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Move localisation code to BBGE, and allow textures to be localised.

This commit is contained in:
fgenesis 2012-07-10 22:16:48 +02:00
parent b22ceb2aa0
commit 7b2fa39428
12 changed files with 174 additions and 153 deletions

View file

@ -1209,11 +1209,11 @@ void Continuity::loadSongBank()
songSlotNames.clear();
songBank.clear();
loadIntoSongBank(dsq->user.localisePath("data/songs.xml"));
loadIntoSongBank(localisePath("data/songs.xml"));
if (dsq->mod.isActive())
{
loadIntoSongBank(dsq->user.localisePath(dsq->mod.getPath() + "scripts/songs.xml", dsq->mod.getPath()));
loadIntoSongBank(localisePath(dsq->mod.getPath() + "scripts/songs.xml", dsq->mod.getPath()));
}
}
@ -3244,12 +3244,12 @@ void Continuity::reset()
loadIngredientDisplayNames("data/ingredientnames.txt");
std::string fname = dsq->user.localisePath("data/ingredientnames.txt");
std::string fname = localisePath("data/ingredientnames.txt");
loadIngredientDisplayNames(fname);
if(dsq->mod.isActive())
{
fname = dsq->user.localisePath(dsq->mod.getPath() + "ingredientnames.txt", dsq->mod.getPath());
fname = localisePath(dsq->mod.getPath() + "ingredientnames.txt", dsq->mod.getPath());
loadIngredientDisplayNames(fname);
}
@ -3260,13 +3260,13 @@ void Continuity::reset()
if(dsq->mod.isActive())
{
//load mod ingredients
fname = dsq->user.localisePath(dsq->mod.getPath() + "ingredients.txt", dsq->mod.getPath());
fname = localisePath(dsq->mod.getPath() + "ingredients.txt", dsq->mod.getPath());
loadIngredientData(fname);
}
//load ingredients for the main game
if(ingredientData.empty() && recipes.empty()) {
fname = dsq->user.localisePath("data/ingredients.txt");
fname = localisePath("data/ingredients.txt");
loadIngredientData(fname);
}