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Medical: language refactor #219
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code should be somewhat more bearable to read through
Trying out a new style/format (somewhat based on gzdoom's LANGUAGE file), seems to make the LANGUAGE file more readable the helptext stuff is a bit cursed, but it is more cleaner so eh name format is something like this: [TYPE]_[THING]_[DESC] = "" example: HELPTEXT_TRK_SCALPEL = "lorem ipsum"
CheckStrip is still used, but that's only for the worn layers thing
With 5c53e79, the trauma kit no longer uses LANGUAGE (or just hard-coded strings) to display the blocking item name. (excluding bandages and |
@tedthedragon btw, what's the rationale behind moving all of the colour codes to LANGUAGE? |
The dynamic tag usage is definitely preferred. I never really iterated on that part of the module past basic functionality anyway. I like these changes, they make the code more readable for sure. |
Thanks for the feedback :] Anyways, assuming that ted's probably not going to respond, I'll just leave the colour stuff alone and mark this PR as ready to merge. |
My bad, I didn't get the notification that I was mentioned in this The intention was, as I'm slightly colorblind, that I could modify the colors to have it be more visible for me to read for some of the wound changes and, if someone prefers a different UI color, they could also change it to their preferences. |
Noted. Will keep that in mind if I end up messing with the LANGUAGE file in the future. |
I feel like addressing this through LANGUAGE is the wrong approach. It only solves one very small part of the problem, at the cost of a severe impact to code readability and development convenience. A screen shader such as this seems like it would be a more comprehensive and reliable solution. |
Not sure if this is best way to handle the new LANGUAGE changes, but it should at least remove some redundant parts and tidy up some of the code.
note: still questioning on how to handle wound descriptions, and let me know if there's a cleaner way to implement the language stuff