local available_languages = {"english", "english_safe", "french", "german", "italian", "polish", "portuguese", "russian", "spanish", "simplified_chinese", "traditional_chinese", "japanese_partial", "korean"} local current_language = "LANGUAGE" LUI.UIButtonText.IsOffsetedLanguage = function() return false end function get_user_language() user_language = game:getcurrentgamelanguage() end function set_language(value) local file_path = "players2/default/language" local file = io.open(file_path, "w") file:write(value) file:close() end function does_zone_folder_exists(language) return io.directoryexists("zone/" .. language) end get_user_language() if user_language ~= "" and does_zone_folder_exists(user_language) then current_language = user_language end LUI.addmenubutton("pc_controls", { index = 4, text = "LUA_MENU_CHOOSE_LANGUAGE", description = Engine.Localize("LUA_MENU_CHOOSE_LANGUAGE_DESC"), callback = function() LUI.FlowManager.RequestAddMenu(nil, "choose_language_menu") end }) LUI.MenuBuilder.registerType("choose_language_menu", function(a1) local menu = LUI.MenuTemplate.new(a1, { menu_title = "LUA_MENU_CHOOSE_LANGUAGE", menu_list_divider_top_offset = -(LUI.H1MenuTab.tabChangeHoldingElementHeight + H1MenuDims.spacing), uppercase_title = true }) for i = 1, #available_languages do if does_zone_folder_exists(available_languages[i]) then menu:AddButton(Engine.Localize(string.format("MENU_%s", available_languages[i])), function() LUI.yesnopopup({ title = Engine.Localize("@MENU_NOTICE"), text = "^2" .. Engine.Localize("MENU_" .. current_language) .. "^7 → ^5" .. Engine.Localize("MENU_" .. available_languages[i]) .. "\n\n^7" .. Engine.Localize("@LUA_MENU_CONFIRM_LANGUAGE") .. " " .. Engine.Localize("@MENU_APPLY_LANGUAGE_SETTINGS"), callback = function(result) if (result) then set_language(available_languages[i]) updater.relaunch() else LUI.FlowManager.RequestLeaveMenu(popup) end end }) end, available_languages[i] == current_language, true, nil, { desc_text = Engine.Localize("LOCALE_" .. (available_languages[i])) }) end end LUI.Options.InitScrollingList(menu.list, nil, { rows = 12 }) LUI.Options.AddOptionTextInfo(menu) menu:AddHelp({ name = "add_button_helper_text", button_ref = "", helper_text = "^2" .. Engine.Localize("@LUA_MENU_DOWNLOAD") .. ": ^7https://docs.h1.gg/languages", side = "left", priority = -9001, clickable = false }) menu:AddBackButton() return menu end) -- fix for ammo zeros if not Engine.InFrontend() then local weaponinfodef = LUI.MenuBuilder.m_definitions["WeaponInfoHudDef"] LUI.MenuBuilder.m_definitions["WeaponInfoHudDef"] = function(...) Engine.GetCurrentLanguage = function() return 0 end local res = weaponinfodef(...) Engine.GetCurrentLanguage = function() lang = Engine.GetDvarString("loc_language") return lang end return res end end --[[ -- H2 title font if game:issingleplayer() or (user_language == "simplified_chinese" or user_language == "traditional_chinese" or user_language == "japanese_partial" or user_language == "korean") then return end local scale = function(size) return size * 720 / 1080 end CoD.TextSettings.H1TitleFont = { Font = RegisterFont("fonts/bank_h1.ttf", 50), Height = scale(50) } ]]--