Changed the hardcoded 'Parler de..' string in the conversation dialog to use the correct language string
svn-id: r40477
This commit is contained in:
parent
17a68490be
commit
4aedfc75f8
2 changed files with 2 additions and 2 deletions
|
@ -46,7 +46,7 @@ enum CruiseGameType {
|
|||
|
||||
#define MAX_LANGUAGE_STRINGS 25
|
||||
|
||||
enum LangStringId { ID_PAUSED = 0, ID_INVENTORY = 5, ID_PLAYER_MENU = 7,
|
||||
enum LangStringId { ID_PAUSED = 0, ID_INVENTORY = 5, ID_SPEAK_ABOUT = 6, ID_PLAYER_MENU = 7,
|
||||
ID_SAVE = 9, ID_LOAD = 10, ID_RESTART = 11, ID_QUIT = 12};
|
||||
|
||||
struct CRUISEGameDescription;
|
||||
|
|
|
@ -799,7 +799,7 @@ bool createDialog(int objOvl, int objIdx, int x, int y) {
|
|||
|
||||
getSingleObjectParam(objOvl, objIdx, 5, &objectState);
|
||||
|
||||
menuTable[0] = createMenu(x, y, "Parler de...");
|
||||
menuTable[0] = createMenu(x, y, _vm->langString(ID_SPEAK_ABOUT));
|
||||
|
||||
for (j = 1; j < numOfLoadedOverlay; j++) {
|
||||
if (overlayTable[j].alreadyLoaded) {
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue