Feature #1553 ยป 3_4-drop_unused_ui_name.patch
common/actions.c | ||
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} action_iterate_end;
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}
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/**********************************************************************//**
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Return ui_name ruleset variable name for the action.
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TODO: make actions generic and put ui_name in a field of the action.
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**************************************************************************/
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const char *action_ui_name_ruleset_var_name(int act)
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{
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switch ((enum gen_action)act) {
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case ACTION_SPY_POISON:
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return "ui_name_poison_city";
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case ACTION_SPY_POISON_ESC:
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return "ui_name_poison_city_escape";
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case ACTION_SPY_SABOTAGE_UNIT:
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return "ui_name_sabotage_unit";
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case ACTION_SPY_SABOTAGE_UNIT_ESC:
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return "ui_name_sabotage_unit_escape";
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case ACTION_SPY_BRIBE_UNIT:
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return "ui_name_bribe_unit";
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case ACTION_SPY_BRIBE_STACK:
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return "ui_name_bribe_stack";
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case ACTION_SPY_SABOTAGE_CITY:
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return "ui_name_sabotage_city";
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case ACTION_SPY_SABOTAGE_CITY_ESC:
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return "ui_name_sabotage_city_escape";
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case ACTION_SPY_TARGETED_SABOTAGE_CITY:
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return "ui_name_targeted_sabotage_city";
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case ACTION_SPY_SABOTAGE_CITY_PRODUCTION:
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return "ui_name_sabotage_city_production";
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case ACTION_SPY_TARGETED_SABOTAGE_CITY_ESC:
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return "ui_name_targeted_sabotage_city_escape";
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case ACTION_SPY_SABOTAGE_CITY_PRODUCTION_ESC:
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return "ui_name_sabotage_city_production_escape";
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case ACTION_SPY_INCITE_CITY:
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return "ui_name_incite_city";
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case ACTION_SPY_INCITE_CITY_ESC:
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return "ui_name_incite_city_escape";
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case ACTION_ESTABLISH_EMBASSY:
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return "ui_name_establish_embassy";
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case ACTION_ESTABLISH_EMBASSY_STAY:
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return "ui_name_establish_embassy_stay";
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case ACTION_SPY_STEAL_TECH:
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return "ui_name_steal_tech";
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case ACTION_SPY_STEAL_TECH_ESC:
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return "ui_name_steal_tech_escape";
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case ACTION_SPY_TARGETED_STEAL_TECH:
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return "ui_name_targeted_steal_tech";
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case ACTION_SPY_TARGETED_STEAL_TECH_ESC:
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return "ui_name_targeted_steal_tech_escape";
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case ACTION_SPY_INVESTIGATE_CITY:
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return "ui_name_investigate_city";
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case ACTION_INV_CITY_SPEND:
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return "ui_name_investigate_city_spend_unit";
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case ACTION_SPY_STEAL_GOLD:
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return "ui_name_steal_gold";
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case ACTION_SPY_STEAL_GOLD_ESC:
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return "ui_name_steal_gold_escape";
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case ACTION_SPY_SPREAD_PLAGUE:
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return "ui_name_spread_plague";
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case ACTION_STEAL_MAPS:
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return "ui_name_steal_maps";
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case ACTION_STEAL_MAPS_ESC:
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return "ui_name_steal_maps_escape";
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case ACTION_TRADE_ROUTE:
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return "ui_name_establish_trade_route";
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case ACTION_MARKETPLACE:
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return "ui_name_enter_marketplace";
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case ACTION_HELP_WONDER:
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return "ui_name_help_wonder";
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case ACTION_CAPTURE_UNITS:
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return "ui_name_capture_units";
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case ACTION_EXPEL_UNIT:
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return "ui_name_expel_unit";
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case ACTION_FOUND_CITY:
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return "ui_name_found_city";
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case ACTION_JOIN_CITY:
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return "ui_name_join_city";
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case ACTION_BOMBARD:
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return "ui_name_bombard";
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case ACTION_BOMBARD2:
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return "ui_name_bombard_2";
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case ACTION_BOMBARD3:
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return "ui_name_bombard_3";
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case ACTION_BOMBARD4:
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return "ui_name_bombard_4";
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case ACTION_BOMBARD_LETHAL:
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return "ui_name_bombard_lethal";
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case ACTION_BOMBARD_LETHAL2:
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return "ui_name_bombard_lethal_2";
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case ACTION_SPY_NUKE:
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return "ui_name_suitcase_nuke";
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case ACTION_SPY_NUKE_ESC:
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return "ui_name_suitcase_nuke_escape";
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case ACTION_NUKE:
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return "ui_name_explode_nuclear";
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case ACTION_NUKE_CITY:
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return "ui_name_nuke_city";
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case ACTION_NUKE_UNITS:
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return "ui_name_nuke_units";
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case ACTION_DESTROY_CITY:
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return "ui_name_destroy_city";
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case ACTION_DISBAND_UNIT_RECOVER:
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return "ui_name_disband_unit_recover";
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case ACTION_DISBAND_UNIT:
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return "ui_name_disband_unit";
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case ACTION_HOME_CITY:
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return "ui_name_home_city";
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case ACTION_HOMELESS:
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return "ui_name_homeless";
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case ACTION_UPGRADE_UNIT:
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return "ui_name_upgrade_unit";
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case ACTION_PARADROP:
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return "ui_name_paradrop_unit";
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case ACTION_PARADROP_CONQUER:
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return "ui_name_paradrop_unit_conquer";
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case ACTION_PARADROP_FRIGHTEN:
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return "ui_name_paradrop_unit_frighten";
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case ACTION_PARADROP_FRIGHTEN_CONQUER:
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return "ui_name_paradrop_unit_frighten_conquer";
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case ACTION_PARADROP_ENTER:
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return "ui_name_paradrop_unit_enter";
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case ACTION_PARADROP_ENTER_CONQUER:
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return "ui_name_paradrop_unit_enter_conquer";
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case ACTION_AIRLIFT:
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return "ui_name_airlift_unit";
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case ACTION_ATTACK:
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return "ui_name_attack";
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case ACTION_ATTACK2:
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return "ui_name_attack_2";
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case ACTION_SUICIDE_ATTACK:
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return "ui_name_suicide_attack";
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case ACTION_SUICIDE_ATTACK2:
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return "ui_name_suicide_attack_2";
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case ACTION_WIPE_UNITS:
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return "ui_name_wipe_units";
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case ACTION_COLLECT_RANSOM:
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return "ui_name_collect_ransom";
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case ACTION_STRIKE_BUILDING:
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return "ui_name_surgical_strike_building";
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case ACTION_STRIKE_PRODUCTION:
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return "ui_name_surgical_strike_production";
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case ACTION_CONQUER_CITY_SHRINK:
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return "ui_name_conquer_city_shrink";
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case ACTION_CONQUER_CITY_SHRINK2:
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return "ui_name_conquer_city_shrink2";
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case ACTION_CONQUER_CITY_SHRINK3:
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return "ui_name_conquer_city_shrink3";
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case ACTION_CONQUER_CITY_SHRINK4:
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return "ui_name_conquer_city_shrink4";
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case ACTION_CONQUER_EXTRAS:
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return "ui_name_conquer_extras";
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case ACTION_CONQUER_EXTRAS2:
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return "ui_name_conquer_extras_2";
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case ACTION_CONQUER_EXTRAS3:
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return "ui_name_conquer_extras_3";
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case ACTION_CONQUER_EXTRAS4:
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return "ui_name_conquer_extras_4";
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case ACTION_HEAL_UNIT:
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return "ui_name_heal_unit";
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case ACTION_HEAL_UNIT2:
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return "ui_name_heal_unit_2";
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case ACTION_TRANSFORM_TERRAIN:
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return "ui_name_transform_terrain";
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case ACTION_TRANSFORM_TERRAIN2:
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return "ui_name_transform_terrain_2";
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case ACTION_CULTIVATE:
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return "ui_name_cultivate";
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case ACTION_CULTIVATE2:
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return "ui_name_cultivate_2";
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case ACTION_PLANT:
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return "ui_name_plant";
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case ACTION_PLANT2:
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return "ui_name_plant_2";
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case ACTION_PILLAGE:
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return "ui_name_pillage";
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case ACTION_PILLAGE2:
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return "ui_name_pillage_2";
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case ACTION_CLEAN:
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return "ui_name_clean";
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case ACTION_CLEAN2:
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return "ui_name_clean_2";
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case ACTION_FORTIFY:
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return "ui_name_fortify";
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case ACTION_FORTIFY2:
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return "ui_name_fortify_2";
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case ACTION_ROAD:
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return "ui_name_build_road";
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case ACTION_ROAD2:
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return "ui_name_build_road_2";
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case ACTION_CONVERT:
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return "ui_name_convert_unit";
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case ACTION_BASE:
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return "ui_name_build_base";
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case ACTION_BASE2:
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return "ui_name_build_base_2";
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case ACTION_MINE:
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return "ui_name_build_mine";
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case ACTION_MINE2:
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return "ui_name_build_mine_2";
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case ACTION_IRRIGATE:
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return "ui_name_irrigate";
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case ACTION_IRRIGATE2:
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return "ui_name_irrigate_2";
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case ACTION_TRANSPORT_DEBOARD:
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return "ui_name_transport_deboard";
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case ACTION_TRANSPORT_BOARD:
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return "ui_name_transport_board";
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case ACTION_TRANSPORT_BOARD2:
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return "ui_name_transport_board_2";
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case ACTION_TRANSPORT_BOARD3:
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return "ui_name_transport_board_3";
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case ACTION_TRANSPORT_EMBARK:
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return "ui_name_transport_embark";
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case ACTION_TRANSPORT_EMBARK2:
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return "ui_name_transport_embark_2";
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case ACTION_TRANSPORT_EMBARK3:
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return "ui_name_transport_embark_3";
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case ACTION_TRANSPORT_EMBARK4:
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return "ui_name_transport_embark_4";
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case ACTION_TRANSPORT_UNLOAD:
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return "ui_name_transport_unload";
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case ACTION_TRANSPORT_LOAD:
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return "ui_name_transport_load";
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case ACTION_TRANSPORT_LOAD2:
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return "ui_name_transport_load_2";
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case ACTION_TRANSPORT_LOAD3:
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return "ui_name_transport_load_3";
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case ACTION_TRANSPORT_DISEMBARK1:
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return "ui_name_transport_disembark";
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case ACTION_TRANSPORT_DISEMBARK2:
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return "ui_name_transport_disembark_2";
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case ACTION_TRANSPORT_DISEMBARK3:
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return "ui_name_transport_disembark_3";
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case ACTION_TRANSPORT_DISEMBARK4:
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return "ui_name_transport_disembark_4";
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case ACTION_HUT_ENTER:
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return "ui_name_enter_hut";
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case ACTION_HUT_ENTER2:
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return "ui_name_enter_hut_2";
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case ACTION_HUT_ENTER3:
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return "ui_name_enter_hut_3";
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case ACTION_HUT_ENTER4:
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return "ui_name_enter_hut_4";
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case ACTION_HUT_FRIGHTEN:
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return "ui_name_frighten_hut";
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case ACTION_HUT_FRIGHTEN2:
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return "ui_name_frighten_hut_2";
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case ACTION_HUT_FRIGHTEN3:
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return "ui_name_frighten_hut_3";
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case ACTION_HUT_FRIGHTEN4:
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return "ui_name_frighten_hut_4";
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case ACTION_SPY_ATTACK:
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return "ui_name_spy_attack";
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case ACTION_UNIT_MOVE:
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return "ui_name_unit_move";
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case ACTION_UNIT_MOVE2:
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return "ui_name_unit_move_2";
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case ACTION_UNIT_MOVE3:
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return "ui_name_unit_move_3";
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case ACTION_TELEPORT:
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return "ui_name_teleport";
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case ACTION_TELEPORT2:
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return "ui_name_teleport_2";
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case ACTION_TELEPORT3:
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return "ui_name_teleport_3";
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case ACTION_TELEPORT_CONQUER:
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return "ui_name_teleport_conquer";
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case ACTION_TELEPORT_FRIGHTEN:
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return "ui_name_teleport_frighten";
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case ACTION_TELEPORT_FRIGHTEN_CONQUER:
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return "ui_name_teleport_frighten_conquer";
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case ACTION_TELEPORT_ENTER:
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return "ui_name_teleport_enter";
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case ACTION_TELEPORT_ENTER_CONQUER:
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return "ui_name_teleport_enter_conquer";
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case ACTION_SPY_ESCAPE:
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return "ui_name_escape";
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case ACTION_USER_ACTION1:
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return "ui_name_user_action_1";
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case ACTION_USER_ACTION2:
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return "ui_name_user_action_2";
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case ACTION_USER_ACTION3:
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return "ui_name_user_action_3";
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case ACTION_USER_ACTION4:
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return "ui_name_user_action_4";
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case ACTION_GAIN_VETERANCY:
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case ACTION_ESCAPE:
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case ACTION_CIVIL_WAR:
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fc_assert(!action_id_is_internal(act)); /* Fail always */
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break;
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case ACTION_COUNT:
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break;
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ASSERT_UNUSED_ACTION_CASES;
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}
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fc_assert(act >= 0 && act < ACTION_COUNT);
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return NULL;
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}
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/**********************************************************************//**
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Return default ui_name for the action
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**************************************************************************/
|
common/actions.h | ||
---|---|---|
const char *action_prepare_ui_name(action_id act_id, const char *mnemonic,
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const struct act_prob prob,
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const char *custom);
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const char *action_ui_name_ruleset_var_name(int act);
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const char *action_ui_name_default(int act);
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const char *action_min_range_ruleset_var_name(int act);
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