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Translate level title and creator on-the-fly
These weren't getting updated when cycling language with CTRL+F8. This is because they would be already baked. Luckily, at least the bool keeping track of whether or not to translate them in the first place already exists, so we can just rely on that.
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@@ -6638,6 +6638,11 @@ void Game::createmenu( enum Menu::MenuName t, bool samemenu/*= false*/ )
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prefix = "";
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break;
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}
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const char* title = cl.ListOfMetaData[i].title.c_str();
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if (cl.ListOfMetaData[i].title_is_gettext)
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{
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title = loc::gettext(title);
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}
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/* We have to make sure the stars and spaces are consistently on the
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* correct side of the title, no matter what bidi characters are in there.
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* So just always let the bidi engine handle it, with a few control chars. */
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@@ -6650,7 +6655,7 @@ void Game::createmenu( enum Menu::MenuName t, bool samemenu/*= false*/ )
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prefix,
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// FIRST STRONG ISOLATE, to start an isolated block oriented however bidi sees fit
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UTF8_encode(0x2068).bytes,
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cl.ListOfMetaData[i].title.c_str(),
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title,
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// POP DIRECTIONAL ISOLATE, exit isolated level title
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UTF8_encode(0x2069).bytes
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);
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