// --------------------------------------------------------------
// TITLES FOR HALF-LIFE
//   Position command $position x y
//     x & y are from 0 to 1 to be screen resolution independent
//     -1 means center in each dimension
//   Effect command $effect <effect number>
//     effect 0 is fade in/fade out
//     effect 1 is flickery credits
//     effect 2 is write out (training room)
//   Text color r g b command $color
//   fadein time fadeout time / hold time
//   $fadein (message fade in time - per character in effect 2)
//   $fadeout (message fade out time)
//   $holdtime (stay on the screen for this long)

//INTRO TITLES
// All centered for now
$position -1 -1
$effect 0
// This is the final color
$color 100 100 100
// This is the highlight color
$color2 240 110 0
// This is the time it takes to fade each character
$fadein 0.01
// This is the amount of time the highlight lags behind the leading edge of the text
$fxtime 5.0
// How long to hold the message on the screen (after it scans out)
$holdtime 2.5
// How long it takes to fade out the message after holding
$fadeout 1.5
// ===========
// Menu Items
// ===========
Menu_OK
{
OK
}

Menu_Cancel
{
Cancel
}

// ===========
// Titles
// ===========
Title_SelectYourTeam
{
SELECT YOUR TEAM
}

Title_SelectYourClass
{
SELECT YOUR CLASS
}

Title_ParaSelectYourClass
{
Paratroopers, Select Your Weapons
}

Title_SelectYourWeapon
{
SELECT YOUR WEAPON
}

Title_CurrentlyOnYourTeam
{
There are %d on your team
}

Title_randompc
{
Random
}

// ===========
// Team buttons
// ===========
Team_AutoAssign
{
AUTO ASSIGN
}

Team_Allies
{
ALLIES
}

Team_Axis
{
AXIS
}

Team_Spectators
{
SPECTATORS
}

Player
{
player
}

Player_plural
{
players
}

// ===========
// Classes
// ===========
class_allied_garand
{
Rifleman
}

class_allied_thompson
{
Master Sergeant
}

class_allied_grease
{
Sergeant
}

class_allied_carbine
{
Staff Sergeant
}

class_allied_sniper
{
Sniper
}

class_allied_heavy
{
Support Infantry
}

class_allied_mg
{
Machine Gunner
}

class_axis_kar98
{
Grenadier
}

class_axis_k43
{
Stosstruppe
}

class_axis_mp40
{
Unteroffizier
}

class_axis_sniper
{
Scharfschtze
}

class_axis_mp44
{
Sturmtruppe
}

class_axis_mg42
{
MG42-Schtze
}

class_axis_mg34
{
MG34-Schtze
}

class_brit_light
{
Rifleman
}

class_brit_medium
{
Sergeant Major
}

class_brit_sniper
{
Marksman
}

class_brit_heavy
{
Gunner
}

class_alliedpara_garand
{
Rifleman
}

class_alliedpara_carbine
{
Staff Sergeant
}

class_alliedpara_thompson
{
Master Sergeant
}

class_alliedpara_grease
{
Sergeant
}

class_alliedpara_spring
{
Sniper
}

class_alliedpara_bar
{
Support Infantry
}

class_alliedpara_30cal
{
Machine Gunner
}

class_axispara_kar98
{
Grenadier
}

class_axispara_k43
{
Stosstruppe
}

class_axispara_scopedkar
{
Scharfschtze
}

class_axispara_mp40
{
Unteroffizier
}

class_axispara_mp44
{
Sturmtruppe
}

class_axispara_fg42bipod
{
Fg42-Zweibein
}

class_axispara_fg42scope
{
Fg42-Zielfernrohr
}

class_axispara_mg34
{
MG34-Schtze
}

class_axispara_mg42
{
MG42-Schtze
}

class_random
{
Random
}

class_random_para
{
Random
}


// ===========
// For Scoreboard
// ===========
PLAYERS
{
Players
}

CLASS
{
Class
}

OBJSCORE
{
Score
}

KILLS
{
Kills
}

DEATHS
{
Deaths
}

VOICE
{
Voice
}

LATENCY
{
Latency
}

Unassigned
{
Unassigned
}

Spectators
{
Spectators
}

STATUS
{
Status
}

Menu_Spectate
{
SPECTATE
}

Spec_Mode_Inset0
{
Inset Window Off
}

Spec_Mode_Inset1
{
Inset Chase-Camera Mode
}

Spec_Mode_Inset2
{
Inset First Person Mode
}

Spec_Mode_Inset3
{
Inset Map Mode
}

// Spectator Menu
Spec_Mode1
{
Locked Chase Cam
}

Spec_Mode2
{
Free Chase Cam
}

Spec_Mode3
{
Free Look
}

Spec_Mode4
{
First Person
}

Spec_Mode5
{
Free Overview
}

Spec_Mode6
{
Chase Overview
}

Spec_NoTarget
{
No valid targets. Cannot switch to Chase-Camera Mode.
}

Spec_Only_Help
{
DUCK to Change Inset Mode  FIRE for Next Target  ALT-FIRE for Prev Target  JUMP to Change Modes
}

Spec_Help
{
ENTER to Play  FIRE for Next Target  ALT-FIRE for Prev Target  JUMP to Change Modes
}

Spec_Help_Title
{
Spectator Mode
}

Spec_Help_Text
{
Use the following keys to change view styles:

 FIRE1 - Chase next player
 FIRE2 - Chase previous player
 JUMP - Change view modes
 USE - Change inset window mode
 
 DUCK  - Enable spectator menu

 RIGHT-CLICK name on SCOREBOARD to spectate
  
In Overview Map Mode move around with:

 MOVELEFT - move left
 MOVERIGHT - move right
 FORWARD - zoom in
 BACK - zoom out
 MOUSE - rotate around map/target
}

Spec_Slow_Motion
{
Slow Motion
}

Spec_Replay
{
Instant Replay
}

Spec_Auto
{
Auto
}

Spec_Time
{
Time
}

Spec_Map
{
Map
}

Spectators
{
Spectators
}

Unassigned
{
Unassigned
}

OBS_NONE
{
Camera Options
}

OBS_CHASE_LOCKED
{
Locked Chase Cam
}

OBS_CHASE_FREE
{
Free Chase Cam
}

OBS_ROAMING
{
Free Look
}

OBS_IN_EYE
{
First Person
}

OBS_MAP_FREE
{
Free Overview
}

OBS_MAP_CHASE
{
Chase Overview
}

SPECT_OPTIONS
{
Options
}

CAM_OPTIONS
{
Camera Options
}

Spec_Duck
{
Press DUCK for Spectator Menu
}

// ==========
// Misc. Text
// ==========

game_no_spawns
{
No free spawnpoints. Will re-check every 1 sec.
}

game_bogus_round
{
This round will not count, not enough players
}

game_clan_start
{
Match will begin in %s mins : %s secs
}

game_not_enough
{
Not enough players available. Next check in 20 seconds
}

game_votekick_open
{
**VOTE KICK for %s now OPEN**
}

game_votekick_tovote1
{
**To vote to KICK this player type in votekick %s.
}

game_votekick_tovote2
{
**To see the list of players and ids type in playerlist.
}

game_votekick_kick
{
**VOTE KICK CLOSED** %s is now being kicked by %s votes!
}

game_votekick_already
{
You have already voted to kick %s.
}

game_votekick_this
{
Voting is currently for %s only.
}

game_votekick_voted
{
You have voted to kick %s.
}

game_votekick_noexist
{
The # %s does not exist.
}

game_votekick_closed
{
**VOTE KICK FOR %s CLOSED**
}

game_joined_game
{
%s has joined the game
}

game_disconnected
{
%s has left the game
}

game_joined_team
{
*%s joined %s
}

game_kick_tk
{
%s has team killed too many times. Now being kicked!
}

game_has_object
{
%s has %s!
}

game_lost_object
{
%s lost %s!
}

game_capture_object
{
%s captured %s!
}

game_left_object
{
(1 object to go!)
}

game_left_plural_object
{
(%s objects to go!)
}

game_score_allie_point
{
Allies score 1 point
}

game_score_allie_points
{
Allies score %s points
}

game_score_axis_point
{
Axis score 1 point
}

game_score_axis_points
{
Axis score %s points
}

game_capture_broken_allie
{
Allies capture broken
}

game_capture_broken_axis
{
Axis capture broken
}

game_time_left1
{
Time left:  %s:%.2s
}

game_time_left2
{
No time limit set on server
}

game_chat_on
{
Chat turned ON
}

game_chat_off
{
Chat turned OFF
}

game_deathmsg_on
{
Death messages turned ON
}

game_deathmsg_off
{
Death messages turned OFF
}

game_dont_cheat
{
Please dont cheat!
}

game_unknown_command
{
Unknown command: %s
}

game_cant_change_name
{
Not allowed to change name when dead or spectating!
}

game_nextmap
{
Next map : %s
}

game_spawn_as
{
*You will spawn as %s
}

game_respawn_as
{
*You will respawn as %s
}

game_spawn_asrandom
{
*You will spawn as random class
}

game_respawn_asrandom
{
*You will respawn as a random class
}

game_now_as
{
*Your player class is now: %s
}

game_will_spawn
{
You will respawn when you have selected a class.
}

game_list_players1
{
 ID     NAME
------------------------
}

game_list_players2
{
 %s     %s
}

game_roundstart_allie1
{
Platoon, move out and stay low!
}

game_roundstart_allie2
{
Squad, charge your weapons we're moving up!
}

game_roundstart_brit1
{
Platoon, move out and stay low!
}

game_roundstart_brit2
{
Squad, charge your weapons we're moving up!
}

game_roundstart_axis1
{
Disembark and prepare for the attack!
}

game_roundstart_axis2
{
Go! Go! Prepare for the assault!
}

game_class_limit
{
*Server has reached the limit of number of %s
}

game_uneven_teams
{
Uneven teams. Please join 
the team with fewer players.
}

game_switch_teams_once
{
Only allowed to switch 
teams once between respawns.
}

game_stats
{
Dod Stats
}

game_stats_accuracy
{
Accuracy: %.2s
}

game_stats_killstotal
{
Kills / Min: %.2s
}

game_shoulder_pschreck
{
You must shoulder your 
Panzerschreck to fire!
}

game_shoulder_piat
{
You must shoulder your 
Piat to fire!
}

game_shoulder_bazooka
{
You must shoulder your 
Bazooka to fire!
}

game_cannot_drop
{
You cannot drop this weapon
}

game_cannot_drop_while
{
You cannot drop this weapon 
while it is deployed
}

scoreboard_status_dead
{
DEAD
}

scoreboard_status_hasobject
{
Object
}

// ==========
// Wave Label
// ==========
Wave_Title
{
Reinforcements in:
}

Wide_Title
{
Day of Defeat 1.0
}

// ==========
// Objectives Screen
// ==========
Obj_Title
{
Objectives
}


// ==========
// Voice Menus
// ==========

Menu_AmerVoice1
{
1. Squad move out!
2. Hold this position!
3. Fall back!
4. Squad flank left!
5. Squad flank right!
6. Squad, stick together!
7. Squad, covering fire!
8. Use your grenades!
9. Cease fire!
0. Cancel
}

Menu_AmerVoice2
{
1. Yes Sir!
2. Negative!
3. I need backup!
4. Fire in the hole!
5. Grenade!
6. Sniper!
7. Taking fire - left flank!
8. Taking fire - right flank!
9. Area clear !
0. Cancel
}

Menu_AmerVoice3
{
1. Go go go!
2. Displace!
3. Enemy ahead!
4. Enemy behind us!
5. Mg42 position ahead!
6. Move up the .30 cal!
7. I need Ammo!
8. Use the bazooka!   
9. Panzerschreck! 
0. Cancel
}

Menu_BritVoice1
{
1. Squad move out!
2. Hold this position!
3. Fall back!
4. Squad flank left!
5. Squad flank right!
6. Squad, stick together!
7. Squad, covering fire!
8. Use your grenades!
9. Cease fire!
0. Cancel
}

Menu_BritVoice2
{
1. Yes sir!
2. Negative!
3. I need backup!
4. Fire in the hole!
5. Grenade!
6. Sniper!
7. Taking fire - left flank!
8. Taking fire - right flank!
9. Area clear!
0. Cancel
}

Menu_BritVoice3
{
1. Go go go!
2. Displace!
3. Enemy ahead!
4. Enemy behind us!
5. Mg position ahead!
6. Bring up that Bren!
7. I need Ammo!  
8. Use the piat!
9. Panzerschreck!  
0. Cancel
}

Menu_GerVoice1
{
1. Squad move out!
2. Hold this position!
3. Fall back!
4. Squad flank left!
5. Squad flank right!
6. Squad, stick together!
7. Squad, covering fire!
8. Use your grenades!
9. Cease fire!
0. Cancel
}

Menu_GerVoice2
{
1. Yes sir!
2. Negative!
3. I need backup!
4. Fire in the hole!
5. Grenade!
6. Sniper!
7. Taking fire - left flank!
8. Taking fire - right flank!
9. Area clear!
0. Cancel
}

Menu_GerVoice3
{
1. Go go go!
2. Displace!
3. Enemy ahead!
4. Enemy behind us!
5. Machinegun position ahead!
6. Move up the mg!
7. I need Ammo!
8. Use the panzerschreck!
9. Bazooka! / Piat!
0. Cancel
}


menu_votekick_1
{
Vote to kick | ban

}

menu_votekick_2
{


1. Yes
2. No 
}

Menu_Spectate
{
SPECTATE
}

Spec_Mode_Inset0
{
Inset Window Off
}

Spec_Mode_Inset1
{
Inset Chase-Camera Mode
}

Spec_Mode_Inset2
{
Inset First Person Mode
}

Spec_Mode_Inset3
{
Inset Map Mode
}

Directed
{
Auto
}

Muted
{
Player Muted -
}

Unmuted
{
Player Unmuted
}

no_longer_hear_that_player
{
You will no longer be able to hear this player
}

$position -1 0.65
// Fade in text effect
$effect 0
// This is the final color
$color 100 100 100

// This is the highlight color
$color2 0 200 50

// This is the time it takes to fade each character
$fadein 0.005

// This is the amount of time the highlight lags behind the leading edge of the text
$fxtime 0.5

// How long to hold the message on the screen (after it scans out)
$holdtime 3.5
$holdtime 10.0

// How long it takes to fade out the message after holding
$fadeout 1.5

$position -1.0 0.1

$holdtime 5.0

// ==============================================================
// === DOD_CHARLIE
// ==============================================================
CHARLIE_ALLIEDBRIEFING
{
Move up the beach under a storm of lead to destroy 
the barbed-wire barrier.

Then up on the bluff, use your satchel charges to destroy
the two 88 gun emplacements.  

Also use satchels to also destroy a radio transmitter and a 
large coastal gun.
}

CHARLIE_AXISBRIEFING
{
Defend the Atlantic Wall against the Allied invaders and
do not allow the Allies to move further inland!

Use the three mortar positions to shell the beach.

Successfully hold the invasion back and victory is yours!
}


CHARLIE_BEACH_WARNING
{
Where do you think you're going, SOLDIER?
}

CHARLIE_881_DESTROY
{
88 #1 destroyed!
}

CHARLIE_882_DESTROY
{
88 #2 destroyed!
}

CHARLIE_RADIO_DESTROY
{
Axis radio destroyed!
}

CHARLIE_COASTAL_DESTROY
{
Coastal defence destroyed!
}

CHARLIE_MORT_LEFT_DESTROY
{
Left Mortar Destroyed!
}

CHARLIE_MORT_MID_DESTROY
{
Middle Mortar Destroyed!
}

CHARLIE_MORT_RIGHT_DESTROY
{
Right Mortar Destroyed!
}

CHARLIE_MIDBREACH
{
Allies have breached the mid seawall!
}

CHARLIE_MIDNEST_HINT
{
Grab a satchel to blow through this bunker!
}

CHARLIE_SATCHEL_HINT
{
Use satchels to break through the shingle and
destroy your objectives!
}

CHARLIE_SHINGLE_BREACH
{
The Allies are breaking through the shingle!
}

CHARLIE_INTRUDER_WARN
{
This passage leads to the Axis barracks...
}

CHARLIE_WESTERN_BREACH
{
The Allies have breached our western defences!
}

CHARLIE_ALLIED_88_HINT
{
You are near an Axis 88 emplacement!  Destroy it
with a satchel charge!
}

CHARLIE_ALLIED_RADIO_HINT
{
You are near the Axis Radio Tent!  Destroy it with a satchel 
charge!
}

CHARLIE_ALLIED_CP4_HINT
{
You are near the Axis Coastal Defense Gun!  Destroy it with 
a satchel charge!
}

// ==============================================================
// === DOD_ANZIO
// ==============================================================
ANZIO_AXIS_MSG
{
Attention!  Too close to axis respawn zone!
}

ANZIO_ALLIES_MSG
{
Attention! Too close to allies respawn zone!
}


// ==============================================================
// === DOD_FOREST
// ==============================================================


// ==============================================================
// === DOD_VICENZA
// ==============================================================
vic_allies_obj_text
{
Destroy the King Tiger.
}

vic_axis_obj_text
{
Destroy both Allied jeeps.
}

vic_tnt_msg
{
Use satchel charges to destroy obstacles and the two Allied jeeps.
}

vic_satchel_msg
{
Use satchel charges to destroy obstacles and the Axis King Tiger.
}

vic_axis_spawn_warning
{
WARNING: Do not enter enemy spawn!
}

vic_allies_spawn_warning
{
WARNING: Do not enter enemy spawn!
}

vic_axis_defense_text
{
Allies are in striking range of the King Tiger!
}

vic_allies_defense_text
{
Axis are in striking range of the jeeps!
}

vic_jeep1_text
{
Axis have destroyed the west jeep!
}

vic_jeep2_text
{
Axis have destroyed the south jeep!
}

vic_allies_block_text
{
The barricade at Allied base has been destroyed.
}

vic_axis_block_text
{
A blocking wall at Axis ruin has been destroyed.
}

vic_axis_wall_text
{
A wall has been destroyed near Axis base.
}

vic_axis_sniper_wall_text
{
Access to sniper ledge has been opened.
}

vic_allies_sniper_wall_text
{
Access to sniper ledge has been opened.
}

vic_axis_door_text
{
Balcony door above the King Tiger has been destroyed.
}

vic_defend_barrier_text
{
This barricade protects our jeeps. Defend this area.
}

vic_defend_jeep_text
{
Prevent the Axis from destroying this jeep.
}

vic_defend_tank_text
{
Prevent the Allies from destroying this tank.
}

// ==============================================================
// === DOD_GLIDER
// ==============================================================

glider_wallpatchtext
{
The upper castle wall has been breached!
}

glider_allied_brief
{
Use the satchel charges and the bazookas to destroy the 
entire Axis anti-aircraft effort in this sector.

Targets include an 88mm Flak Cannon, a radio tower, and
a radar.

Also sieze the supply shack and the bunker.
}

glider_axis_brief
{
Allied paratroopers will try to destroy our anti-aircraft
battery. Defend the radar, the 88mm Flak cannon, and the
radio room. 
}

glider_allies_blow_wall
{
Blow the castle walls with your Bazookas...look for the wood support beams.
}

glider_wallpatchtext2
{
The Allies have breached the lower castle wall!
}

glider_bunkerblow_txt
{
The bunker has been breached!
}

glider_wallpatchtext5
{
Warning! Entering Axis Spawn Sector!
}

glider_tanker_sequence
{
A Sherman tank has been spotted in the Farmyard!
}

glider_tanker_sequence2
{
The Sherman tank commander reports German activity near his location!
}

glider_bridgesmall
{
The foot bridge leading to castle has been blown!
}

glider_allied_warning_zone
{
Warning! Entering Allied Spawn Sector!
}

glider_tank_blow_text
{
The Sherman tank has been destroyed!
}

glider_bunkeratry
{
A mortar round is on the way to the bunker area!
}

glider_cannon_flag_relay
{
Allies have destroyed the 88!
}

glider_mortar2Boff
{
The Allied mortar has been destroyed!
}

glider_glider_bust_crates
{
Look for more satchel charges in the supply house!
}

glider_wallpatchtext3
{
Allies have breached the sewer wall
}

glider_snipers
{
Allied soldiers have been spotted in the castle!
}

glider_glider_shooters
{
Shooting the base does nothing...shoot the upper panels with the bazooka!
}

// ==============================================================
// === DOD_JAGD
// ==============================================================
jagd_bazookamsg
{
Use your Panzerschrek to destroy the two British tanks.
Your map should show you where they are located in the city.
}

jagd_allied_cap_area
{
Return the secret documents to this location.
They are located near the crashed glider.
}

jagd_allied_documents_msg
{
Allied Secret Plans!
Do not allow allies to recover these documents!
}

jagd_camp
{
The battle is not this way lad!
}

jagd_camp_axis
{
The battle is not this way soldat!
}

jagd_tank1_offmsg
{
A British tank has blown up!
}

jagd_tank2_offmsg
{
A British tank has blown up!
}

jagd_allied_protect_hint
{
Protect this tank at all costs!  Tank hunters have been
sighted in this area!
}

jagd_alliedbriefing
{
A Horsa glider carrying staff officers and plans for the attack
on Caen has crashed in enemy territory during a heavy thunderstorm.

Allies must find the crash site and recover the plans, while 
protecting their two remaining Cromwell tanks from Axis
Panzerschrek attacks.
}

jagd_axisbriefing
{
Axis must prevent the Allies from reaching the glider crash site
to recover their documents.  Also seek out and destroy remaining
British tanks with your Panzerschreks.  Without tank support,
the allies will be unable to hold this area.
} 

jagd_foundglider_hint
{
You've found the crashed glider!  Find the plans as quicky as
you can, and return them to the command center!
}

// ==============================================================
// === DOD_ZALEC
// ==============================================================
ZALEC_AXISBRIEFING1
{
Allied forces have entered the city of Zalec
and are making their way to the fountain area!
Protect the fountain and church area at all costs!
}

ZALEC_ALLIEDBRIEFING1
{
Advance through the city of Zalec and capture
the fountain area near the church!
}

ZALEC_AXISBRIEFING2
{
We have lost the fountain area!  

Fall back and protect our tanks from the Allies!
}

ZALEC_ALLIEDBRIEFING2
{
Good job men!  We now hold the fountain area.

Reports indicate a group of 3 tanks nearby.  Advance
into the city and use bazookas to destroy the tanks!
}

ZALEC_AIRSTRIKE
{
Radio beacon activate!  Airstrike on this location
imminent!
}

ZALEC_ZOOKAHINT
{
Use the bazooka to destroy the enemy tanks
}

ZALEC_DESTTANK
{
A tank has been destroyed!
}

// ==============================================================
// === GENERIC MAP TEXT
// ==============================================================
MAP_SPAWN_WARNING
{
You have crossed enemy lines! 
Watch out for enemy machine guns!
}

MAP_ALLIED_VICTORY1
{
The Allied forces have overrun the Axis!
}

MAP_ALLIED_VICTORY2
{
The Allied forces are victorious!
}


MAP_AXIS_VICTORY1
{
The Axis forces have overrun the Allies!
}

MAP_AXIS_VICTORY2
{
The Axis forces are victorious!
}

MAP_NULL_MSG
{
%t have %n
}

// ----------------------------------------------------------------
// --- %p = players name
// --- %n = name of the location
// --- %t = name of team capturing location
// --- Example "Waldo has captured the Plaza for the Allies"
// ----------------------------------------------------------------
MAP_PLAYER_CAP
{
%p captured %n for %t
}

MAP_GROUP_CAP
{
%t have %n
}

THE_ALLIES
{
the Allies
}

THE_AXIS
{
the Axis
}


// ---------------------------------------------------------------
// --- HINT MESSAGES
// ---------------------------------------------------------------

Hint_spotted_a_friend
{
You have spotted a friendly soldier!
}

Hint_spotted_an_enemy
{
You have spotted an enemy soldier! 
Hunt him down.
}

Hint_try_not_to_injure_teammates
{
Careful! You can hurt your teammates!
}

Hint_careful_around_teammates
{
Oh no! You killed a teammate!
}

Hint_killing_enemies_is_good
{
You have killed an enemy! 
Keep up the good work!
}

Hint_touched_area_capture
{
This is a capture area,
stay here to capture this objective.
You will notice an area icon whenever
you are touching a cap area.
}

Hint_touched_control_point
{
You captured a control point! Good job!
}

Hint_picked_up_object
{
You've picked up an objective item!
}

Hint_mgs_fire_better_deployed
{
Your gun would be much more accurate 
if you deployed it!
Go prone or find a sandbag to deploy!
}

Hint_sandbag_area_touch
{
This is a sandbag area,
you can deploy your machine gun here!
}

Hint_rocket_weapon_pickup
{
You've picked up a rocket weapon! 
Use it to blow holes in some walls 
and complete objectives.
}

Hint_out_of_ammo
{
Your weapon is out of ammo!
}

Hint_prone
{
Going prone will give you less recoil when
you shoot, and makes you harder to see!
}

Hint_low_stamina
{
You have low stamina,
try resting for a while to recover.
}

Hint_area_requires_object
{
You've touched an area that requires 
an objective item.
}
	
Hint_player_killed_wavetime
{
You have been killed, you have to wait
for the next wave of reinforcements!
} 

Hint_player_killed_onelife
{
You have been killed, you have to 
wait for the round to finish 
before you can spawn!
}

Hint_mg_overheat
{
Your machinegun has overheated, 
let it cool down before firing again.
}

Map_options
{
Options
}

Map_press_duck
{
Press duck key to edit map
}

Map_instructions
{
Left Mouse = Place marker | Right Mouse = Remove marker
}

Map_exit
{
Exit
}

Teamname_allies
{
Allies
}

Teamname_axis
{
Axis
}

Teamname_british
{
British
}

Teamname_spectators
{
Spectators
}

Class_descrip_not_avail
{
Class Description not available.
}

//Voice Command Subtitles
//=======================

Voice_subtitle_attack
{
Squad, move out!
}

Voice_subtitle_hold
{
Hold this position!
}

Voice_subtitle_fallback
{
Fall Back
}

Voice_subtitle_left
{
Squad, flank left!
}

Voice_subtitle_right
{
Squad, flank right!
}

Voice_subtitle_sticktogether
{
Squad, stick together!
}

Voice_subtitle_cover
{
Squad, covering fire!
}

Voice_subtitle_usegrens
{
Use your grenades!
}

Voice_subtitle_ceasefire
{
Cease fire cease fire!
}

Voice_subtitle_yessir
{
Yes Sir!
}

Voice_subtitle_negative
{
Negative!
}

Voice_subtitle_backup
{
I need backup!
}

Voice_subtitle_fireinhole
{
Fire in the hole!
}

Voice_subtitle_grenade
{
Grenade!
}

Voice_subtitle_sniper
{
Sniper!
}

Voice_subtitle_fireleft
{
Taking fire, left flank!"
}

Voice_subtitle_fireright
{
Taking fire, right flank!
}

Voice_subtitle_areaclear
{
Area clear!
}

Voice_subtitle_gogogo
{
Go go go!
}

Voice_subtitle_displace
{
Displace!
}

Voice_subtitle_enemyahead
{
Enemy ahead!
}

Voice_subtitle_enemybehind
{
Enemy behind us!
}

Voice_subtitle_mgahead
{
Machine gun ahead!
}

Voice_subtitle_moveupmg_30cal
{
Move up the .30 cal!
}

Voice_subtitle_needammo
{
I need Ammo!
}

Voice_subtitle_usebazooka
{
Use the Bazooka!
}

Voice_subtitle_usepiat
{
Use the Piat!
}

Voice_subtitle_usepschreck
{
Use the Panzerschreck!
}

Voice_subtitle_bazookaspotted
{
Bazooka!
}

Voice_subtitle_piatspotted
{
Piat!
}

Voice_subtitle_pschreckspotted
{
Panzerschreck!
}

Voice_subtitle_moveout
{
Move out!
}

Voice_subtitle_moveupmg_mg
{
Move up the machinegun!
}

Voice_subtitle_moveupmg_bren
{
Move up the Bren!
}

HandSignal
{
Hand Signal
}

Dod_Menu_Title
{
Day of Defeat Commands
}

Dod_Select_Class
{
Select Class
}

Dod_Voice_menu_1
{
Voice Menu 1
}

Dod_Voice_menu_2
{
Voice Menu 2
}

Dod_Voice_menu_3
{
Voice Menu 3
}

Dod_drop_ammo
{
Drop Extra Ammo
}

Dod_drop_objective_item
{
Drop Objective Item
}

Dod_use_pick_up_grenades
{
Use Item / Pick up Grenades
}

Dod_open_map
{
Open Map
}

Dod_map_zoom
{
Zoom Map
}

Dod_Prone
{
Prone
}

Dod_Sprint
{
Sprint
}

Health
{
Health
}

MAP_USE_BAZOOKA_HINT
{
You will need to use a bazooka to destroy this!
}

MAP_USE_PSCHREK_HINT
{
You will need to use a Panzerschrek to destroy this!
}

MAP_USE_PIAT_HINT
{
You will need to use a PIAT to destroy this!
}

POINT_ANZIO_PLAZA
{
the plaza
}

POINT_ANZIO_STREET
{
the street
}

POINT_ANZIO_HILL
{
the hill
}

POINT_BRIDGE
{
the bridge
}

POINT_ANZIO_LAUNDRY
{
the laundry
}

POINT_AXISSTREET
{
the Axis street
}

POINT_ALLIEDSTREET
{
the Allied street
}

POINT_AVALANCHE_MARKET
{
the market
}

POINT_AVALANCHE_AXISGUNPOSITION
{
the Axis gun position
}

POINT_AVALANCHE_ALLIEDGUNPOSITION
{
the Allied gun position
}

POINT_AXISBUNKER
{
the Axis bunker
}

POINT_CAEN_AXISPLAZA
{
the Axis plaza
}

POINT_CAEN_ALLIEDPLAZA
{
the Allied plaza
}

POINT_ALLIEDBUNKER
{
the Allied bunker
}

POINT_CHARLIE_881
{
the 88 #1
}

POINT_CHARLIE_882
{
the 88 #2
}

POINT_CHARLIE_BIGGUN
{
the big gun
}

POINT_CHARLIE_RADIOTENT
{
the radio tent
}

POINT_CHEMILLE_DESTROYEDHOUSE
{
the destroyed house
}

POINT_CHEMILLE_UNDERPASS
{
the underpass
}

POINT_CHURCH
{
the church
}

POINT_CHEMILLE_DESTROYEDFACTORY
{
the destroyed factory 
}

POINT_DONNER_AXISHQ
{
the Axis headquarters
}

POINT_DONNER_ALLIEDHQ
{
the Allied headquarters
}

POINT_DONNER_MAINSTREET
{
the main street
}

POINT_FLASH_FLASHVILLESTREET
{
Flashville street
}

POINT_FLASH_TRAIL
{
the trail
}

POINT_FLASH_ALLIEDBASE
{
the Allied base
}

POINT_FIELD
{
the field
}

POINT_FLASH_AXISBASE
{
the Axis base
}

POINT_FOREST_AXISFOREST
{
the Axis central forest trench
}

POINT_FOREST_ALLIEDFOREST
{
the Allies central forest trench
}

POINT_FOREST_ALLIEDHILL
{
the Allies hill trench
}

POINT_FOREST_AXISBRIDGE
{
the Axis bridge trench
}

POINT_THEBUNKER
{
the bunker
}

POINT_GLIDER_SUPPLYROOM
{
the supply room
}

POINT_GLIDER_RADAR
{
the radar
}

POINT_GLIDER_AXISRADIOROOM
{
the Axis radio room
}

POINT_GLIDER_SUPPLYROOM
{
the supply room
}

POINT_GLIDER_BUNKERHILLCANNON2
{
the bunker hill cannon
}

POINT_JAGD_BRITISHTANK2
{
the British tank #2
}

POINT_JAGD_BRITISHTANK1
{
the British tank #1
}

POINT_JAGD_DOCCAP
{
the documents
}

POINT_KRAFTSTOFF_AMERICANFUELDUMP
{
the American fuel dump
}

POINT_KRAFTSTOFF_AMERICANFUELTRUCK
{
the American fuel truck
}

POINT_MERDERET_STRONGHOLD
{
the stronghold
}

POINT_MERDERET_CHURCHSQUARE
{
the church square
}

POINT_VICENZA_SOUTHJEEP
{
the south jeep
}

POINT_VICENZA_KINGTIGER
{
the king tiger
}

POINT_VICENZA_WESTJEEP
{
the west jeep
}

POINT_ZALEC_AXISTANK2
{
the Axis tank 2
}

POINT_ZALEC_AXISTANK1
{
the Axis tank 1
}

POINT_ZALEC_AXISTANK3
{
the Axis tank 3
}

POINT_ZALEC_FOUNTAIN
{
the fountain
}
