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Move localisation code to BBGE, and allow textures to be localised.
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parent
b22ceb2aa0
commit
7b2fa39428
12 changed files with 174 additions and 153 deletions
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@ -1209,11 +1209,11 @@ void Continuity::loadSongBank()
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songSlotNames.clear();
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songBank.clear();
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loadIntoSongBank(dsq->user.localisePath("data/songs.xml"));
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loadIntoSongBank(localisePath("data/songs.xml"));
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if (dsq->mod.isActive())
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{
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loadIntoSongBank(dsq->user.localisePath(dsq->mod.getPath() + "scripts/songs.xml", dsq->mod.getPath()));
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loadIntoSongBank(localisePath(dsq->mod.getPath() + "scripts/songs.xml", dsq->mod.getPath()));
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}
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}
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@ -3244,12 +3244,12 @@ void Continuity::reset()
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loadIngredientDisplayNames("data/ingredientnames.txt");
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std::string fname = dsq->user.localisePath("data/ingredientnames.txt");
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std::string fname = localisePath("data/ingredientnames.txt");
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loadIngredientDisplayNames(fname);
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if(dsq->mod.isActive())
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{
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fname = dsq->user.localisePath(dsq->mod.getPath() + "ingredientnames.txt", dsq->mod.getPath());
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fname = localisePath(dsq->mod.getPath() + "ingredientnames.txt", dsq->mod.getPath());
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loadIngredientDisplayNames(fname);
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}
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@ -3260,13 +3260,13 @@ void Continuity::reset()
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if(dsq->mod.isActive())
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{
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//load mod ingredients
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fname = dsq->user.localisePath(dsq->mod.getPath() + "ingredients.txt", dsq->mod.getPath());
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fname = localisePath(dsq->mod.getPath() + "ingredients.txt", dsq->mod.getPath());
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loadIngredientData(fname);
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}
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//load ingredients for the main game
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if(ingredientData.empty() && recipes.empty()) {
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fname = dsq->user.localisePath("data/ingredients.txt");
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fname = localisePath("data/ingredients.txt");
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loadIngredientData(fname);
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}
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