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diff --git a/AGM_Medical/config.cpp b/AGM_Medical/config.cpp | |
index c2acf93..6f91d70 100644 | |
--- a/AGM_Medical/config.cpp | |
+++ b/AGM_Medical/config.cpp | |
@@ -580,6 +580,431 @@ class CfgVehicles { | |
}; | |
}; | |
+ class B_Soldier_VR_F: B_Soldier_base_F { | |
+ class HitPoints { | |
+ class body { | |
+ name = ""; | |
+ visual = ""; | |
+ armor = 999; | |
+ explosionShielding = 0; | |
+ radius = 0; | |
+ }; | |
+ | |
+ class HitBody: body { | |
+ name = "body"; | |
+ visual = "Camo_body"; | |
+ armor = 2; | |
+ explosionShielding = 10; | |
+ passThrough = 1; | |
+ radius = 0.15; | |
+ }; | |
+ | |
+ class hand_l { | |
+ name = ""; | |
+ visual = ""; | |
+ armor = 999; | |
+ explosionShielding = 0; | |
+ radius = 0; | |
+ }; | |
+ | |
+ class HitLeftArm: hand_l { | |
+ name = "hand_l"; | |
+ visual = "Camo_arm_left"; | |
+ armor = ARM_LEG_ARMOR_DEFAULT; //2; | |
+ explosionShielding = 1; | |
+ passThrough = 1; | |
+ radius = 0.06; //0.08; | |
+ }; | |
+ | |
+ class hand_r { | |
+ name = ""; | |
+ visual = ""; | |
+ armor = 999; | |
+ explosionShielding = 0; | |
+ radius = 0; | |
+ }; | |
+ | |
+ class HitRightArm: hand_r { | |
+ name = "hand_r"; | |
+ visual = "Camo_arm_right"; | |
+ armor = ARM_LEG_ARMOR_DEFAULT; //2; | |
+ explosionShielding = 1; | |
+ passThrough = 1; | |
+ radius = 0.06; //0.08; | |
+ }; | |
+ | |
+ class head { | |
+ name = ""; | |
+ visual = ""; | |
+ armor = 999; | |
+ explosionShielding = 0; | |
+ radius = 0; | |
+ }; | |
+ | |
+ class HitHead: head { | |
+ name = "head"; | |
+ visual = "Camo_head"; | |
+ armor = 1; | |
+ explosionShielding = 0.5; | |
+ passThrough = 1; | |
+ radius = 0.1; | |
+ }; | |
+ | |
+ class leg_l { | |
+ name = ""; | |
+ visual = ""; | |
+ armor = 999; | |
+ explosionShielding = 0; | |
+ radius = 0; | |
+ }; | |
+ | |
+ class HitLeftLeg: leg_l { | |
+ name = "leg_l"; | |
+ visual = "Camo_leg_left"; | |
+ armor = ARM_LEG_ARMOR_DEFAULT; //1; | |
+ explosionShielding = 1; //0.5; | |
+ passThrough = 1; | |
+ radius = 0.08; //0.1; | |
+ }; | |
+ | |
+ class leg_r { | |
+ name = ""; | |
+ visual = ""; | |
+ armor = 999; | |
+ explosionShielding = 0; | |
+ radius = 0; | |
+ }; | |
+ | |
+ class HitRightLeg: leg_r { | |
+ name = "leg_r"; | |
+ visual = "Camo_leg_right"; | |
+ armor = ARM_LEG_ARMOR_DEFAULT; //1; | |
+ explosionShielding = 1; //0.5; | |
+ passThrough = 1; | |
+ radius = 0.08; //0.1; | |
+ }; | |
+ }; | |
+ }; | |
+ | |
+ class O_Soldier_VR_F: O_Soldier_base_F { | |
+ class HitPoints { | |
+ class body { | |
+ name = ""; | |
+ visual = ""; | |
+ armor = 999; | |
+ explosionShielding = 0; | |
+ radius = 0; | |
+ }; | |
+ | |
+ class HitBody: body { | |
+ name = "body"; | |
+ visual = "Camo_body"; | |
+ armor = 2; //6; | |
+ explosionShielding = 10; //1.5; | |
+ passThrough = 1; //0.5; | |
+ radius = 0.15; | |
+ }; | |
+ | |
+ class hand_l { | |
+ name = ""; | |
+ visual = ""; | |
+ armor = 999; | |
+ explosionShielding = 0; | |
+ radius = 0; | |
+ }; | |
+ | |
+ class HitLeftArm: hand_l { | |
+ name = "hand_l"; | |
+ visual = "Camo_arm_left"; | |
+ armor = ARM_LEG_ARMOR_CSAT; //8; | |
+ explosionShielding = 1; //0.8; | |
+ passThrough = 0.85; //0.5; | |
+ radius = 0.06; //0.08; | |
+ }; | |
+ | |
+ class hand_r { | |
+ name = ""; | |
+ visual = ""; | |
+ armor = 999; | |
+ explosionShielding = 0; | |
+ radius = 0; | |
+ }; | |
+ | |
+ class HitRightArm: hand_r { | |
+ name = "hand_r"; | |
+ visual = "Camo_arm_right"; | |
+ armor = ARM_LEG_ARMOR_CSAT; //8; | |
+ explosionShielding = 1; //0.8; | |
+ passThrough = 0.85; //0.5; | |
+ radius = 0.06; //0.08; | |
+ }; | |
+ | |
+ class head { | |
+ name = ""; | |
+ visual = ""; | |
+ armor = 999; | |
+ explosionShielding = 0; | |
+ radius = 0; | |
+ }; | |
+ | |
+ class HitHead: head { | |
+ name = "head"; | |
+ visual = "Camo_head"; | |
+ armor = 1; | |
+ explosionShielding = 0.5; | |
+ passThrough = 1; | |
+ radius = 0.1; | |
+ }; | |
+ | |
+ class leg_l { | |
+ name = ""; | |
+ visual = ""; | |
+ armor = 999; | |
+ explosionShielding = 0; | |
+ radius = 0; | |
+ }; | |
+ | |
+ class HitLeftLeg: leg_l { | |
+ name = "leg_l"; | |
+ visual = "Camo_leg_left"; | |
+ armor = ARM_LEG_ARMOR_CSAT; //8; | |
+ explosionShielding = 1; //0.8; | |
+ passThrough = 0.85; //0.5; | |
+ radius = 0.08; //0.1; | |
+ }; | |
+ | |
+ class leg_r { | |
+ name = ""; | |
+ visual = ""; | |
+ armor = 999; | |
+ explosionShielding = 0; | |
+ radius = 0; | |
+ }; | |
+ | |
+ class HitRightLeg: leg_r { | |
+ name = "leg_r"; | |
+ visual = "Camo_leg_right"; | |
+ armor = ARM_LEG_ARMOR_CSAT; //8; | |
+ explosionShielding = 1; //0.8; | |
+ passThrough = 0.85; //0.5; | |
+ radius = 0.08; //0.1; | |
+ }; | |
+ }; | |
+ }; | |
+ | |
+ class I_Soldier_VR_F: I_Soldier_base_F { | |
+ class HitPoints { | |
+ class body { | |
+ name = ""; | |
+ visual = ""; | |
+ armor = 999; | |
+ explosionShielding = 0; | |
+ radius = 0; | |
+ }; | |
+ | |
+ class HitBody: body { | |
+ name = "body"; | |
+ visual = "Camo_body"; | |
+ armor = 2; | |
+ explosionShielding = 10; | |
+ passThrough = 1; | |
+ radius = 0.15; | |
+ }; | |
+ | |
+ class hand_l { | |
+ name = ""; | |
+ visual = ""; | |
+ armor = 999; | |
+ explosionShielding = 0; | |
+ radius = 0; | |
+ }; | |
+ | |
+ class HitLeftArm: hand_l { | |
+ name = "hand_l"; | |
+ visual = "Camo_arm_left"; | |
+ armor = ARM_LEG_ARMOR_DEFAULT; //2; | |
+ explosionShielding = 1; | |
+ passThrough = 1; | |
+ radius = 0.06; //0.08; | |
+ }; | |
+ | |
+ class hand_r { | |
+ name = ""; | |
+ visual = ""; | |
+ armor = 999; | |
+ explosionShielding = 0; | |
+ radius = 0; | |
+ }; | |
+ | |
+ class HitRightArm: hand_r { | |
+ name = "hand_r"; | |
+ visual = "Camo_arm_right"; | |
+ armor = ARM_LEG_ARMOR_DEFAULT; //2; | |
+ explosionShielding = 1; | |
+ passThrough = 1; | |
+ radius = 0.06; //0.08; | |
+ }; | |
+ | |
+ class head { | |
+ name = ""; | |
+ visual = ""; | |
+ armor = 999; | |
+ explosionShielding = 0; | |
+ radius = 0; | |
+ }; | |
+ | |
+ class HitHead: head { | |
+ name = "head"; | |
+ visual = "Camo_head"; | |
+ armor = 1; | |
+ explosionShielding = 0.5; | |
+ passThrough = 1; | |
+ radius = 0.1; | |
+ }; | |
+ | |
+ class leg_l { | |
+ name = ""; | |
+ visual = ""; | |
+ armor = 999; | |
+ explosionShielding = 0; | |
+ radius = 0; | |
+ }; | |
+ | |
+ class HitLeftLeg: leg_l { | |
+ name = "leg_l"; | |
+ visual = "Camo_leg_left"; | |
+ armor = ARM_LEG_ARMOR_DEFAULT; //1; | |
+ explosionShielding = 1; //0.5; | |
+ passThrough = 1; | |
+ radius = 0.08; //0.1; | |
+ }; | |
+ | |
+ class leg_r { | |
+ name = ""; | |
+ visual = ""; | |
+ armor = 999; | |
+ explosionShielding = 0; | |
+ radius = 0; | |
+ }; | |
+ | |
+ class HitRightLeg: leg_r { | |
+ name = "leg_r"; | |
+ visual = "Camo_leg_right"; | |
+ armor = ARM_LEG_ARMOR_DEFAULT; //1; | |
+ explosionShielding = 1; //0.5; | |
+ passThrough = 1; | |
+ radius = 0.08; //0.1; | |
+ }; | |
+ }; | |
+ }; | |
+ | |
+ class C_man_1; | |
+ class C_Soldier_VR_F: C_man_1 { | |
+ class HitPoints { | |
+ class body { | |
+ name = ""; | |
+ visual = ""; | |
+ armor = 999; | |
+ explosionShielding = 0; | |
+ radius = 0; | |
+ }; | |
+ | |
+ class HitBody: body { | |
+ name = "body"; | |
+ visual = "Camo_body"; | |
+ armor = 2; | |
+ explosionShielding = 10; | |
+ passThrough = 1; | |
+ radius = 0.15; | |
+ }; | |
+ | |
+ class hand_l { | |
+ name = ""; | |
+ visual = ""; | |
+ armor = 999; | |
+ explosionShielding = 0; | |
+ radius = 0; | |
+ }; | |
+ | |
+ class HitLeftArm: hand_l { | |
+ name = "hand_l"; | |
+ visual = "Camo_arm_left"; | |
+ armor = ARM_LEG_ARMOR_DEFAULT; //2; | |
+ explosionShielding = 1; | |
+ passThrough = 1; | |
+ radius = 0.06; //0.08; | |
+ }; | |
+ | |
+ class hand_r { | |
+ name = ""; | |
+ visual = ""; | |
+ armor = 999; | |
+ explosionShielding = 0; | |
+ radius = 0; | |
+ }; | |
+ | |
+ class HitRightArm: hand_r { | |
+ name = "hand_r"; | |
+ visual = "Camo_arm_right"; | |
+ armor = ARM_LEG_ARMOR_DEFAULT; //2; | |
+ explosionShielding = 1; | |
+ passThrough = 1; | |
+ radius = 0.06; //0.08; | |
+ }; | |
+ | |
+ class head { | |
+ name = ""; | |
+ visual = ""; | |
+ armor = 999; | |
+ explosionShielding = 0; | |
+ radius = 0; | |
+ }; | |
+ | |
+ class HitHead: head { | |
+ name = "head"; | |
+ visual = "Camo_head"; | |
+ armor = 1; | |
+ explosionShielding = 0.5; | |
+ passThrough = 1; | |
+ radius = 0.1; | |
+ }; | |
+ | |
+ class leg_l { | |
+ name = ""; | |
+ visual = ""; | |
+ armor = 999; | |
+ explosionShielding = 0; | |
+ radius = 0; | |
+ }; | |
+ | |
+ class HitLeftLeg: leg_l { | |
+ name = "leg_l"; | |
+ visual = "Camo_leg_left"; | |
+ armor = ARM_LEG_ARMOR_DEFAULT; //1; | |
+ explosionShielding = 1; //0.5; | |
+ passThrough = 1; | |
+ radius = 0.08; //0.1; | |
+ }; | |
+ | |
+ class leg_r { | |
+ name = ""; | |
+ visual = ""; | |
+ armor = 999; | |
+ explosionShielding = 0; | |
+ radius = 0; | |
+ }; | |
+ | |
+ class HitRightLeg: leg_r { | |
+ name = "leg_r"; | |
+ visual = "Camo_leg_right"; | |
+ armor = ARM_LEG_ARMOR_DEFAULT; //1; | |
+ explosionShielding = 1; //0.5; | |
+ passThrough = 1; | |
+ radius = 0.08; //0.1; | |
+ }; | |
+ }; | |
+ }; | |
+ | |
class LandVehicle; | |
class Car: LandVehicle { | |
class AGM_Actions { | |
@@ -840,7 +1265,7 @@ class CfgVehicles { | |
}; | |
class RequireMEDEVAC { | |
displayName = "Require MEDEVAC?"; | |
- description = "Only allow Epipens within synchronized triggers? Default: No"; | |
+ description = "Only allow Bloodbags/Epipens within synchronized triggers? Default: No"; | |
typeName = "BOOL"; | |
class values { | |
class Yes { | |
@@ -854,6 +1279,22 @@ class CfgVehicles { | |
}; | |
}; | |
}; | |
+ class TypeMEDEVAC { | |
+ displayName = "Type for MEDEVAC"; | |
+ description = "The type of medical item to restrict to a trigger? Default: Epipen"; | |
+ typeName = "NUMBER"; | |
+ class values { | |
+ class Epi { | |
+ default = 1; | |
+ name = "Epipen"; | |
+ value = 0; | |
+ }; | |
+ class Blood { | |
+ name = "Bloodbag"; | |
+ value = 1; | |
+ }; | |
+ }; | |
+ }; | |
class AutomaticWakeup { | |
displayName = "Automatic Wakeup?"; | |
description = "Allow units to wake up by themselves? Default: Yes"; | |
@@ -1053,6 +1494,7 @@ class AGM_Parameters_Numeric { | |
AGM_Medical_CoefPain = 1.0; | |
AGM_Medical_CoefNonMedic = 2.0; | |
AGM_Medical_MaxUnconsciousnessTime = -1; | |
+ AGM_Medical_TypeMEDEVAC = 0; | |
}; | |
class AGM_Parameters_Boolean { | |
// Boolean Parameters (0/1) | |
diff --git a/AGM_Medical/functions/fn_diagnose.sqf b/AGM_Medical/functions/fn_diagnose.sqf | |
index 7113c1a..9adf0e6 100644 | |
--- a/AGM_Medical/functions/fn_diagnose.sqf | |
+++ b/AGM_Medical/functions/fn_diagnose.sqf | |
@@ -54,9 +54,15 @@ _lightinjuries = ""; | |
_heavyinjuries = ""; | |
if (AGM_Medical_SingleBandage) then { | |
_string = _string + (switch True do { | |
- case (damage _unit >= 0.5): {"<br/><br/><t color='#FF0000'>" + localize "STR_AGM_Medical_PatientHeavilyInjured" + "</t>"}; | |
- case (damage _unit < 0.5): {"<br/><br/><t color='#FFFF00'>" + localize "STR_AGM_Medical_PatientLightlyInjured" + "</t>"}; | |
- default {"<br/><br/>" + localize "STR_AGM_Medical_PatientNotInjured"}; | |
+ case (damage _unit >= 0.5): { | |
+ "<br/><br/><t color='#FF0000'>" + localize "STR_AGM_Medical_PatientHeavilyInjured" + "</t>" | |
+ }; | |
+ case (damage _unit > 0 && damage _unit < 0.5): { | |
+ "<br/><br/><t color='#FFFF00'>" + localize "STR_AGM_Medical_PatientLightlyInjured" + "</t>" | |
+ }; | |
+ default { | |
+ "<br/><br/>" + localize "STR_AGM_Medical_PatientNotInjured" | |
+ }; | |
}); | |
} else { | |
_heavyinjuries = ""; | |
diff --git a/AGM_Medical/functions/fn_handleDamage.sqf b/AGM_Medical/functions/fn_handleDamage.sqf | |
index 52f96f8..face349 100644 | |
--- a/AGM_Medical/functions/fn_handleDamage.sqf | |
+++ b/AGM_Medical/functions/fn_handleDamage.sqf | |
@@ -42,7 +42,10 @@ if (typeName _projectile == "OBJECT") then { | |
// Prevent unnecessary processing | |
if (damage _unit >= 1) exitWith {}; | |
-_unit setVariable ["AGM_isDiagnosed", False, True]; | |
+// Only broadcast the isDiagnosed status if it changed | |
+if (_unit getVariable ["AGM_isDiagnosed", False]) then { | |
+ _unit setVariable ["AGM_isDiagnosed", False, True]; | |
+}; | |
// @todo: figure out if this still applies. | |
diff --git a/AGM_Medical/functions/fn_module.sqf b/AGM_Medical/functions/fn_module.sqf | |
index 740e78c..c1cda2a 100644 | |
--- a/AGM_Medical/functions/fn_module.sqf | |
+++ b/AGM_Medical/functions/fn_module.sqf | |
@@ -41,6 +41,7 @@ publicVariable "AGM_Medical_MEDEVACVehicles"; | |
[_logic, "AGM_Medical_AllowChatWhileUnconscious", "AllowChatWhileUnconscious" ] call AGM_Core_fnc_readBooleanParameterFromModule; | |
[_logic, "AGM_Medical_EnableOverdosing", "EnableOverdosing" ] call AGM_Core_fnc_readBooleanParameterFromModule; | |
[_logic, "AGM_Medical_RequireMEDEVAC", "RequireMEDEVAC" ] call AGM_Core_fnc_readBooleanParameterFromModule; | |
+[_logic, "AGM_Medical_TypeMEDEVAC", "TypeMEDEVAC" ] call AGM_Core_fnc_readNumericParameterFromModule; | |
[_logic, "AGM_Medical_AutomaticWakeup", "AutomaticWakeup" ] call AGM_Core_fnc_readBooleanParameterFromModule; | |
[_logic, "AGM_Medical_DisableScreams", "DisableScreams" ] call AGM_Core_fnc_readBooleanParameterFromModule; | |
diff --git a/AGM_Medical/functions/fn_treat.sqf b/AGM_Medical/functions/fn_treat.sqf | |
index 3e0bacb..0f77f73 100644 | |
--- a/AGM_Medical/functions/fn_treat.sqf | |
+++ b/AGM_Medical/functions/fn_treat.sqf | |
@@ -24,6 +24,7 @@ _unit = _this select 0; | |
_target = _this select 1; | |
_type = _this select 2; | |
+_typeMedevac = "epipen"; | |
// check if unit is medic and if that's even necessary | |
if (_type in ["epipen", "bloodbag"] and | |
!(([_unit] call AGM_Core_fnc_isMedic) or | |
@@ -33,6 +34,8 @@ if (_type in ["epipen", "bloodbag"] and | |
}; | |
}; | |
+_typeMedevac = ["epipen", "bloodbag"] select AGM_Medical_TypeMEDEVAC; | |
+ | |
// check MEDEVAC conditions | |
_inTrigger = False; | |
{ | |
@@ -44,7 +47,7 @@ _inTrigger = False; | |
_inTrigger = _target distance _x < 10; | |
} forEach (missionNamespace getVariable ["AGM_Medical_MEDEVACVehicles", []]); | |
-if (_type == "epipen" and (_unit getVariable ["AGM_Medical_RequireMEDEVAC", AGM_Medical_RequireMEDEVAC]) and !_inTrigger) exitWith { | |
+if (_type == _typeMedevac and (_unit getVariable ["AGM_Medical_RequireMEDEVAC", AGM_Medical_RequireMEDEVAC]) and !_inTrigger) exitWith { | |
if ([_unit] call AGM_Core_fnc_isPlayer) then { | |
[localize "STR_AGM_Medical_NotInMEDEVAC"] call AGM_Core_fnc_displayTextStructured; | |
}; | |
diff --git a/AGM_Medical/stringtable.xml b/AGM_Medical/stringtable.xml | |
index 55ca199..fff5897 100644 | |
--- a/AGM_Medical/stringtable.xml | |
+++ b/AGM_Medical/stringtable.xml | |
@@ -1,4 +1,4 @@ | |
-<?xml version="1.0" encoding="utf-8"?> | |
+<?xml version="1.0" encoding="utf-8"?> | |
<!-- Edited with tabler - 2014-12-22 --> | |
<Project name="AGM"> | |
<Package name="Medical"> | |
@@ -82,7 +82,7 @@ | |
<Czech>Obvázat</Czech> | |
<French>Pansement</French> | |
<Italian>Benda</Italian> | |
- <Hungarian>Kötözése</Hungarian> | |
+ <Hungarian>Kötözés</Hungarian> | |
<Portuguese>Atadura</Portuguese> | |
<Russian>Перевязать</Russian> | |
</Key> | |
@@ -430,7 +430,7 @@ | |
<Czech>Používaný k probuzení člověka z bezvědomí</Czech> | |
<Russian>Используется для возвращения в сознание.</Russian> | |
<French>Utilisé pour réveiller un patient inconscient.</French> | |
- <Hungarian>Ájultak felkeltéséhez.</Hungarian> | |
+ <Hungarian>Eszméletlenek felkeltéséhez.</Hungarian> | |
<Portuguese>Usado para despertar indivíduos inconscientes.</Portuguese> | |
<Italian>Usato per risvegliare le unità svenute.</Italian> | |
</Key> | |
@@ -563,7 +563,7 @@ | |
<Czech>Pacient je v bezvědomí.</Czech> | |
<Russian>Пациент без сознания.</Russian> | |
<French>Le patient est inconscient.</French> | |
- <Hungarian>Elájult.</Hungarian> | |
+ <Hungarian>Eszméletlen.</Hungarian> | |
<Portuguese>O paciente está inconsciente.</Portuguese> | |
<Italian>Il paziente è svenuto.</Italian> | |
</Key> | |
@@ -707,7 +707,7 @@ | |
<Czech>Pacient je na těžkých sedativech </Czech> | |
<Russian>У пациента высокая доза морфина в крови.</Russian> | |
<French>Le patient est lourdement sédaté,</French> | |
- <Hungarian>Erős fájdalomcsillapítót kapott.</Hungarian> | |
+ <Hungarian>Erős fájdalomcsillapítót kapott</Hungarian> | |
<Portuguese>O paciente está sob efeito de fortes analgésicos</Portuguese> | |
<Italian>Il paziente è sotto effetto di forti antidolorifici</Italian> | |
</Key> | |
@@ -719,7 +719,7 @@ | |
<Czech>Pacient má v sobě morfium </Czech> | |
<Russian>Пациенту введен морфин.</Russian> | |
<French>Le patient est sédaté,</French> | |
- <Hungarian>Kapot morfiumot.</Hungarian> | |
+ <Hungarian>Kapot morfiumot</Hungarian> | |
<Portuguese>O paciente está sob efeito de morfina</Portuguese> | |
<Italian>Il paziente è un po' fatto di morfina</Italian> | |
</Key> | |
@@ -731,7 +731,7 @@ | |
<Czech>Pacient není na sedativech </Czech> | |
<Russian>Обезболивающие не вводились.</Russian> | |
<French>Le patient n'est pas sédaté,</French> | |
- <Hungarian>Nem kapott fájdalomcsillapítót.</Hungarian> | |
+ <Hungarian>Nem kapott fájdalomcsillapítót</Hungarian> | |
<Portuguese>O paciente não está sob efeito de analgésicos</Portuguese> | |
<Italian>Il paziente non è sotto effetto di antidolorifici</Italian> | |
</Key> | |
@@ -789,7 +789,7 @@ | |
<Spanish>está inyectandote morfina.</Spanish> | |
<French>t'injecte de la morphine.</French> | |
<Polish>podaje Tobie morfinę.</Polish> | |
- <Hungarian>morfiumot ad neked.</Hungarian> | |
+ <Hungarian>morfiumot ad be neked.</Hungarian> | |
<Czech>ti dává morfin.</Czech> | |
<Portuguese>está lhe dando morfina.</Portuguese> | |
<Italian>ti sta iniettando la morfina.</Italian> | |
@@ -799,7 +799,7 @@ | |
<English>Reopen medical menu after treatment</English> | |
<German>Sanitätsmenü nach Behandlung öffnen</German> | |
<Spanish>Reabrir el menú médico después de tratar</Spanish> | |
- <Hungarian>Orvosi menü újranyitása ellátás után</Hungarian> | |
+ <Hungarian>Orvosi menü újranyitása az ellátás után</Hungarian> | |
<Czech>Po ošetření znovu otevřít zdravotnické menu</Czech> | |
<Polish>Otwórz ponownie menu medyczne po zakończeniu akcji leczenia</Polish> | |
<French>Réouvrir le menu médical après les soins</French> | |
@@ -828,7 +828,7 @@ | |
<Czech>Beru pacientův %1 ...</Czech> | |
<Italian>Sto prendendo un %1 dal paziente ...</Italian> | |
<Portuguese>Pegando %1 do paciente ...</Portuguese> | |
- <Hungarian>Elveszed a páciens ...</Hungarian> | |
+ <Hungarian>Elveszed a pácienstől ezt: %1 ...</Hungarian> | |
<Russian>Используем %1 пациента ...</Russian> | |
</Key> | |
<Key ID="STR_AGM_Medical_TakingYourItem"> | |
@@ -840,7 +840,7 @@ | |
<Czech>%1 používá tvůj %2 ...</Czech> | |
<Italian>%1 sta usando il tuo %1 ...</Italian> | |
<Portuguese>%1 está usando seu %2 ...</Portuguese> | |
- <Hungarian>%1 használja a %2 ...</Hungarian> | |
+ <Hungarian>%1 használja ezt: %2 ...</Hungarian> | |
<Russian>%1 использует ваш %2 ...</Russian> | |
</Key> | |
<Key ID="STR_AGM_Medical_TakingItemSelf"> | |
@@ -863,15 +863,17 @@ | |
<Polish>Alternatywny efekt bólu</Polish> | |
<Czech>Alternativní efekt bolesti</Czech> | |
<Russian>Альтернативный эффект боли</Russian> | |
+ <Portuguese>Efeito de Dor Alternativo</Portuguese> | |
</Key> | |
<Key ID="STR_AGM_Medical_NotInMEDEVAC"> | |
<English>This is not possible here.</English> | |
<German>Das ist hier nicht möglich.</German> | |
<Spanish>Esto no es posible aquí.</Spanish> | |
- <Hungarian>Ezt nem lehet itten.</Hungarian> | |
+ <Hungarian>Ez nem lehetséges itt.</Hungarian> | |
<Polish>Nie możesz tego zrobić tutaj.</Polish> | |
<Czech>Zde to není možné.</Czech> | |
<Russian>Вы не можете сделать это здесь.</Russian> | |
+ <Portuguese>Isso não é possível aqui.</Portuguese> | |
</Key> | |
</Package> | |
-</Project> | |
\ No newline at end of file | |
+</Project> |
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