forked from mirror/OpenTTD
(svn r17075) -Codechange: rename ~750 strings to be more uniform with their relatives
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@@ -330,7 +330,7 @@ void Town::UpdateVirtCoord()
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SetDParam(0, this->index);
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SetDParam(1, this->population);
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this->sign.UpdatePosition(pt.x, pt.y - 24,
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_settings_client.gui.population_in_label ? STR_TOWN_LABEL_POP : STR_TOWN_LABEL);
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_settings_client.gui.population_in_label ? STR_VIEWPORT_TOWN_POP : STR_VIEWPORT_TOWN);
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}
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/** Update the virtual coords needed to draw the town sign for all towns. */
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@@ -631,7 +631,7 @@ static void GetTileDesc_Town(TileIndex tile, TileDesc *td)
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if (!house_completed) {
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SetDParamX(td->dparam, 0, td->str);
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td->str = STR_TOWN_DESCRIPTION_UNDER_CONSTRUCTION;
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td->str = STR_LAI_TOWN_INDUSTRY_DESCRIPTION_UNDER_CONSTRUCTION;
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}
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if (hs->grffile != NULL) {
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@@ -1576,7 +1576,7 @@ CommandCost CmdBuildTown(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32
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if (size > TS_RANDOM) return CMD_ERROR;
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if (layout > TL_RANDOM) return CMD_ERROR;
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if (!VerifyTownName(townnameparts, &par)) return_cmd_error(STR_NAME_MUST_BE_UNIQUE);
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if (!VerifyTownName(townnameparts, &par)) return_cmd_error(STR_ERROR_NAME_MUST_BE_UNIQUE);
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CommandCost cost = TownCanBePlacedHere(tile);
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if (CmdFailed(cost)) return cost;
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@@ -1777,7 +1777,7 @@ bool GenerateTowns(TownLayout layout)
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if (Town::GetNumItems() == 0) {
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if (_game_mode != GM_EDITOR) {
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extern StringID _switch_mode_errorstr;
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_switch_mode_errorstr = STR_COULD_NOT_CREATE_TOWN;
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_switch_mode_errorstr = STR_ERROR_COULD_NOT_CREATE_TOWN;
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}
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}
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return false; // we are still without a town? we failed, simply
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@@ -2283,7 +2283,7 @@ CommandCost CmdRenameTown(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32
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if (!reset) {
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if (strlen(text) >= MAX_LENGTH_TOWN_NAME_BYTES) return CMD_ERROR;
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if (!IsUniqueTownName(text)) return_cmd_error(STR_NAME_MUST_BE_UNIQUE);
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if (!IsUniqueTownName(text)) return_cmd_error(STR_ERROR_NAME_MUST_BE_UNIQUE);
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}
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if (flags & DC_EXEC) {
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@@ -2304,7 +2304,7 @@ void ExpandTown(Town *t)
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* but do this only onces per openttd run. */
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static bool warned_no_roads = false;
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if (!_settings_game.economy.allow_town_roads && !warned_no_roads) {
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ShowErrorMessage(INVALID_STRING_ID, STR_TOWN_EXPAND_WARN_NO_ROADS, 0, 0);
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ShowErrorMessage(INVALID_STRING_ID, STR_ERROR_TOWN_EXPAND_WARN_NO_ROADS, 0, 0);
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warned_no_roads = true;
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}
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@@ -2445,7 +2445,7 @@ static void TownActionBribe(Town *t)
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/* only show errormessage to the executing player. All errors are handled command.c
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* but this is special, because it can only 'fail' on a DC_EXEC */
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if (IsLocalCompany()) ShowErrorMessage(STR_BRIBE_FAILED_2, STR_BRIBE_FAILED, 0, 0);
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if (IsLocalCompany()) ShowErrorMessage(STR_ERROR_BRIBE_FAILED_2, STR_ERROR_BRIBE_FAILED, 0, 0);
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/* decrease by a lot!
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* ChangeTownRating is only for stuff in demolishing. Bribe failure should
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