Changeset View
Changeset View
Standalone View
Standalone View
binaries/data/mods/public/gui/session/menu.js
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diplomacyFormatTributeButtons(i, myself || playerInactive); | diplomacyFormatTributeButtons(i, myself || playerInactive); | ||||
diplomacyFormatAttackRequestButton(i, myself || playerInactive || isCeasefireActive || !hasAllies || !g_Players[i].isEnemy[g_ViewedPlayer]); | diplomacyFormatAttackRequestButton(i, myself || playerInactive || isCeasefireActive || !hasAllies || !g_Players[i].isEnemy[g_ViewedPlayer]); | ||||
diplomacyFormatSpyRequestButton(i, myself || playerInactive || g_Players[i].isMutualAlly[g_ViewedPlayer] && hasSharedLos); | diplomacyFormatSpyRequestButton(i, myself || playerInactive || g_Players[i].isMutualAlly[g_ViewedPlayer] && hasSharedLos); | ||||
} | } | ||||
let diplomacyCeasefireCounter = Engine.GetGUIObjectByName("diplomacyCeasefireCounter"); | let diplomacyCeasefireCounter = Engine.GetGUIObjectByName("diplomacyCeasefireCounter"); | ||||
diplomacyCeasefireCounter.caption = sprintf( | diplomacyCeasefireCounter.caption = sprintf( | ||||
translateWithContext("ceasefire", "Time remaining until ceasefire is over: %(time)s."), | translateWithContext("ceasefire", "Time remaining until ceasefire is over: %(time)s."), | ||||
{ "time": timeToString(simState.ceasefireTimeRemaining) } | { "time": durationToString(simState.ceasefireTimeRemaining) } | ||||
); | ); | ||||
diplomacyCeasefireCounter.hidden = !isCeasefireActive; | diplomacyCeasefireCounter.hidden = !isCeasefireActive; | ||||
} | } | ||||
function diplomacySetupTexts(i, rowsize) | function diplomacySetupTexts(i, rowsize) | ||||
{ | { | ||||
// Apply offset | // Apply offset | ||||
let row = Engine.GetGUIObjectByName("diplomacyPlayer[" + (i - 1) + "]"); | let row = Engine.GetGUIObjectByName("diplomacyPlayer[" + (i - 1) + "]"); | ||||
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Wildfire Games · Phabricator