Removed old Loc.GetString() use instances (#4155)

Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com>
This commit is contained in:
Galactic Chimp
2021-06-21 02:13:54 +02:00
committed by GitHub
parent 4a46fbe6dd
commit 392b820796
523 changed files with 3082 additions and 1551 deletions

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### UI
# Verb name for climbing
comp-climbable-verb-climb = Vault
### Interaction Messages
# Shown to you when your character climbs on $climbable
comp-climbable-user-climbs = You jump onto { THE($climbable) }!
# Shown to others when $user climbs on $climbable
comp-climbable-user-climbs-other = { CAPITALIZE(THE($user)) } jumps onto { THE($climbable) }!
# Shown to you when your character force someone to climb on $climbable
comp-climbable-user-climbs-force = You force { CAPITALIZE(THE($moved-user)) } onto { THE($climbable) }!
# Shown to others when someone force other $moved-user to climb on $climbable
comp-climbable-user-climbs-force-other = { CAPITALIZE(THE($user)) } forces { THE($moved-user) } onto { THE($climbable) }!
# Shown to you when your character is far away from climbable
comp-climbable-cant-reach = You can't reach there!
# Shown to you when your character can't interact with climbable for some reason
comp-climbable-cant-interact = You can't do that!
# Shown to you when your character can't climb
comp-climbable-cant-climb = You are incapable of climbing!

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### EmitterComponent
# Shows when attempting to turn the emitter on or off without proper access
comp-emitter-access-locked = The {$target} is access locked!
# Shows when attempting to lock or unlock the emitter without proper access
comp-emitter-access-denied = Access denied.
# Shows when locking/unlocking the emitter
comp-emitter-lock = You lock the {$target}.
comp-emitter-unlock = You unlock the {$target}.
# Shows when turning the emitter on/off
comp-emitter-turned-on = The {$target} turns on.
comp-emitter-turned-off = The {$target} turns off.
# Shows if the user attempts to activate the emitter while it's un-anchored.
comp-emitter-not-anchored = The {$target} isn't anchored to the ground!

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### UI
# Shown when the battery is examined in details range
examinable-battery-component-examine-detail = The battery is [color={$markupPercentColor}]{$percent}%[/color] full.

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### UI
# Shown when an empty flash is examined at any range
flash-component-examine-empty = It's burnt out!
# Shown when a flash is examined in details range
flash-component-examine-detail-count = The flash has [color={$markupCountColor}]{$count}[/color] {$count ->
[one] use
*[other] uses
} remaining.
### Interaction Messages
# Shown when someone flashes you with a flash
flash-component-user-blinds-you = {$user} blinds you with the flash!
# Shown when a flash runs out of uses
flash-component-becomes-empty = The flash burns out!

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### GasTankComponent stuff.
# Examine text showing pressure in tank.
comp-gas-tank-examine = Pressure: [color=orange]{PRESSURE($pressure)}[/color].
# Examine text when internals are active.
comp-gas-tank-connected = {"\u000A"}Connected to external component

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### HandComponent stuff
# Examine text after when they're holding something (in-hand)
comp-hands-examine = { CAPITALIZE(SUBJECT($user)) } { CONJUGATE-BE($user) } holding a { $item }.

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# Chat window radio wrap (prefix and postfix)
chat-radio-message-wrap = {$channel} {$name} says, "{"{"}0{"}"}"
examine-radio-frequency = It is set to broadcast over the {$frequency} frequency.
examine-headset = A small screen on the headset displays the following available frequencies:
examine-headset-chat-prefix = Use {$prefix} for the currently tuned frequency.

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### Used for item cabinet (fire extinguisher cabinets)
## Displayed when the item is successfully taken out of the cabinet.
comp-item-cabinet-successfully-taken = You take { THE($item) } from { THE($cabinet) }.
## Displayed in the context menu for the item cabinet.
comp-item-cabinet-eject-verb-text = Eject item
comp-item-cabinet-open-verb-text = Open
comp-item-cabinet-close-verb-text = Close

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comp-kitchen-spike-deny-collect = { CAPITALIZE(THE($this)) } already has something on it, finish collecting its meat first!
comp-kitchen-spike-deny-butcher = { CAPITALIZE(THE($victim)) } can't be butchered on { THE($this) }.
comp-kitchen-spike-deny-not-dead = { CAPITALIZE(THE($victim)) } can't be butchered. { CAPITALIZE(SUBJECT($victim)) } { CONJUGATE-BE($victim) } is not dead!
comp-kitchen-spike-begin-hook-victim = { THE($user) } begins dragging you onto { THE($this) }!
comp-kitchen-spike-begin-hook-self = You begin dragging yourself onto { THE($this) }!
comp-kitchen-spike-kill = { CAPITALIZE(THE($user)) } has forced { THE($victim) } onto the spike, killing them instantly!
comp-kitchen-spike-suicide-other = { CAPITALIZE(THE($victim)) } has thrown themselves on a meat spike!
comp-kitchen-spike-suicide-self = You throw yourself on a meat spike!
comp-kitchen-spike-remove-meat = You remove some meat from { THE($victim) }.
comp-kitchen-spike-remove-meat-last = You remove the last piece of meat from { THE($victim) }!
comp-kitchen-spike-meat-name = { $victim } meat

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### Interaction Messages
# Shown when player tries to replace light, but there is no lighs left
comp-light-replacer-missing-light = No lights left in {$light-replacer}.
# Shown when player inserts light bulb inside light replacer
comp-light-replacer-insert-light = You insert {$bulb} into {$light-replacer}.
# Shown when player tries to insert in light replacer brolen light bulb
comp-light-replacer-insert-broken-light = You can't insert broken lights!
# Shown when player refill light from light box
comp-light-replacer-refill-from-storage = You refill {$light-replacer}.

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# MindComponent localization
## Messages displayed when a body is examined and in a certain state
comp-mind-examined-catatonic = { CAPITALIZE(SUBJECT($ent)) } { CONJUGATE-BE($ent) } totally catatonic. The stresses of life in deep-space must have been too much for { OBJECT($ent) }. Any recovery is unlikely.
comp-mind-examined-dead = { CAPITALIZE(POSS-ADJ($ent)) } soul has departed.
comp-mind-examined-ssd = { CAPITALIZE(SUBJECT($ent)) } { CONJUGATE-HAVE($ent) } a blank, absent-minded stare and appears completely unresponsive to anything. { CAPITALIZE(SUBJECT($ent)) } may snap out of it soon.

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### UI
# Shown when paper with words examined details
paper-component-examine-detail-has-words = The paper has something written on it.

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### UI
# For the PDA screen
comp-pda-ui = ID: [color=white]{$Owner}[/color], [color=yellow]{$JobTitle}[/color]
comp-pda-ui-blank = ID:
comp-pda-ui-owner = Owner: [color=white]{$ActualOwnerName}[/color]

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radiation-collector-component-use-on = The collector turns on.
radiation-collector-component-use-off = The collector turns off.

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### UI
# Shown when an RCD is examined in details range
rcd-component-examine-detail-count = It's currently on {$mode} mode, and holds {$ammoCount ->
*[zero] no charges.
[one] one charge.
[other] {$ammoCount} charges.
}
### Interaction Messages
# Shown when changing RCD Mode
rcd-component-change-mode = The RCD is now set to {$mode} mode.

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### Interaction Messages
# Shown when repairing something
comp-repairable-repair = You repair {PROPER($target) ->
[true] {""}
*[false] the{" "}
}{$target} with {PROPER($welder) ->
[true] {""}
*[false] the{" "}
}{$welder}

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### Secret stash component. Stuff like potted plants, comfy chair cushions, etc...
comp-secret-stash-action-hide = You hide { THE($item) } in { $this }

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### UI
# Shown when a stack is examined in details range
comp-stack-examine-detail-count = {$count ->
[one] There is [color={$markupCountColor}]{$count}[/color] thing
*[other] There are [color={$markupCountColor}]{$count}[/color] things
} in the stack.
# Stack status control
comp-stack-status = Count: [color=white]{$count}[/color]
### Interaction Messages
# Shown when attempting to add to a stack that is full
comp-stack-already-full = Stack is already full.
# Shown when a stack becomes full
comp-stack-becomes-full = Stack is now full.

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### Stunbaton component
## Used when examining the stunbaton
comp-stunbaton-examined-on = The light is currently [color=darkgreen]on[/color].
comp-stunbaton-examined-off = The light is currently [color=darkred]off[/color]
## Used when activating the stunbaton, depending on the state of its cell.
comp-stunbaton-activated-dead-cell = Dead cell...
comp-stunbaton-activated-missing-cell = Missing cell...

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### UI
# Shown when examining the window. Each entry represents the window's health condition
comp-window-damaged-1 = It looks fully intact.
comp-window-damaged-2 = It has a few scratches
comp-window-damaged-3 = It has a few small cracks.
comp-window-damaged-4 = It has several big cracks running along its surface.
comp-window-damaged-5 = It has deep cracks across multiple layers.
comp-window-damaged-6 = It is extremely cracked and on the verge of shattering.
### Interaction Messages
# Shown when knocking on a window
comp-window-knock = *knock knock*