feat: replace all user-facing Russian strings with English
Empty Russian and Chinese locale files so English is used regardless of client language. Translate all CustomGameEventManager error messages, SendCustomMessage calls, and deck/card UI strings to English. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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@@ -923,7 +923,7 @@ function BattlePassServer.prototype.claimQuest(self, playerId, steamId, questId)
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____print(nil, ("[BattlePassServer] ⚠️ Квест " .. questId) .. " не найден в локальном состоянии")
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local player = PlayerResource:GetPlayer(playerId)
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if player then
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CustomGameEventManager:Send_ServerToPlayer(player, "battle_pass_quest_claim_result", {success = false, error = "Задание не найдено"})
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CustomGameEventManager:Send_ServerToPlayer(player, "battle_pass_quest_claim_result", {success = false, error = "Quest not found"})
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end
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return
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end
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@@ -938,7 +938,7 @@ function BattlePassServer.prototype.claimQuest(self, playerId, steamId, questId)
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)
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local player = PlayerResource:GetPlayer(playerId)
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if player then
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CustomGameEventManager:Send_ServerToPlayer(player, "battle_pass_quest_claim_result", {success = false, error = "Задание не выполнено или уже забрано"})
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CustomGameEventManager:Send_ServerToPlayer(player, "battle_pass_quest_claim_result", {success = false, error = "Quest not completed or already claimed"})
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end
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return
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end
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@@ -1007,7 +1007,7 @@ function BattlePassServer.prototype.claimQuest(self, playerId, steamId, questId)
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end
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end
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else
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local errorMsg = "Ошибка: " .. tostring(result.StatusCode)
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local errorMsg = "Error: " .. tostring(result.StatusCode)
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____print(
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nil,
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"[BattlePassServer] Ошибка клейма квеста: StatusCode=" .. tostring(result.StatusCode)
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@@ -1132,7 +1132,7 @@ function BattlePassServer.prototype.loadBattlePassData(self, playerId, steamId)
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)
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local player = PlayerResource:GetPlayer(playerId)
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if player then
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CustomGameEventManager:Send_ServerToPlayer(player, "battle_pass_data", {error = "Ошибка обработки данных"})
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CustomGameEventManager:Send_ServerToPlayer(player, "battle_pass_data", {error = "Data processing error"})
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end
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end
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local ____try, ____hasReturned, ____returnValue = pcall(function()
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@@ -1142,7 +1142,7 @@ function BattlePassServer.prototype.loadBattlePassData(self, playerId, steamId)
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end
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if result.StatusCode == 0 then
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____print(nil, "[BattlePassServer] Сервер недоступен (StatusCode=0)")
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CustomGameEventManager:Send_ServerToPlayer(player, "battle_pass_data", {error = "Сервер недоступен"})
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CustomGameEventManager:Send_ServerToPlayer(player, "battle_pass_data", {error = "Server unavailable"})
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return true
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end
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if result.StatusCode >= 200 and result.StatusCode < 300 then
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@@ -1152,7 +1152,7 @@ function BattlePassServer.prototype.loadBattlePassData(self, playerId, steamId)
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nil,
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"[BattlePassServer] Ошибка парсинга JSON: " .. tostring(e)
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)
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CustomGameEventManager:Send_ServerToPlayer(player, "battle_pass_data", {error = "Ошибка парсинга данных"})
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CustomGameEventManager:Send_ServerToPlayer(player, "battle_pass_data", {error = "Data parsing error"})
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end
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local ____try, ____hasReturned = pcall(function()
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local responseData = {json.decode(result.Body)}
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@@ -1232,7 +1232,7 @@ function BattlePassServer.prototype.loadBattlePassData(self, playerId, steamId)
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CustomGameEventManager:Send_ServerToPlayer(
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player,
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"battle_pass_data",
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{error = "Ошибка сервера: " .. tostring(result.StatusCode)}
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{error = "Server error: " .. tostring(result.StatusCode)}
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)
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end
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end)
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@@ -1288,7 +1288,7 @@ function BattlePassServer.prototype.createBattlePass(self, playerId, steamId, af
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CustomGameEventManager:Send_ServerToPlayer(
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player,
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"battle_pass_data",
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{error = "Ошибка создания Battle Pass: " .. tostring(result.StatusCode)}
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{error = "Failed to create Battle Pass: " .. tostring(result.StatusCode)}
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)
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if afterCreate then
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afterCreate(nil, false)
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@@ -1354,7 +1354,7 @@ function BattlePassServer.prototype.claimReward(self, playerId, steamId, level,
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self:grantRewardInGame(playerId, level, isPremium)
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CustomGameEventManager:Send_ServerToPlayer(player, "battle_pass_claim_result", {success = true, level = level, is_premium = isPremium and 1 or 0})
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else
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local errorMsg = "Ошибка: " .. tostring(result.StatusCode)
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local errorMsg = "Error: " .. tostring(result.StatusCode)
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do
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pcall(function()
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local body = {json.decode(result.Body)}
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@@ -1737,7 +1737,7 @@ function BattlePassServer.prototype.claimAllRewards(self, playerId, steamId)
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nil,
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"[BattlePassServer] Ошибка парсинга claim-all: " .. tostring(e)
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)
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CustomGameEventManager:Send_ServerToPlayer(player, "battle_pass_claim_result", {success = false, error = "Ошибка обработки данных"})
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CustomGameEventManager:Send_ServerToPlayer(player, "battle_pass_claim_result", {success = false, error = "Data processing error"})
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end
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local ____try, ____hasReturned = pcall(function()
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local decoded = {json.decode(result.Body)}
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@@ -1825,7 +1825,7 @@ function BattlePassServer.prototype.claimAllRewards(self, playerId, steamId)
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end
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end
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else
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local errorMsg = "Ошибка: " .. tostring(result.StatusCode)
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local errorMsg = "Error: " .. tostring(result.StatusCode)
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do
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pcall(function()
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local body = {json.decode(result.Body)}
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@@ -1857,7 +1857,7 @@ function BattlePassServer.prototype.buyPremium(self, playerId, steamId)
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self:loadBattlePassData(playerId, steamId)
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else
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local code = result.StatusCode
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local errorMsg = "Ошибка: " .. tostring(code)
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local errorMsg = "Error: " .. tostring(code)
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local ____tostring_37 = tostring
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local ____result_Body_36 = result.Body
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if ____result_Body_36 == nil then
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