Changed the hardcoded 'Parler de..' string in the conversation dialog to use the correct language string

svn-id: r40477
This commit is contained in:
Paul Gilbert 2009-05-12 10:20:12 +00:00
parent 17a68490be
commit 4aedfc75f8
2 changed files with 2 additions and 2 deletions

View file

@ -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;

View file

@ -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) {