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OpenDiablo2/d2common/d2resource/languages_map.go

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package d2resource
func getLanguages() map[byte]string {
return map[byte]string{
0x00: "ENG", // (English)
0x01: "ESP", // (Spanish)
0x02: "DEU", // (German)
0x03: "FRA", // (French)
0x04: "POR", // (Portuguese)
0x05: "ITA", // (Italian)
0x06: "JPN", // (Japanese)
0x07: "KOR", // (Korean)
0x08: "SIN", //
0x09: "CHI", // (Chinese)
0x0A: "POL", // (Polish)
0x0B: "RUS", // (Russian)
0x0C: "ENG", // (English)
}
}
// GetLanguageLiteral returns string representation of language code
func GetLanguageLiteral(code byte) string {
languages := getLanguages()
return languages[code]
}
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// Source https://github.com/eezstreet/OpenD2/blob/065f6e466048482b28b9dbc6286908dc1e0d10f6/Shared/D2Shared.hpp#L36
func getCharsets() map[string]string {
return map[string]string{
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"ENG": "LATIN", // (English)
"ESP": "LATIN", // (Spanish)
"DEU": "LATIN", // (German)
"FRA": "LATIN", // (French)
"POR": "LATIN", // (Portuguese)
"ITA": "LATIN", // (Italian)
"JPN": "JPN", // (Japanese)
"KOR": "KOR", // (Korean)
"SIN": "LATIN", //
"CHI": "CHI", // (Chinese)
"POL": "LATIN2", // (Polish)
"RUS": "CYR", // (Russian)
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}
}
// GetFontCharset returns string representation of font charset
func GetFontCharset(language string) string {
charset := getCharsets()
return charset[language]
}
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// modificators for labels (used in string tables
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func getModifiers() map[string]int {
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return map[string]int{
"ENG": 0, // (English) // checked
"ESP": 0, // (Spanish)
"DEU": 0, // (German) // checked
"FRA": 0, // (French)
"POR": 0, // (Portuguese)
"ITA": 0, // (Italian)
"JPN": 0, // (Japanese)
"KOR": 0, // (Korean)
"SIN": 0, //
"CHI": 0, // (Chinese)
"POL": 1, // (Polish) // checked
"RUS": 0, // (Russian) // checked
}
}
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// GetLabelModifier returns modificator for language
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func GetLabelModifier(language string) int {
mod := getModifiers()
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return mod[language]
}