wesnoth/data/_main.cfg
Alexander van Gessel 532ff83ef2 Un-hardwire the [language] block in data/hardwired/english.cfg.
Move the file out of that dir
2010-12-27 11:27:15 +01:00

103 lines
1.7 KiB
INI

#textdomain wesnoth
{english.cfg}
{themes/}
{core/}
#ifdef MULTIPLAYER
{multiplayer/}
#endif
{campaigns/}
[ais]
[default_config]
{ai/utils/default_config.cfg}
[/default_config]
{ai/ais/}
#ifdef DEBUG_MODE
{ai/dev/}
#endif
[/ais]
#ifdef EDITOR
[textdomain]
name="wesnoth-editor"
[/textdomain]
#endif
#ifdef TEST
{scenario-test.cfg}
{scenario-formula.cfg}
{scenario-formula-recruitment.cfg}
{scenario-poisoning.cfg}
{scenario-leaders.cfg}
{ai/scenarios/scenario-AI_Arena_small.cfg}
{ai/scenarios/scenario-test_move_to_targets.cfg}
{ai/scenarios/scenario-lua-ai.cfg}
#endif
[textdomain]
name="wesnoth"
[/textdomain]
[textdomain]
name="wesnoth-help"
[/textdomain]
[textdomain]
name="wesnoth-units"
[/textdomain]
[textdomain]
name="wesnoth-multiplayer"
[/textdomain]
# required to wire it in rather early, won't work in the ifdef for the tutorial
[textdomain]
name="wesnoth-tutorial"
[/textdomain]
# does not work when wired in only in the multiplayer file, do not ask me why...
[textdomain]
name="wesnoth-anl"
[/textdomain]
# title screen and no_gui mode do not need terrain_graphics
#ifdef TITLE_SCREEN
#define NO_TERRAIN_GFX
#enddef
#endif
#ifdef NO_GUI
#define NO_TERRAIN_GFX
#enddef
#endif
#ifndef NO_TERRAIN_GFX
# Include the terrain-graphics definitions after the campaigns so campaign specific
# terrains work properly.
{core/terrain-graphics.cfg}
#endif
[binary_path]
path=data/core
[/binary_path]
{advanced_preferences.cfg}
{game_config.cfg}
[textdomain]
name="wesnoth-lib"
[/textdomain]
#ifdef TUTORIAL
[binary_path]
path=data/campaigns/tutorial
[/binary_path]
[+units]
{campaigns/tutorial/units}
[/units]
{campaigns/tutorial/scenarios}
#endif