Extract translation strings.
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abcdefg30
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commit
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@@ -73,7 +73,7 @@ ConsoleTriggers = function()
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if actor.Owner == greece then
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Trigger.RemoveProximityTrigger(id)
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if not FlameTower1.IsDead then
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Media.DisplayMessage("Flame Turret deactivated", "Console")
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Media.DisplayMessage(UserInterface.Translate("flame-turret-deactivated"), UserInterface.Translate("console"))
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FlameTower1.Kill()
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end
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end
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@@ -83,7 +83,7 @@ ConsoleTriggers = function()
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if actor.Owner == greece then
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Trigger.RemoveProximityTrigger(id)
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if not FlameTower2.IsDead then
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Media.DisplayMessage("Flame Turret deactivated", "Console")
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Media.DisplayMessage(UserInterface.Translate("flame-turret-deactivated"), UserInterface.Translate("console"))
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FlameTower2.Kill()
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end
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end
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@@ -93,7 +93,7 @@ ConsoleTriggers = function()
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if actor.Owner == greece then
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Trigger.RemoveProximityTrigger(id)
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if not FlameTower3.IsDead then
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Media.DisplayMessage("Flame Turret deactivated", "Console")
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Media.DisplayMessage(UserInterface.Translate("flame-turret-deactivated"), UserInterface.Translate("console"))
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FlameTower3.Kill()
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end
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end
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@@ -105,7 +105,7 @@ ConsoleTriggers = function()
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Trigger.RemoveProximityTrigger(id)
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gasActive = true
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Media.DisplayMessage("Sarin Nerve Gas dispensers activated", "Console")
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Media.DisplayMessage(UserInterface.Translate("sarin-dispenser-activated"), UserInterface.Translate("console"))
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local KillCamera = Actor.Create("camera", true, { Owner = greece, Location = Sarin2.Location })
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local flare1 = Actor.Create("flare", true, { Owner = england, Location = Sarin1.Location })
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local flare2 = Actor.Create("flare", true, { Owner = england, Location = Sarin2.Location })
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@@ -133,7 +133,7 @@ ConsoleTriggers = function()
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if actor.Owner == greece then
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Trigger.RemoveProximityTrigger(id)
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if not BadCoil.IsDead then
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Media.DisplayMessage("Tesla Coil deactivated", "Console")
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Media.DisplayMessage(UserInterface.Translate("tesla-coil-deactivated"), UserInterface.Translate("console"))
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BadCoil.Kill()
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end
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end
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@@ -145,7 +145,7 @@ ConsoleTriggers = function()
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Trigger.RemoveProximityTrigger(id)
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teslaActive = true
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Media.DisplayMessage("Initialising Tesla Coil defence", "Console")
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Media.DisplayMessage(UserInterface.Translate("tesla-coil-activated"), UserInterface.Translate("console"))
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local tesla1 = Actor.Create("tsla", true, { Owner = turkey, Location = TurkeyCoil1.Location })
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local tesla2 = Actor.Create("tsla", true, { Owner = turkey, Location = TurkeyCoil2.Location })
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Trigger.AfterDelay(DateTime.Seconds(10), function()
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@@ -163,11 +163,11 @@ ConsoleTriggers = function()
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if actor.Owner == greece then
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Trigger.RemoveProximityTrigger(id)
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if not FlameTowerTanya1.IsDead then
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Media.DisplayMessage("Flame Turret deactivated", "Console")
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Media.DisplayMessage(UserInterface.Translate("flame-turret-deactivated"), UserInterface.Translate("console"))
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FlameTowerTanya1.Kill()
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end
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if not FlameTowerTanya2.IsDead then
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Media.DisplayMessage("Flame Turret deactivated", "Console")
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Media.DisplayMessage(UserInterface.Translate("flame-turret-deactivated"), UserInterface.Translate("console"))
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FlameTowerTanya2.Kill()
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end
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end
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@@ -177,11 +177,11 @@ ConsoleTriggers = function()
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if actor.Owner == greece then
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Trigger.RemoveProximityTrigger(id)
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if not FlameTowerExit1.IsDead then
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Media.DisplayMessage("Flame Turret deactivated", "Console")
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Media.DisplayMessage(UserInterface.Translate("flame-turret-deactivated"), UserInterface.Translate("console"))
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FlameTowerExit1.Kill()
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end
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if not FlameTowerExit3.IsDead then
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Media.DisplayMessage("Flame Turret deactivated", "Console")
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Media.DisplayMessage(UserInterface.Translate("flame-turret-deactivated"), UserInterface.Translate("console"))
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FlameTowerExit3.Kill()
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end
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end
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@@ -366,7 +366,7 @@ PrisonEscape = function()
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alarmed = true
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Trigger.RemoveFootprintTrigger(id)
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Media.DisplayMessage("Warning, prisoners are attempting to escape!", "Intercom")
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Media.DisplayMessage(UserInterface.Translate("prisoners-escaping"), UserInterface.Translate("intercom"))
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Media.PlaySoundNotification(greece, "AlertBuzzer")
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Utils.Do(GuardDogs, IdleHunt)
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end)
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@@ -374,7 +374,7 @@ end
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ScientistExecution = function()
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Media.PlaySoundNotification(greece, "AlertBleep")
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Media.DisplayMessage("The base is compromised. We have to hurry the execution!", "Soviet Officer")
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Media.DisplayMessage(UserInterface.Translate("hurry-base-compromised"), UserInterface.Translate("soviet-officer"))
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Utils.Do(DemoTeam, function(actor)
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actor.AttackMove(DemoDrive2.Location)
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end)
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@@ -387,13 +387,13 @@ ScientistExecution = function()
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Trigger.AfterDelay(DateTime.Seconds(7), function()
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if not Officer2.IsDead then
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Media.DisplayMessage("Prepare to Fire!", "Soviet Officer")
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Media.DisplayMessage(UserInterface.Translate("prepare-to-fire"), UserInterface.Translate("soviet-officer"))
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end
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end)
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Trigger.AfterDelay(DateTime.Seconds(15), function()
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if not Officer2.IsDead then
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Media.DisplayMessage("Fire!", "Soviet Officer")
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Media.DisplayMessage(UserInterface.Translate("fire"), UserInterface.Translate("soviet-officer"))
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end
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Utils.Do(FiringSquad, function(actor)
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@@ -405,11 +405,11 @@ ScientistExecution = function()
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end
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ScientistRescued = function()
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Media.DisplayMessage("Thanks for the rescue!", "Scientist")
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Media.DisplayMessage(UserInterface.Translate("thanks-for-rescue"), UserInterface.Translate("scientist"))
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Trigger.AfterDelay(DateTime.Seconds(5), function()
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if not ScientistMan.IsDead and not DemoTruck.IsDead then
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Media.DisplayMessage("The Soviets have an unstable nuclear device stored here. \n I need to move it out of the facility!", "Scientist")
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Media.DisplayMessage(UserInterface.Translate("move-nuclear-outside"), UserInterface.Translate("scientist"))
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DemoTruck.GrantCondition("mission")
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ScientistMan.EnterTransport(DemoTruck)
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end
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@@ -423,7 +423,7 @@ DemoTruckExit = function()
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return
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end
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Media.DisplayMessage("I hope the exit is clear!", "Scientist")
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Media.DisplayMessage(UserInterface.Translate("exit-clear-hopefully"), UserInterface.Translate("scientist"))
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Utils.Do(DemoTruckPath, function(waypoint)
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DemoTruck.Move(waypoint.Location)
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end)
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@@ -459,13 +459,13 @@ WorldLoaded = function()
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InitObjectives(greece)
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ussrObj = ussr.AddObjective("Defeat the Allies.")
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ExitBase = greece.AddObjective("Reach the eastern exit of the facility.")
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FreeTanya = greece.AddObjective("Free Tanya and keep her alive.")
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KillVIPs = greece.AddObjective("Kill all Soviet officers and scientists.", "Secondary", false)
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StealTank = greece.AddObjective("Steal a Soviet mammoth tank.", "Secondary", false)
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ussrObj = ussr.AddObjective("")
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ExitBase = AddPrimaryObjective(greece, "reach-eastern-exit")
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FreeTanya = AddPrimaryObjective(greece, "free-tanya-keep-alive")
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KillVIPs = AddSecondaryObjective(greece, "kill-soviet-officers-scientists")
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StealTank = AddSecondaryObjective(greece, "steal-soviet-mammoth-tank")
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if Difficulty == "hard" then
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NoCasualties = greece.AddPrimaryObjective("Do not lose a single soldier or civilian\nunder your command.")
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NoCasualties = AddPrimaryObjective(greece, "no-casualties")
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end
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StartSpy.DisguiseAsType("e1", ussr)
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