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localize language names for SCPUI (#7052)
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code/localization/localize.cpp

Lines changed: 5 additions & 5 deletions
Original file line numberDiff line numberDiff line change
@@ -36,10 +36,10 @@ SCP_vector<lang_info> Lcl_languages;
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// These are the original languages supported by FS2. The code expects these languages to be supported even if the tables don't
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lang_info Lcl_builtin_languages[NUM_BUILTIN_LANGUAGES] = {
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{ "English", -1, "", {127,0,176,0,0}, 589986744}, // English ("" is correct; the game data files do not use a language extension for English)
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{ "German", -1, "gr", {164,0,176,0,0}, -1132430286 }, // German
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{ "French", -1, "fr", {164,0,176,0,0}, 0 }, // French
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{ "Polish", -1, "pl", {127,0,176,0,0}, -1131728960}, // Polish
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{ "English", 1888, "", {127,0,176,0,0}, 589986744}, // English ("" is correct; the game data files do not use a language extension for English)
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{ "German", 1889, "gr", {164,0,176,0,0}, -1132430286 }, // German
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{ "French", 1890, "fr", {164,0,176,0,0}, 0 }, // French
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{ "Polish", 1891, "pl", {127,0,176,0,0}, -1131728960}, // Polish
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};
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int Lcl_special_chars;
@@ -64,7 +64,7 @@ bool *Lcl_unexpected_tstring_check = nullptr;
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// NOTE: with map storage of XSTR strings, the indexes no longer need to be contiguous,
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// but internal strings should still increment XSTR_SIZE to avoid collisions.
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// retail XSTR_SIZE = 1570
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// #define XSTR_SIZE 1888 // This is the next available ID
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// #define XSTR_SIZE 1892 // This is the next available ID
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// struct to allow for strings.tbl-determined x offset
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// offset is 0 for english, by default

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