diff --git a/src/game/editor/explanations.cpp b/src/game/editor/explanations.cpp index e6b553f7d..9bf5805a2 100644 --- a/src/game/editor/explanations.cpp +++ b/src/game/editor/explanations.cpp @@ -43,7 +43,7 @@ const char *CEditor::Explain(int Tile, int Layer) break; case TILE_TELEINEVIL: if(Layer == LAYER_TELE) - return "EVIL TELEPORT: After falling into this tile, tees appear on TO with the same number. Speed and hooks are deleted."; + return "RED TELEPORT: After falling into this tile, tees appear on TO with the same number. Speed and hooks are reset."; break; case TILE_DFREEZE: if(Layer == LAYER_GAME || Layer == LAYER_FRONT || Layer == LAYER_SWITCH) @@ -59,31 +59,31 @@ const char *CEditor::Explain(int Tile, int Layer) break; case TILE_TELEINHOOK: if(Layer == LAYER_TELE) - return "HOOK TELEPORT: Teleports hooks entered into it to TELEPORT TO, where it comes out. Direction, angle and length are kept."; + return "HOOK TELEPORT: Teleports hooks entering into it to TELEPORT TO, where it comes out. Direction, angle and length are kept."; break; case TILE_WALLJUMP: if(Layer == LAYER_GAME || Layer == LAYER_FRONT) - return "WALLJUMP: Placed next to a wall. Enables to climb up the wall."; + return "WALLJUMP: Placed next to a wall. Enables climbing up the wall."; break; case TILE_EHOOK_START: if(Layer == LAYER_GAME || Layer == LAYER_FRONT) - return "ENDLESS HOOK: Endless hook has been activated."; + return "ENDLESS HOOK: Activates endless hook."; break; case TILE_EHOOK_END: if(Layer == LAYER_GAME || Layer == LAYER_FRONT) - return "ENDLESS HOOK: Endless hook has been deactivated."; + return "ENDLESS HOOK OFF: Deactivates endless hook."; break; case TILE_HIT_START: if(Layer == LAYER_GAME || Layer == LAYER_FRONT) return "HIT OTHERS: You can hit others."; if(Layer == LAYER_SWITCH) - return "HIT OTHERS: You can activate hitting others for single weapons."; + return "HIT OTHERS: You can activate hitting others for single weapons, using delay number to select which."; break; case TILE_HIT_END: if(Layer == LAYER_GAME || Layer == LAYER_FRONT) return "HIT OTHERS: You can't hit others."; if(Layer == LAYER_SWITCH) - return "HIT OTHERS: You can deactivate hitting others for single weapons."; + return "HIT OTHERS: You can deactivate hitting others for single weapons, using delay number to select which."; break; case TILE_SOLO_START: if(Layer == LAYER_GAME || Layer == LAYER_FRONT) @@ -93,11 +93,11 @@ const char *CEditor::Explain(int Tile, int Layer) if(Layer == LAYER_GAME || Layer == LAYER_FRONT) return "SOLO: You are now out of the solo part."; if(Layer == LAYER_SWITCH) - return "TIME SWITCH: Activates switch (e.g. closes door) with the same number for set amount of seconds."; + return "TIME SWITCH: Activates switch (e.g. closes door) with the same number for a set amount of seconds."; break; case TILE_SWITCHTIMEDCLOSE: if(Layer == LAYER_SWITCH) - return "TIME SWITCH: Deactivates switch (e.g. opens door) with the same number for set amount of seconds."; + return "TIME SWITCH: Deactivates switch (e.g. opens door) with the same number for a set amount of seconds."; break; case TILE_SWITCHOPEN: if(Layer == LAYER_SWITCH) @@ -105,15 +105,15 @@ const char *CEditor::Explain(int Tile, int Layer) break; case TILE_SWITCHCLOSE: if(Layer == LAYER_SWITCH) - return "SWITCH: Deactivates switch (e.g. closes door) with the same number."; + return "SWITCH: Deactivates switch (e.g. opens door) with the same number."; break; case TILE_TELEIN: if(Layer == LAYER_TELE) - return "TELEPORT: After falling into this tile, tees appear on TO with the same number. Speed and hook are kept."; + return "BLUE TELEPORT: After falling into this tile, tees appear on TO with the same number. Speed and hook are kept."; break; case TILE_TELEOUT: if(Layer == LAYER_TELE) - return "TELEPORT: Teleport destination tile for FROMs, WEAPON & HOOK TELEPORTs with the same numbers."; + return "TELEPORT TO: Destination tile for FROMs, WEAPON & HOOK TELEPORTs with the same numbers."; break; case TILE_BOOST: if(Layer == LAYER_SPEEDUP) @@ -125,11 +125,11 @@ const char *CEditor::Explain(int Tile, int Layer) break; case TILE_TELECHECKOUT: if(Layer == LAYER_TELE) - return "CHECKPOINT TELEPORT: Here tees will appear after touching TELEPORT CHECKPOINT with the same number and falling into CFROM TELEPORT."; + return "CHECKPOINT TELEPORT TO: Tees will appear here after touching TELEPORT CHECKPOINT with the same number and falling into CFROM TELEPORT."; break; case TILE_TELECHECKIN: if(Layer == LAYER_TELE) - return "CHECKPOINT TELEPORT: Sends tees to CTO with the same number as the last touched TELEPORT CHECKPOINT. Speed and hook are kept."; + return "BLUE CHECKPOINT TELEPORT: Sends tees to CTO with the same number as the last touched TELEPORT CHECKPOINT. Speed and hook are kept."; break; case TILE_REFILL_JUMPS: if(Layer == LAYER_GAME || Layer == LAYER_FRONT) @@ -157,7 +157,7 @@ const char *CEditor::Explain(int Tile, int Layer) break; case TILE_TELECHECKINEVIL: if(Layer == LAYER_TELE) - return "CHECKPOINT EVIL TELE: Send tees to CTO with the same number as the last touched TELEPORT CHECKPOINT. Speed and hook are deleted."; + return "RED CHECKPOINT TELEPORT: Send tees to CTO with the same number as the last touched TELEPORT CHECKPOINT. Speed and hook are reset."; break; case TILE_CP: if(Layer == LAYER_GAME || Layer == LAYER_FRONT) @@ -173,27 +173,27 @@ const char *CEditor::Explain(int Tile, int Layer) break; case TILE_OLDLASER: if(Layer == LAYER_GAME || Layer == LAYER_FRONT) - return "OLD LASER: Shotgun drags others always towards the shooter, even after having bounced. Shooter can't hit themselves. Place only one tile somewhere on the map."; + return "GLOBAL OLD SHOTGUN: Shotgun drags others always towards the shooter, even after having bounced. Shooter can't hit themselves. Place only one tile somewhere on the map."; break; case TILE_NPC: if(Layer == LAYER_GAME || Layer == LAYER_FRONT) - return "COLLISION OFF: Nobody can collide with others. Place only one tile somewhere on the map."; + return "GLOBAL COLLISION OFF: Nobody can collide with others. Place only one tile somewhere on the map."; break; case TILE_EHOOK: if(Layer == LAYER_GAME || Layer == LAYER_FRONT) - return "ENDLESS HOOK ON: Everyone has endless hook. Place only one tile somewhere on the map."; + return "GLOBAL ENDLESS HOOK ON: Everyone has endless hook. Place only one tile somewhere on the map."; break; case TILE_NOHIT: if(Layer == LAYER_GAME || Layer == LAYER_FRONT) - return "HIT OTHERS OFF: Nobody can hit others. Place only one tile somewhere on the map."; + return "GLOBAL HIT OTHERS OFF: Nobody can hit others. Place only one tile somewhere on the map."; break; case TILE_NPH: if(Layer == LAYER_GAME || Layer == LAYER_FRONT) - return "HOOK OTHERS OFF: Nobody can hook others. Place only one tile somewhere on the map."; + return "GLOBAL HOOK OTHERS OFF: Nobody can hook others. Place only one tile somewhere on the map."; break; case TILE_UNLOCK_TEAM: if(Layer == LAYER_GAME || Layer == LAYER_FRONT) - return "SPEEDER: Causes weapons, SHIELD, HEART and SPINNING LASER to move quickly."; + return "UNLOCK TEAM: Forces team to be unlocked so that team doesn't get killed when one dies."; break; case TILE_PENALTY: if(Layer == LAYER_SWITCH) @@ -201,19 +201,19 @@ const char *CEditor::Explain(int Tile, int Layer) break; case TILE_NPC_END: if(Layer == LAYER_GAME || Layer == LAYER_FRONT) - return "COLLISION: You can't collide with others."; + return "COLLISION OFF: You can't collide with others."; break; case TILE_SUPER_END: if(Layer == LAYER_GAME || Layer == LAYER_FRONT) - return "SUPER JUMP: You don't have unlimited air jumps."; + return "SUPER JUMP OFF: You don't have unlimited air jumps."; break; case TILE_JETPACK_END: if(Layer == LAYER_GAME || Layer == LAYER_FRONT) - return "JETPACK: You lost your jetpack gun."; + return "JETPACK OFF: You lose your jetpack gun."; break; case TILE_NPH_END: if(Layer == LAYER_GAME || Layer == LAYER_FRONT) - return "HOOK OTHERS: You can't hook others."; + return "HOOK OTHERS OFF: You can't hook others."; break; case TILE_BONUS: if(Layer == LAYER_SWITCH) @@ -254,11 +254,11 @@ const char *CEditor::Explain(int Tile, int Layer) break; case ENTITY_OFFSET + ENTITY_SPAWN_RED: if(Layer == LAYER_GAME || Layer == LAYER_FRONT) - return "SPAWN: Not used in DDRace. Here spawn red team members."; + return "SPAWN: Red team members spawn here, same as normal spawn in DDRace."; break; case ENTITY_OFFSET + ENTITY_SPAWN_BLUE: if(Layer == LAYER_GAME || Layer == LAYER_FRONT) - return "SPAWN: Not used in DDRace. Here spawn blue team members."; + return "SPAWN: Blue team members spawn here, same as normal spawn in DDRace."; break; case ENTITY_OFFSET + ENTITY_FLAGSTAND_RED: if(Layer == LAYER_GAME || Layer == LAYER_FRONT) @@ -266,7 +266,7 @@ const char *CEditor::Explain(int Tile, int Layer) break; case ENTITY_OFFSET + ENTITY_FLAGSTAND_BLUE: if(Layer == LAYER_GAME || Layer == LAYER_FRONT) - return "FLAG: Not used in DDRace. Place where red team blue is."; + return "FLAG: Not used in DDRace. Place where blue team flag is."; break; case ENTITY_OFFSET + ENTITY_ARMOR_1: if(Layer == LAYER_GAME || Layer == LAYER_FRONT || Layer == LAYER_SWITCH) @@ -290,7 +290,7 @@ const char *CEditor::Explain(int Tile, int Layer) break; case ENTITY_OFFSET + ENTITY_WEAPON_RIFLE: if(Layer == LAYER_GAME || Layer == LAYER_FRONT || Layer == LAYER_SWITCH) - return "RIFLE: Unfreezes the tee. Bounces off the walls. Also known as laser."; + return "RIFLE: Unfreezes hit tee. Bounces off the walls. Also known as laser."; break; case ENTITY_OFFSET + ENTITY_LASER_FAST_CCW: if(Layer == LAYER_GAME || Layer == LAYER_FRONT || Layer == LAYER_SWITCH) @@ -322,39 +322,39 @@ const char *CEditor::Explain(int Tile, int Layer) break; case ENTITY_OFFSET + ENTITY_LASER_SHORT: if(Layer == LAYER_GAME || Layer == LAYER_FRONT || Layer == LAYER_SWITCH) - return "LASER LENGTH: Combined with DOOR or SPINNING LASER, makes it 3 tiles long."; + return "LASER LENGTH: Put next to DOOR or SPINNING LASER, makes it 3 tiles long."; break; case ENTITY_OFFSET + ENTITY_LASER_MEDIUM: if(Layer == LAYER_GAME || Layer == LAYER_FRONT || Layer == LAYER_SWITCH) - return "LASER LENGTH: Combined with DOOR or SPINNING LASER, makes it 6 tiles long."; + return "LASER LENGTH: Put next to DOOR or SPINNING LASER, makes it 6 tiles long."; break; case ENTITY_OFFSET + ENTITY_LASER_LONG: if(Layer == LAYER_GAME || Layer == LAYER_FRONT || Layer == LAYER_SWITCH) - return "LASER LENGTH: Combined with DOOR or SPINNING LASER, makes it 9 tiles long."; + return "LASER LENGTH: Put next to DOOR or SPINNING LASER, makes it 9 tiles long."; break; case ENTITY_OFFSET + ENTITY_LASER_C_SLOW: if(Layer == LAYER_GAME || Layer == LAYER_FRONT || Layer == LAYER_SWITCH) - return "LASER LENGTH CHANGE: Combined with LASER LENGTH, causes it to length and shorten constantly. Works only on (NON-)SPINNING LASER, not on DOOR. Lengthen, slow."; + return "LASER LENGTH CHANGE: Put next to LASER LENGTH, causes it to length and shorten constantly. Works only on (NON-)SPINNING LASER, not on DOOR. Lengthen, slow."; break; case ENTITY_OFFSET + ENTITY_LASER_C_NORMAL: if(Layer == LAYER_GAME || Layer == LAYER_FRONT || Layer == LAYER_SWITCH) - return "LASER LENGTH CHANGE: Combined with LASER LENGTH, causes it to length and shorten constantly. Works only on (NON-)SPINNING LASER, not on DOOR. Lengthen, medium speed."; + return "LASER LENGTH CHANGE: Put next to LASER LENGTH, causes it to length and shorten constantly. Works only on (NON-)SPINNING LASER, not on DOOR. Lengthen, medium speed."; break; case ENTITY_OFFSET + ENTITY_LASER_C_FAST: if(Layer == LAYER_GAME || Layer == LAYER_FRONT || Layer == LAYER_SWITCH) - return "LASER LENGTH CHANGE: Combined with LASER LENGTH, causes it to length and shorten constantly. Works only on (NON-)SPINNING LASER, not on DOOR. Lengthen, fast."; + return "LASER LENGTH CHANGE: Put next to LASER LENGTH, causes it to length and shorten constantly. Works only on (NON-)SPINNING LASER, not on DOOR. Lengthen, fast."; break; case ENTITY_OFFSET + ENTITY_LASER_O_SLOW: if(Layer == LAYER_GAME || Layer == LAYER_FRONT || Layer == LAYER_SWITCH) - return "LASER LENGTH CHANGE: Combined with LASER LENGTH, causes it to length and shorten constantly. Works only on (NON-)SPINNING LASER, not on DOOR. Shorten, slow."; + return "LASER LENGTH CHANGE: Put next to LASER LENGTH, causes it to length and shorten constantly. Works only on (NON-)SPINNING LASER, not on DOOR. Shorten, slow."; break; case ENTITY_OFFSET + ENTITY_LASER_O_NORMAL: if(Layer == LAYER_GAME || Layer == LAYER_FRONT || Layer == LAYER_SWITCH) - return "LASER LENGTH CHANGE: Combined with LASER LENGTH, causes it to length and shorten constantly. Works only on (NON-)SPINNING LASER, not on DOOR. Shorten, medium speed."; + return "LASER LENGTH CHANGE: Put next to LASER LENGTH, causes it to length and shorten constantly. Works only on (NON-)SPINNING LASER, not on DOOR. Shorten, medium speed."; break; case ENTITY_OFFSET + ENTITY_LASER_O_FAST: if(Layer == LAYER_GAME || Layer == LAYER_FRONT || Layer == LAYER_SWITCH) - return "LASER LENGTH CHANGE: Combined with LASER LENGTH, causes it to length and shorten constantly. Works only on (NON-)SPINNING LASER, not on DOOR. Shorten, fast."; + return "LASER LENGTH CHANGE: Put next to LASER LENGTH, causes it to length and shorten constantly. Works only on (NON-)SPINNING LASER, not on DOOR. Shorten, fast."; break; case ENTITY_OFFSET + ENTITY_PLASMAE: if(Layer == LAYER_GAME || Layer == LAYER_FRONT || Layer == LAYER_SWITCH) @@ -414,35 +414,35 @@ const char *CEditor::Explain(int Tile, int Layer) break; case TILE_TELE_GUN_DISABLE: if(Layer == LAYER_GAME || Layer == LAYER_FRONT) - return "TELEGUN: Turn gun off as telegun weapon."; + return "TELEGUN OFF: Turn gun off as telegun weapon."; break; case TILE_ALLOW_TELE_GUN: if(Layer == LAYER_FRONT) return "TELEGUN: Place on top of a collision tile, activates a spot to teleport to, cancels movement."; if(Layer == LAYER_SWITCH) - return "TELEGUN: Place on top of a collision tile, activates a spot to teleport to, cancels movement, for single weapons."; + return "TELEGUN: Place on top of a collision tile, activates a spot to teleport to, cancels movement, for single weapons, using delay number to select which."; break; case TILE_ALLOW_BLUE_TELE_GUN: if(Layer == LAYER_FRONT) return "TELEGUN: Place on top of a collision tile, activates a spot to teleport to, preserves movement."; if(Layer == LAYER_SWITCH) - return "TELEGUN: Place on top of a collision tile, activates a spot to teleport to, preserves movement, for single weapons."; + return "TELEGUN: Place on top of a collision tile, activates a spot to teleport to, preserves movement, for single weapons, using delay number to select which."; break; case TILE_TELE_GRENADE_ENABLE: if(Layer == LAYER_GAME || Layer == LAYER_FRONT) - return "TELEGUN: Turn grenade on as telegun weapon."; + return "TELEGRENADE: Turn grenade on as telegun weapon."; break; case TILE_TELE_GRENADE_DISABLE: if(Layer == LAYER_GAME || Layer == LAYER_FRONT) - return "TELEGUN: Turn grenade off as telegun weapon."; + return "TELEGRENADE OFF: Turn grenade off as telegun weapon."; break; case TILE_TELE_LASER_ENABLE: if(Layer == LAYER_GAME || Layer == LAYER_FRONT) - return "TELEGUN: Turn laser on as telegun weapon."; + return "TELELASER: Turn laser on as telegun weapon."; break; case TILE_TELE_LASER_DISABLE: if(Layer == LAYER_GAME || Layer == LAYER_FRONT) - return "TELEGUN: Turn laser off as telegun weapon."; + return "TELELASER OFF: Turn laser off as telegun weapon."; break; } if(Tile >= TILE_CHECKPOINT_FIRST && Tile <= TILE_CHECKPOINT_LAST && (Layer == LAYER_GAME || Layer == LAYER_FRONT))