ -249,10 +249,10 @@ namespace Content.Client.Lobby
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readyState = status switch
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{
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LobbyPlayerStatus.NotReady => Loc.GetString("Not Ready"),
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LobbyPlayerStatus.Ready => Loc.GetString("Ready"),
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LobbyPlayerStatus.Observer => Loc.GetString("Observer"),
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_ => "",
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LobbyPlayerStatus.NotReady => Loc.GetString("lobby-state-player-status-not-ready"),
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LobbyPlayerStatus.Ready => Loc.GetString("lobby-state-player-status-ready"),
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LobbyPlayerStatus.Observer => Loc.GetString("lobby-state-player-status-observer"),
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_ => string.Empty,
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};
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}
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@@ -1,4 +1,4 @@
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using System.Linq;
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using System.Linq;
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using Content.Client.CharacterAppearance;
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using Content.Client.HUD.UI;
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using Content.Client.Inventory;
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@@ -35,12 +35,12 @@ namespace Content.Client.Lobby.UI
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var header = new NanoHeading
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{
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Text = Loc.GetString("Character")
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Text = Loc.GetString("lobby-character-preview-panel-header")
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};
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CharacterSetupButton = new Button
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{
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Text = Loc.GetString("Customize"),
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Text = Loc.GetString("lobby-character-preview-panel-character-setup-button"),
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HorizontalAlignment = HAlignment.Left
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};
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@@ -55,7 +55,7 @@ namespace Content.Client.Lobby.UI
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vBox.AddChild(header);
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_unloaded = new Label {Text = "Your character preferences have not yet loaded, please stand by."};
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_unloaded = new Label {Text = Loc.GetString("lobby-character-preview-panel-unloaded-preferences-label")};
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_loaded = new VBoxContainer {Visible = false};
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@@ -147,7 +147,7 @@ namespace Content.Client.Lobby.UI
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foreach (var slot in AllSlots)
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{
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var itemType = gear.GetGear(slot, profile);
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if (itemType != "")
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if (itemType != string.Empty)
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{
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var item = entityMan.SpawnEntity(itemType, MapCoordinates.Nullspace);
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inventory.SetSlotVisuals(slot, item);
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