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Disable switching languages during cutscene tests
Not gonna lie, I am a bit disappointed at having to do this, because it actually worked pretty well despite a few bugs depending on which language you entered with. But that's only because I'm working with the official translation files, which are in sync with each other. With translation files that are completely arbitrary, it would be apparent that switching languages during the cutscene test doesn't really make sense. Like, at all. That's because the list of cutscenes is populated entirely from language-specific XML and the cutscenes in them are also from language-specific XML. So keeping the same position in the menu doesn't really make sense, and keeping the same position in a cutscene definitely doesn't make sense.
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@@ -6809,7 +6809,7 @@ void Game::createmenu( enum Menu::MenuName t, bool samemenu/*= false*/ )
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option(loc::gettext("audio"));
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option(loc::gettext("game pad"));
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option(loc::gettext("accessibility"));
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option(loc::gettext("language"));
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option(loc::gettext("language"), !translator_cutscene_test);
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option(loc::gettext("return"));
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menuyoff = 0;
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maxspacing = 15;
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