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Use localized region name in additional display strings
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Interkarma committed Nov 24, 2022
1 parent dec7d3b commit 27d2f92
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Showing 3 changed files with 13 additions and 3 deletions.
7 changes: 6 additions & 1 deletion Assets/Scripts/Game/TalkManager.cs
Expand Up @@ -2759,7 +2759,12 @@ private void GetBuildingList()
{
BuildingInfo item;
item.buildingType = buildingSummary.BuildingType;
item.name = BuildingNames.GetName(buildingSummary.NameSeed, buildingSummary.BuildingType, buildingSummary.FactionId, location.Name, location.RegionName);
item.name = BuildingNames.GetName(
buildingSummary.NameSeed,
buildingSummary.BuildingType,
buildingSummary.FactionId,
location.Name,
DaggerfallUnity.Instance.TextProvider.GetLocalizedRegionName(location.RegionIndex));
item.buildingKey = buildingSummary.buildingKey;
// Compute building position in map coordinate system
float xPosBuilding = blockLayout[index].rect.xpos + (int)(buildingSummary.Position.x / (BlocksFile.RMBDimension * MeshReader.GlobalScale) * ExteriorAutomap.blockSizeWidth) - GameManager.Instance.ExteriorAutomap.LocationWidth * ExteriorAutomap.blockSizeWidth * 0.5f;
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2 changes: 1 addition & 1 deletion Assets/Scripts/Internal/PlayerGPS.cs
Expand Up @@ -1220,7 +1220,7 @@ bool GetBaseBuildingDiscoveryData(int buildingKey, out DiscoveredBuilding buildi
buildingSummary.BuildingType,
buildingSummary.FactionId,
buildingDirectory.LocationData.Name,
buildingDirectory.LocationData.RegionName);
DaggerfallUnity.Instance.TextProvider.GetLocalizedRegionName(buildingDirectory.LocationData.RegionIndex));
}
buildingDiscoveryData.factionID = buildingSummary.FactionId;
buildingDiscoveryData.quality = buildingSummary.Quality;
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7 changes: 6 additions & 1 deletion Assets/Scripts/Utility/MacroHelper.cs
Expand Up @@ -838,7 +838,12 @@ private static string CurrentBuilding(IMacroContextProvider mcp)
DFLocation.BuildingData buildingData = buildingInterior.BuildingData;
PlayerGPS gps = GameManager.Instance.PlayerGPS;
DFLocation location = gps.CurrentLocation;
return BuildingNames.GetName(buildingData.NameSeed, buildingData.BuildingType, buildingData.FactionId, location.Name, location.RegionName);
return BuildingNames.GetName(
buildingData.NameSeed,
buildingData.BuildingType,
buildingData.FactionId,
location.Name,
DaggerfallUnity.Instance.TextProvider.GetLocalizedRegionName(location.RegionIndex));
}

private static string PlayerPronoun(IMacroContextProvider mcp)
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