parent
e24c5cf8b3
commit
29c2771f5e
@ -1,14 +1,14 @@
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local available_languages = {"english", "english_safe", "french", "german", "italian", "polish", "portuguese",
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"russian", "spanish", "simplified_chinese", "traditional_chinese", "japanese_partial",
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"korean"}
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local current_language = "english"
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local current_language = "LANGUAGE"
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LUI.UIButtonText.IsOffsetedLanguage = function()
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return false
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end
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function get_current_language()
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current_language = game:getcurrentgamelanguage()
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function get_user_language()
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user_language = game:getcurrentgamelanguage()
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end
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function set_language(value)
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@ -22,7 +22,11 @@ function does_zone_folder_exists(language)
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return io.directoryexists("zone/" .. language)
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end
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get_current_language()
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get_user_language()
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if user_language ~= "" and does_zone_folder_exists(user_language) then
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current_language = user_language
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end
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LUI.addmenubutton("pc_controls", {
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index = 4,
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@ -14,6 +14,8 @@
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#include <utils/hook.hpp>
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#include <utils/properties.hpp>
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#define LANGUAGE_FILE "players2/default/language"
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namespace filesystem
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{
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namespace
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@ -57,6 +59,11 @@ namespace filesystem
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const auto code = game::SEH_GetCurrentLanguageName();
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if (!::utils::io::file_exists(LANGUAGE_FILE) or ::utils::io::file_size(LANGUAGE_FILE) == 0)
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{
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::utils::io::write_file(LANGUAGE_FILE, code);
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}
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paths.push_back(path);
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if (is_fallback_lang())
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@ -25,9 +25,6 @@ namespace steam
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strcpy_s(language, sizeof(language), content.data());
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return;
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}
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// default to english if no file is found
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strcpy_s(language, sizeof(language), "english");
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}
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virtual bool BIsSubscribed();
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