//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)
// effect -1 is print center (normal text in center of screen)
// effect -2 is print notify (normal text in top left of screen)
// effect -3 is print center (text piped straight into console)
// effect -4 is print talk (normal text in lower middle of screen)
// 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)

// the only flags TFC uses are the effect value -4 through -1, for screen positions


// game text

/////////////////////////////////////////////////////////
// Demoman

FITH
{
FIRE IN THE HOLE!
}

SpreadsCheer
{
%s spreads good cheer!
}

Disarming_detpack
{
Disarming detpack...
}

Detpack_fizzle
{
Your detpack fizzled out.
}

Detpack_someone
{
You can't set a detpack on someone!
}

Detpack_sentry
{
You can't set a detpack on a sentry gun!\n
}

Detpack_dispenser
{
You can't set a detpack on a dispenser!
}

Detpack_stack
{
Detpacks can't be stacked!
}

Detpack_air
{
You can't set detpacks in the air!
}

Detpack_oneactive
{
You can only have 1 detpack active at a time.
}

Detpack_fivesec
{
You can't set detpacks for less than 5 seconds.
}

Detpack_set
{
Setting detpack for %s seconds...
}

Detpack_retrieve
{
Detpack retrieved.
}

Detpack_countdown
{
%s...
}

Detpack_finishset
{
Detpack set!
}

Demoman_detpacking
{
Setting detpack...
}

/////////////////////////////////////////////////////////
// Engineer

Dispenser_finish
{
You finish building the dispenser.
}

Dispenser_built
{
%s has built a Dispenser.
}

Dispenser_has
{
Dispenser has %s health, %s rockets, %s armor, and %s cells
}

Dispenser_AmmoNoMore
{
You can not put any more ammo in the dispenser.
}

Dispenser_destroyed
{
Your dispenser was destroyed.
}

Dispenser_used
{
Enemies are using your dispenser!
}

Dispenser_dismantle
{
You dismantle the Dispenser.
}

Dispenser_otherdismantled
{
%s dismantled your Dispenser.
}

Dispenser_otherdismantledhis
{
%s dismantled %s's Dispenser.
}

Dispenser_empty
{
The dispenser is empty.
}

Sentry_finish
{
You finish building the sentry gun.
}

Sentry_built
{
%s has built a sentry gun
}

Sentry_upgrade
{
You upgrade the Sentry Gun to level %s
}

Sentry_rocketslow
{
Sentry Gun is low on rockets.
}

Sentry_rocketsout
{
Sentry Gun is out of rockets.
}

Sentry_shellsout
{
Sentry Gun is out of shells.
}

Sentry_shellslow
{
Sentry Gun is low on shells.
}

Sentry_malfunc
{
%s's sentry gun malfunctioned
}

Sentry_destroyed
{
Your sentry gun was destroyed.
}

Sentry_detail
{
Level %s SentryGun has %s health, %s shells
}

Sentry_detailrox
{
Level %s SentryGun has %s health, %s shells, %s rockets
}

Sentry_dismantle
{
You dismantle the Sentry Gun
}

Sentry_otherdismantled
{
%s dismantled your Sentry Gun.
}

Sentry_otherdismantledhis
{
%s dismantled %s's Sentry Gun
}

Sentry_rotate
{
Rotating 45 degrees to the left...
}

Sentry_rotate180
{
Rotating 180 degrees...
}

Build_air
{
You can't build in the air!
}

Build_nometal
{
You don't have enough metal to 
build anything.
}

Build_stop
{
You stop building.
}

Build_onedispenser
{
You can only have one dispenser.
Try dismantling your old one.
}

Build_onesentry
{
You can only have one sentry gun.
Try dismantling your old one.
}

Build_noroom
{
Not enough room to build here
}

Build_nobuild
{
You're not allowed to build here
}

Detpack_disarm
{
%s's detpack was defused by %s!
}

Detpack_disarm_bday
{
%s stole %s's birthday present!
}

Menu_DetDisp
{
Remotely Detonate Dispenser
}

Sentry_sbar
{
Sentry gun health:
}

Engineer_building
{
Building...
}

No_Rockets
{
No rockets
}

No_Shells
{
No shells
}

No_Ammo
{
No ammunition
}





Menu_BuildDisp
{
Build Ammo&Armor Dispenser
}

Menu_DetSentry
{
Remotely Detonate Sentry Gun
}

Menu_BuildSentry
{
Build Sentry Gun
}

Menu_DismantleDisp
{
Dismantle Dispenser
}

Menu_RepairDisp
{
Repair Dispenser
}

Menu_ArmorDisp
{
Put Armor into Dispenser
}

Menu_AmmoDisp
{
Put Ammo into Dispenser
}

Menu_AmmoSentry
{
Put Ammo into Sentry Gun
}

Menu_UpgradeSentry
{
Upgrade Sentry Gun
}

Menu_RepairSentry
{
Repair Sentry Gun
}

Menu_DismantleSentry
{
Dismantle Sentry Gun
}

Menu_RotateSentry
{
Rotate Sentry Gun
}

Menu_Dispenser
{
Use Dispenser:
1. Withdraw some Ammo
2. Withdraw some Armor
3. Nothing

}

//////////////////////////////////////////////////////////////////////
// Spy

Spy_glowing
{
You can't go undercover while glowing.
}

Spy_unable
{
You can't go undercover right now.
}

Feign_unabletogetup
{
You can't get up while 
something is on you.
}

Feign_unable
{
You can't feign right now.
}

Feign_air
{
You can't feign in the air.
}

Feign_onspy
{
You can't feign this close 
to another player.
}

Feign_noroom
{
Not enough room to feign here.
}

Disguise_stop
{
You stop going undercover.
}

Disguise_start
{
Going undercover...
}

Disguise_resetclass
{
Disguised Class reset.
}

Disguise_resetteam
{
Disguised Team reset.
}

Disguise_asclass
{
Now disguised as a %s
}

Disguise_asteam
{
Now disguised as team %s
}

Disguise_now
{
You are now disguised.
}

Spy_tranq
{
You feel tired...
}

Halluc_finished
{
You feel a little better now.
}

Tranq_finished
{
You feel more alert now.
}

Spy_changeskin
{
Change Skin
}

Spy_changecolor
{
Change Color
}

Spy_startfeign
{
Start Feigning
}

Spy_stopfeign
{
Stop Feigning
}

Spy_resetskin
{
Reset Skin
}

Spy_resetcolor
{
Reset Color
}

Spy_resetskinandcolor
{
Reset Skin and Color
}

Spy_skinmenu
{
Change Skin to:
}

Spy_colormenu
{
=== Change Color to the Same Color as  ===
}

Spy_disguised
{
Disguise:
}

Spy_disguising
{
Disguising...
}

Nothing
{
Nothing
}

Action
{
Action:
}

//////////////////////////////////////////////////////////////////////
// Medic

Medic_infect
{
You have infected %s!
}

Medic_infected
{
You have been infected by %s!
}

Medic_cureconc
{
%s cured %s's concussion
}

Medic_curehalluc
{
%s cured %s's of his hallucinations.
}

Medic_curetranq
{
%s healed %s's tranquilisation.
}

Medic_cureinfection
{
%s healed %s's infection.
}

Medic_curefire
{
%s put out %s's fire.
}



//////////////////////////////////////////////////////////////////////
// Sniper

Sniper_headshot
{
Head shot!
}

Sniper_leginjury
{
Leg injury!
}

Sniper_legshot
{
Leg shot - that'll slow him down!
}

//////////////////////////////////////////////////////////////////////
// Pyro

Pyro_onfire
{
You are on fire!
}

//////////////////////////////////////////////////////////////////////
// Game messages

Game_ceasefire
{
CEASE FIRE MODE
}

Game_christmas
{
MERRY CHRISTMAS!!
}

Game_happybday
{
HAPPY BIRTHDAY TEAMFORTRESS!
}

Game_nocolorchange
{
No Color changing allowed in deathmatch.
}

Game_cantplayclass
{
You cannot play that playerclass on this map. 
}

Game_spydisabled
{
The spy class has been disabled on the server by the administrator.
}

Game_enoughofclass
{
Your team already has enough of that class.
}

Game_nochangeclass
{
You cannot change class.
}

Game_changeclass
{
After dying, you will return as a %s
}

Game_mustteam
{
You must join a team first.
}

Game_nolives
{
You have no lives left.
}

Game_random
{
Random Playerclass.
}

Game_playingas
{
%s is playing as a %s
}

Game_legalclasses
{
Legal Classes for your team are:
}

Game_noteams
{
Teamplay is not On, Teams are inactive.
}

Game_onlyteams
{
There can be only %s teams on this map.
}

Game_alreadyteam
{
You're already in Team %s.
}

Game_teamfull
{
That team is full. Pick another.
}

Game_noteamstart
{
You can't start a new team with your color, since another is already using that color. 
Change your color, then try again.
}

Game_others
{
The other members of your team are:
}

Game_othersdetails
{
   %s : %s
}

Game_noothers
{
There are no other players on your team.
}

Game_nolives
{
NO lives left, returning to Observer mode.\n
}

Game_lastlife
{
LAST life.
}

Game_Xlives
{
%s lives left.
}

Game_tillrespawn
{
%s seconds till respawn.
}

Game_battleid
{
Your Battle ID is %s
}

Game_welcomeback
{
Welcome Back!
}

Game_locked
{
Closed Server. Clan Battle in progress.
}

Game_playerjoin
{
%s has joined the game
}

Game_startedteam
{
%s has started Team %s.
}

Game_joinedteam
{
%s has joined Team %s.
}

Game_changedteam
{
%s has changed to Team %s.
}

Game_minsleft
{
%s minutes left till Match begins.
}

Game_oneminleft
{
one minute left till Match begins.
}

Game_thirtysecleft
{
30 seconds left till Match begins.
}

Game_secsleft
{
%s seconds.
}

Game_onesec
{
1 second.
}

Game_matchbegin
{
MATCH BEGINS NOW
}

Game_matchlocked
{
GAME IS NOW LOCKED
}

Game_resumefire
{
RESUME FIRE
}

Scout
{
SCOUT
}

Sniper
{
SNIPER
}

Soldier
{
SOLDIER
}

Demoman
{
DEMOMAN
}

Medic
{
MEDIC
}

HWGuy
{
HWGUY
}

Pyro
{
PYRO
}

Spy
{
SPY
}

Engineer
{
ENGINEER
}

RandomPC
{
Random Playerclass
}

Random
{
RANDOM
}

Civilian
{
CIVILIAN
}

Observer
{
OBSERVER
}

//////////////////////////////////////////////////////////////////////
// Sniper

Sniper_cantfire
{
You can't fire the sniper rifle without
both feet on the ground.
}

//////////////////////////////////////////////////////////////////////
// Admin

Admin_nopassword
{
Server has no Admin password set (tfc_adminpwd)
}

Admin_access
{
Admin Password accepted. Admin rights granted.
}

Admin_badpassword
{
Admin Password incorrect.
}

Admin_noplayers
{
Players In Game : %s
}

Admin_noteamplayers
{
Players In Team %s: %s
}

Admin_gameempty
{
No other players in the game.
}

Admin_kickban
{
%s (%s)  KICK/BAN/NEXT?
}

Admin_listip
{
%s (%s)
}

Admin_endlist
{
End of player list
}

Admin_kick
{
%s was kicked by %s
}

Admin_ban
{
%s was banned by %s
}

Admin_ceasefire
{
CEASE FIRE
}

AKick_kicked
{
%s was kicked for killing teammates.
}

AKick_warn
{
Kill one more teammate, and you will be
removed from this server.
}

//////////////////////////////////////////////////////////////////////
// Items

Item_medikitammo
{
You gather %s medikit ammo
}

Item_medhealed
{
You have been healed of your infection!
}

Item_metal
{
you got %s metal
}

Grenade
{
grenade
}

Canister
{
canister
}

Grenade_found
{
You found a %s %s
}

Grenade_primed
{
Primed.
}

Caltrop_primed
{
Caltrops Primed
}

Caltrop_exc
{
Caltrop!
}

Item_missing
{
Item is missing.
}

// Grenade names

Normal
{
Normal
}

Concussion
{
Concussion
}

Nail
{
Nail
}

Mirv
{
Mirv
}

Napalm
{
Napalm
}

Flare
{
Flare
}

Gas
{
Gas
}

EMP
{
EMP
}

Caltrop
{
Caltrop
}

Flash
{
Flash
}

// Powerups

Item_ringfade
{
Ring of Shadows magic is fading
}

Item_pentfade
{
Protection is almost burned out
}

Item_quadfade
{
Quad Damage is wearing off
}

Item_suitfade
{
Air supply in Biosuit expiring
}

//////////////////////////////////////////////////////////////////////
// Menus
Menu_chooseteam
{
=== Choose Your Team ===

}

AutoTeam
{
Auto Team
}

BlueTeam
{
Blue Team
}

RedTeam
{
Red Team
}

YellowTeam
{
Yellow Team
}

GreenTeam
{
Green Team
}

Menu_onlycivs
{
Your team can only be Civilians.
}

Menu_class
{
=== Choose Your Class ===

}

Menu_repeathelp
{
Press 8 to see this help again
}

Menu_scoutdetails
{
SCOUT Details:               
WEAPONS:                     \n2. Shotgun                  \n4. Nailgun                  \n\nPress 8 for alias help\n
}


//////////////////////////////////////////////////////////////////////
// Class help

Help_scout
{
SCOUT Details:
WEAPONS:
   1. Crowbar
   2. Shotgun
   4. Nailgun
GRENADES:
   Concussion
   Caltrop
SPECIAL SKILL:
   Display Flag Status.
}

Help_sniper
{
SNIPER Details:
WEAPONS:
   1. Crowbar
   2. Sniper Rifle
   3. Auto Rifle
   4. Nailgun
GRENADE:
   Hand Grenade
SPECIAL SKILL:
   Toggle Rifle Zoom
}

Help_soldier
{
SOLDIER Details:
WEAPONS:
   1. Crowbar   
   2. Shotgun
   3. Super Shotgun
   5. Rocket Launcher
GRENADES:
   Hand Grenade
   Nail Grenade
SPECIAL SKILL:
   Reload
}

Help_demoman
{
DEMOLITIONS MAN Details:
WEAPONS:
   1. Crowbar
   2. Shotgun
   4. Grenade Launcher
   5. Pipebomb Launcher
GRENADES:
   Hand Grenade
   Mirv Grenade
SPECIAL SKILL:
   Detonate Pipebombs
OTHER:
   Set Detpack : +det5,+det20,+det50
}

Help_medic
{
MEDIC Details:
WEAPONS:
   1. Medikit/BioWeapon
   2. Shotgun
   3. Super Shotgun
   5. Super Nailgun
GRENADES:
   Hand Grenade
   Concussion Grenade
SPECIAL SKILL:
   Select Medikit
}

Help_hwguy
{
HEAVY WEAPONS GUY Details:
WEAPONS:
   1. Crowbar
   2. Shotgun
   3. Super Shotgun
   5. Assault Cannon
GRENADES:
   Hand Grenade
   Mirv Grenade
SPECIAL SKILL:
   Select Assault Cannon
}

Help_pyro
{
PYRO Details:
WEAPONS:
   1. Crowbar
   2. Shotgun
   4. Flamethrower
   5. Incendiary Cannon
GRENADES:
   Hand Grenade
   Napalm Grenade
SPECIAL SKILL:
   Select Flamethrower
}

Help_spy
{
SPY Details:
WEAPONS:
   1. Knife
   2. Tranquilizer Gun
   3. Super Shotgun
   4. Nailgun
GRENADES:
   Hand Grenade
   Hallucinogenic Grenade
SPECIAL SKILL:
   Open Disguise menu
}

Help_engineer
{
ENGINEER Details:
WEAPONS:
   1. Spanner
   2. RailGun
   3. Super Shotgun
GRENADES:
   Hand Grenade
   EMP Grenade
SPECIAL SKILL:
   Open Build menu
}

Help_civilian
{
CIVILIAN Details:
WEAPONS:
    None

GRENADES:
    None

SPECIAL SKILL:
    None
}

Help_classhelp2
{

}

Sbar_prematch
{
0PREMATCH MODE. GAME START:
2 %i2 MINUTES
4 1 MINUTE
1 %i1 SECONDS
3 1 SECOND
}

Sbar_battleid
{
0YOUR BATTLE ID: %i5
6         CEASE FIRE ACTIVE!!
}

Sbar_dead
{
0YOU CAN RESPAWN IN: 
2 %i2 MINUTES
4 1 MINUTE
1 %i1 SECONDS
3 1 SECOND
}

Scout_disarming
{
0Disarming detpack...
}


//////////////////////////////////////////////////////////////////////
// MATCH SCORING
Match_results
{
=------= MATCH RESULTS =------=
}

Match_draw
{
 DRAW 
}

Match_winner
{
%s defeated %s
}

Match_losers3
{
and %s
}

Match_losers4
{
, %s
}

Match_team
{

=------= TEAM%s RESULTS =------=
%s players. 
}

Match_teamdump
{
%s frags, %s unaccounted for.
%s team score.
}

///////////////////////////////////////////////////////////////////////////
// AMMO MAKING
Drop_shells
{
You make some shells.
}

Drop_rockets
{
You make some rockets.
}

Drop_nails
{
You make some nails.
}

Drop_cells
{
You make some cells.
}

///////////////////////////////////////////////////////////////////////////
// Spies

Spy_uncovered
{
%s uncovered an enemy spy!
}

//////////////////////////////////////////////////////////////////////////
// Maps

// All centered for now
$position -1 0.7
$effect 2
// This is the final color
$color 200 200 200
// 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 0.25
// How long to hold the message on the screen (after it scans out)
$holdtime 3.5
// How long it takes to fade out the message after holding
$fadeout 1.5

// CZ2

cz_bcap1
{
%s [Blue Team] captures Command Point 1
}

cz_bcap2
{
%s [Blue Team] captures Command Point 2
}

cz_bcap3
{
%s [Blue Team] captures Command Point 3
}

cz_bcap4
{
%s [Blue Team] captures Command Point 4
}

cz_bcap5
{
%s [Blue Team] captures Command Point 5
}

cz_rcap1
{
%s [Red Team] captures Command Point 1
}

cz_rcap2
{
%s [Red Team] captures Command Point 2
}

cz_rcap3
{
%s [Red Team] captures Command Point 3
}

cz_rcap4
{
%s [Red Team] captures Command Point 4
}

cz_rcap5
{
%s [Red Team] captures Command Point 5
}

cz_ccdefend
{
This is your Control Center.
Defend it at all costs.
}

cz_rwins
{
Red has Captured the Blue Base!
RED TEAM WINS!!!
}

cz_bwins
{
Blue has Captured the Red Base!
BLUE TEAM WINS!!!
}

cz_b_tooearly
{
You can't take over Blue Base without
owning all of the Command Points.
}

cz_r_tooearly
{
You can't take over Red Base without
owning all of the Command Points.
}

cz_bluedoors
{
You open the Blue doors.
}

cz_reddoors
{
You open the Red doors.
}

cz_cant_use_item
{
Your team can't use this item without
control of this command point.
}

cz_cant_use_door
{
This door won't open for your team.
}

cz_cap_all_1
{
Your team just captured all of the
Command Points! Your team gets 25
bonus points!
}

cz_cap_all_2
{
The ENEMY just captured all of the
Command Points! They get 25 bonus
points.
}

cz_base_open
{
Your Base is open to attack!
}

cz_blue_base_open
{
Blue base is open to attack!
}

cz_red_base_open
{
Red Base is open to attack!
}

cz_blue_holds_base
{
BLUE has held their base!
Command Points reset.
}

cz_red_holds_base
{
RED has held their base!
Command Points reset.
}

cz_cant_capture
{
You can't capture command points
while your base is open to attack.
}

cz_b_cc_destroy_1
{
Blue's Command Center
has been destroyed!
}

cz_b_cc_destroy_2
{
%s destroys the Blue Command Center!
}

cz_r_cc_destroy_1
{
Red's Command Center
has been destroyed!
}

cz_r_cc_destroy_2
{
%s destroys the Red Command Center!
}

cz_restock
{
Restocking grenades.
}

// 2fort

2fort_you_capped_flag
{
You captured the ENEMY flag!
}

2fort_your_team_capped
{
Your team captured the ENEMY flag!
}

2fort_your_flag_capped
{
YOUR flag was CAPTURED!
}

2fort_your_flag_returned
{
Your FLAG was RETURNED!!
}

2fort_enemy_flag_returned
{
The ENEMY flag was RETURNED!
}

2fort_got_enemy_flag
{
%s GOT the ENEMY flag!
}

2fort_team_takes_enemy_flag
{
Your team has TAKEN the ENEMY flag!
}

2fort_enemy_takes_flag
{
%s has TAKEN your flag!
}

2fort_your_flag_taken
{
Your FLAG was taken!
}

2fort_you_take_enemy_flag
{
You have the ENEMY flag!
Take it to your BATTLEMENTS!
}

2fort_enemy_lost_flag
{
The ENEMY lost your FLAG!
}

2fort_lost_red_flag
{
%s LOST the RED flag!
}

2fort_lost_blue_flag
{
%s LOST the BLUE flag!
}

2fort_lost_enemy_flag
{
Your team lost the ENEMY flag!
}

2fort_elevator
{
This elevator won't
work for your team.
}

2fort_door
{
This door won't open for your team.
}

2fort_flag_in_base
{
Your flag is in your base.
}

2fort_flag_loose
{
Your flag is lying around.
}

2fort_flag_carried
{
Your flag is being carried by %s
}

2fort_enemy_flag_in_base
{
The enemy flag is in their base.
}

2fort_enemy_flag_loose
{
The enemy flag is lying around.
}

2fort_enemy_flag_carried
{
The enemy flag is being carried by %s
}

// The Well

well_got_enemy_flag
{
You have the ENEMY FLAG!
Return it to your SILO!
}

well_enemy_flag_returned
{
The ENEMY FLAG was RETURNED to base!
}

well_your_flag_returned
{
Your FLAG has been RETURNED!
}

well_team_got_enemy_flag
{
Your team has the ENEMY FLAG!
}

well_your_flag_taken
{
Your FLAG has been STOLEN!
}

well_capture
{
Good Capture!
Go For It Again!
}

well_blue_scores
{
Red is no match for the mighty Blue!
Blue team scores!
}

well_blue_scores_2
{
Blue team has captured your flag.
}

well_red_scores
{
Blue is no match for the mighty Red!
Red team scores!
}

well_red_scores_2
{
Red team has captured your flag.
}

well_you_det_bgrate
{
You destroyed BLUE'S grate!
}

well_bgrate_destroyed
{
Blue's GRATE has been destroyed.
}

well_you_det_rgrate
{
You destroyed RED'S grate!
}

well_rgrate_destroyed
{
Red's GRATE has been destroyed.
}

well_flag_in_base
{
Your flag is in your base.
}

well_flag_loose
{
Your flag has been dropped somewhere.
}

well_flag_carried
{
Your flag is being carried by %s
}

well_enemy_flag_in_base
{
The enemy flag is in their base.
}

well_enemy_flag_loose
{
The enemy flag has been dropped somewhere.
}

well_enemy_flag_carried
{
The enemy flag is being carried by %s
}

well_door
{
This door won't open for your team.
}

// Hunted

hunted_target_welcome
{
You must survive!
}

hunted_bodyguard_welcome
{
Protect The Hunted!
}

hunted_assassin_welcome
{
Eliminate The Hunted!
}

hunted_target_scores
{
THE HUNTED ESCAPED!
The Good Guys score!
}

hunted_netname_target_scores
{
THE HUNTED [%S] ESCAPED!
The Good Guys score!
}

hunted_target_killed
{
The Hunted was ELIMINATED!
The Assassins score!
}

hunted_netname_target_killed
{
The Hunted [%s] was ELIMINATED!
The Assassins score!
}

hunted_status_ruins_roof
{
%s is on TOP of the RUINS!
}

hunted_status_field
{
%s is in the FIELD!
}

hunted_status_fuel
{
%s is by the FUEL STORAGE ROOM!
}

hunted_status_tower
{
%s is IN THE TOWER!
}

hunted_status_warehouse_tunnel
{
%s is in the WAREHOUSE TUNNEL!
}

hunted_status_warehouse
{
%s is in the WAREHOUSE!
}

hunted_status_approaching_warehouse
{
%s is APPROACHING THE WAREHOUSE RAMP!
}

hunted_status_storage_3
{
%s is in STORAGE AREA 3.
}

hunted_status_upper_storage_3
{
%s is in UPPER LEVEL of STORAGE AREA 3.
}

hunted_status_upper_ruins
{
%s is in the UPPER RUINS!
}

hunted_status_lower_ruins
{
%s is in the LOWER RUINS!
}

hunted_status_ruins_exit
{
%s is by the RUINS EXIT!
}

hunted_status_behind_red
{
%s is BEHIND the RED CONTAINERS!
}

hunted_status_alley
{
%s is in the ALLEY!
}

hunted_status_perimeter
{
%s is on the PERIMETER of BUILDING 1.
}

hunted_status_roof1
{
%s is on the ROOF of BUILDING ONE 1!
}

hunted_status_main_road
{
%s is on the MAIN ROAD.
}

hunted_status_above_road
{
%s is ABOVE the MAIN ROAD.
}

hunted_status_road_end
{
%s is hiding at the END of the MAIN ROAD.
}

hunted_status_sewers
{
%s is in the SEWERS.
}

hunted_status_entry_1
{
%s is by the ENTRY of BUILDING 1.
}

hunted_status_building1
{
%s is in BUILDING 1.
}

hunted_teams
{
=== Choose Your Team ===

1.. The Hunted (Limit 1)
2.. A Bodyguard  
3.. An Assassin  
}

// The Rock

rock_falling_death
{
%s fell to his death.
}

rock_you_got_key
{
You've got the key!
Take it to the enemy gas chamber!
}

rock_team_dropped_key
{
Your team dropped the enemy key!
}

rock_enemy_dropped_key
{
The enemy has dropped your key!
}

rock_your_key_returned
{
Your key has been returned.
}

rock_enemy_key_returned
{
The enemy key has been returned.
}

rock_blue_scores
{
Blue team scores!
Nerve gas released!
}

rock_red_scores
{
Red team scores!
Nerve gas released!
}

rock_gasmask_message
{
Better get a protective suit.
They're going quick!
}

rock_cant_use_door
{
This door won't open for your team.
}

rock_enemy_key_carry
{
The enemy key is being carried by %s
}

rock_enemy_key_moved
{
The enemy key has been dropped somewhere.
}

rock_enemy_key_home
{
The enemy key is in their Warden's Office.
}

rock_your_key_carry
{
Your key is being carried by %s
}

rock_your_key_moved
{
Your key has been dropped somewhere.
}

rock_your_key_home
{
Your key is in your Warden's Office.
}

rock_protected
{
You're now protected from the nerve gas.
}

rock_access_denied
{
You can't enter the enemy supply rooms.
}

rock_you_opened_red_yard
{
You blew a hole in Red's yard.
}

rock_red_yard_opened
{
Red's yard has a hole in it!
}

rock_you_opened_blue_yard
{
You blew a hole in Blue's yard.
}

rock_blue_yard_opened
{
Blue's yard has a hole in it!
}

rock_gas_kill
{
%s was killed by a lethal dose of nerve gas.
}

rock_laser_kill
{
%s tried to invade an enemy spawnroom.
}

rock_team_got_key
{
Your team has the enemy key!
}

rock_enemy_got_key
{
The enemy has your key!
}

// ======= Football/Push ======= //

football_blue_scores
{
Blue team scores!
}

football_blue_netname_scores
{
%s [Blue Team] scores!
}

football_red_scores
{
Red team scores!
}

football_red_netname_scores
{
%s [Red Team] scores!
}

football_flag_drop
{
The ball has been dropped!
}

football_flag_netname_drop
{
%s dropped the ball!
}

football_needflag
{
You need the ball to score here.
}

football_wronggoal
{
Take the ball to the ENEMY goal.
}

football_flag_home
{
No one has the ball yet. Get it!
}

football_flag_moved
{
The ball is loose!
}

football_flag_carried
{
The ball is being carried by %s!
}

football_class_list
{
=== Choose Your Class ===

1. Scout
2. Sniper
3. Soldier
4. Demoman
5. Medic
6. HWGuy
7. Pyro


0. RandomPC
}

// ======= Dustbowl ======= //

dustbowl_you_secure_one
{
You secured
Command Point ONE !!
}

dustbowl_you_secure_two
{
You secured
Command Point TWO !!
}

dustbowl_protect_HQ
{
Protect your HQ from
the Blue Team !!
}

dustbowl_bring_flag
{
Bring your flag to
Red's HQ !!
}

dustbowl_take_flag_one
{
Take the flag to
Command Point ONE.
}

dustbowl_take_flag_two
{
Take the flag to
Command Point TWO.
}

dustbowl_take_flag_HQ
{
Take the flag to Red's HQ!
}

dustbowl_grenades
{
Grenades!!
}

dustbowl_blue_secures_one
{
Blue Team Secures
Command Point ONE !!
}

dustbowl_blue_secures_two
{
Blue Team Secures
Command Point TWO !!
}

dustbowl_flag_returned
{
Flag has returned to base
}

dustbowl_blue_caps
{
Blue team captured Red's
Headquarters!
}

dustbowl_90_secs
{
90 seconds till gates open.
}

dustbowl_60_secs
{
60 seconds till gates open.
}

dustbowl_30_secs
{
30 seconds till gates open.
}

dustbowl_10_secs
{
10 seconds till gates open.
}

dustbowl_gates_open
{
Gates are open !!.
}

dustbowl_red_defends
{
Red team successfully defended
their Headquarters!
}

dustbowl_five_minutes_left
{
Time remaining:
Five minutes
}

dustbowl_four_minutes_left
{
Time remaining:
Four minutes
}

dustbowl_three_minutes_left
{
Time remaining:
Three minutes
}

dustbowl_two_minutes_left
{
Time remaining:
Two minutes
}

dustbowl_sixty_seconds_left
{
Time remaining:
Sixty seconds
}

dustbowl_thirty_seconds_left
{
Time remaining:
Thirty seconds
}

// ======= Doublemint ======= //

dblmint_you_got_flag
{
You have the flag!
Take it to your APC.
}

dblmint_x_has_flag
{
%s has your team's flag.
}

dblmint_you_capped_flag
{
You escaped with your team's flag!
Good job!
}

dblmint_enemy_capped_flag
{
The enemy captured the flag!
}

dblmint_team_capped_flag
{
Your team captured the flag!
}

dblmint_flagcage
{
This cage will open within 45 seconds.
}


// ======= Warpath ======= //

warpath_cap_1_first
{
Your team must capture point 1 first!
}

warpath_cap_2_first
{
Your team must capture point 2 first!
}

warpath_cap_3_first
{
Your team must capture point 3 first!
}

warpath_cap_4_first
{
Your team must capture point 4 first!
}

warpath_cap_5_first
{
Your team must capture point 5 first!
}

warpath_enemy_in_base
{
The enemy is inside your base!
}

warpath_45_secs
{
45 seconds till gates open.
}

warpath_30_secs
{
30 seconds till gates open.
}

warpath_20_secs
{
20 seconds till gates open.
}

warpath_10_secs
{
10 seconds till gates open.
}

warpath_gates_open
{
Gates are open !!
}

warpath_red_wins
{
Red team wins the round!
}

warpath_blue_wins
{
Blue team wins the round!
}

// ======= War ======= //

war_u_stole_1
{
You stole flag 1!
Return it to your capture point!
}

war_tm_stole_1
{
Your team has stolen FLAG 1!
}

war_en_stole_1
{
The enemy has stolen FLAG 1!
}

war_u_stole_2
{
You stole flag 2!
Return it to your capture point!
}

war_tm_stole_2
{
Your team has stolen FLAG 2!
}

war_en_stole_2
{
The enemy has stolen FLAG 2!
}

war_u_stole_3
{
You stole flag 3!
Return it to your capture point!
}

war_tm_stole_3
{
Your team has stolen FLAG 3!
}

war_en_stole_3
{
The enemy has stolen FLAG 3!
}

war_u_stole_4
{
You stole flag 4!
Return it to your capture point!
}

war_tm_stole_4
{
Your team has stolen FLAG 4!
}

war_en_stole_4
{
The enemy has stolen FLAG 4!
}

war_uhave_flag_1
{
You have FLAG 1
Return it to your capture point!
}

war_uhave_flag1
{
You have FLAG 1
Return it to your capture point!
}

war_uhave_flag_2
{
You have FLAG 2
Return it to your capture point!
}

war_uhave_flag_3
{
You have FLAG 3
Return it to your capture point!
}

war_uhave_flag_4
{
You have FLAG 4
Return it to your capture point!
}

war_tmsec_flag1
{
Your team secured FLAG 1
}

war_tmsec_flag2
{
Your team secured FLAG 2
}

war_tmsec_flag3
{
Your team secured FLAG 3
}

war_tmsec_3
{
Your team secured FLAG 3
}

war_tmsec_flag4
{
Your team secured FLAG 4
}

war_usec_flag1
{
You secured FLAG 1
}

war_usec_flag2
{
You secured FLAG 2
}

war_usec_flag3
{
You secured FLAG 3
}

war_usec_flag4
{
You secured FLAG 4
}

war_uret_flag1
{
You returned FLAG 1
}

war_uret_flag2
{
You returned FLAG 2
}

war_uret_flag3
{
You returned FLAG 3
}

war_uret_flag4
{
You returned FLAG 4
}

war_tret_flag1
{
Your team returned FLAG 1
}

war_tret_flag2
{
Your team returned FLAG 2
}

war_tret_flag3
{
Your team returned FLAG 3
}

war_tret_flag4
{
Your team returned FLAG 4
}

war_eret_flag1
{
The ENEMY returned FLAG 1
}

war_eret_flag2
{
The ENEMY returned FLAG 2
}

war_eret_flag3
{
The ENEMY returned FLAG 3
}

war_eret_flag4
{
The ENEMY returned FLAG 4
}

war_esec_flag1
{
The ENEMY team secured FLAG 1!
}

war_esec_flag2
{
The ENEMY team secured FLAG 2!
}

war_esec_flag3
{
The ENEMY team secured FLAG 3!
}

war_esec_flag4
{
The ENEMY team secured FLAG 4!
}

war_avail
{
Neutral flags are now available!
}

war_removedflag
{
!!! You lost the flag because 
you entered the spawn room !!!
}

war_cant_withflag
{
You can't enter the spawn 
room while carrying the flag 
}

// ======= Italy ======== //


$color 0 225 0

italy_take_flag_to_1
{
Take this flag to Command Point 1.
}

italy_take_flag_to_2
{
Take this flag to Command Point 2.
}

italy_take_flag_to_3
{
Take this flag to Command Point 3.
}

italy_take_flag_to_4
{
Take this flag to the church.
}

$position -1 0.75

italy_yourflag_at_0
{
Your flag has returned to the bottom of the town.
}

italy_yourflag_at_1
{
Your flag has returned to Command Point 1.
}

italy_yourflag_at_2
{
Your flag has returned to Command Point 2.
}

italy_yourflag_at_3
{
Your flag has returned to Command Point 3.
}

italy_eflag_at_0
{
The enemy flag has returned to bottom of the town.
}

italy_eflag_at_1
{
The enemy flag has returned to Command Point 1.
}

italy_eflag_at_2
{
The enemy flag has returned to Command Point 2.
}

italy_eflag_at_3
{
The enemy flag has returned to Command Point 3.
}

$position -1 0.7

italy_you_secure_cp1
{
You secured Command Point 1!
Take the next flag to Command Point 2.
}

italy_team_secured_cp1
{
Your team secured Command Point 1!
Take the next flag to Command Point 2.
}

italy_lost_cp1
{
The enemy team secured Command Point 1!
Defend Command Point 2.
}

italy_you_secure_cp2
{
You secured Command Point 2!
Take the next flag to Command Point 3.
}

italy_team_secured_cp2
{
Your team secured Command Point 2!
Take the next flag to Command Point 3.
}

italy_lost_cp2
{
The enemy team secured Command Point 2!
Defend Command Point 3.
}

italy_you_secure_cp3
{
You secured Command Point 3!
Take the next flag to the church.
}

italy_team_secured_cp3
{
Your team secured Command Point 3!
Take the next flag to the church.
}

italy_lost_cp3
{
The enemy team secured Command Point 3!
Defend the church.
}

italy_you_secure_cp4
{
You secured the church!
Victory is yours!
}

italy_team_secured_cp4
{
Your team secured the church!
Victory is yours!
}

italy_lost_cp4
{
The enemy team secured the church!
You've lost control of the town!
}

italy_endround_win
{
Your team secured all 4 Command Points.
You now control the town!

Prepare for a counterattack. Defend the town!
}

italy_endround_lose
{
The enemy team secured all 4 Command Points.
You've lost control of the town!

Prepare to counterattack. Take back the town!
}

italy_attacker_1
{
You're on the attacking team.
Move uphill and capture Command Point 1!
}

italy_attacker_2
{
You're on the attacking team.
Move uphill and capture Command Point 2!
}

italy_attacker_3
{
You're on the attacking team.
Move uphill and capture Command Point 3!
}

italy_attacker_4
{
You're on the attacking team.
Move uphill and capture the church!
}

italy_defender_1
{
You're on the defending team.
Move downhill and defend Command Point 1!
}

italy_defender_2
{
You're on the defending team.
Move downhill and defend Command Point 2!
}

italy_defender_3
{
You're on the defending team.
Move downhill and defend Command Point 3!
}

italy_defender_4
{
You're on the defending team.
Move downhill and defend the church!
}

italy_hole_text
{
Command Point 4 has been breached!
}



// ======= generic CTF ======= //

ctf_yougotflag
{
You have the enemy flag!
Take it back to your base!
}

ctf_cantuseitem
{
Your team can't use this item.
}

ctf_cant_use_door
{
This door won't open for your team.
}

//=======================================================
// Detpacks
Detpack_telefragged
{
%s's detpack was telefragged by %s
}

Dropitems_noroom
{
Not enough room to drop items here.
}

//========================================================
// New Engineer building
Sentry_DistDismantle
{
You need to be closer to your sentry gun to dismantle it.
}

Sentry_repair
{
You repair your sentry gun.
}

Sentry_inshells
{
You put some shells into your sentry gun.
}

Sentry_inrockets
{
You put some rockets into your sentry gun.
}

Dispenser_DistDismantle
{
You need to be closer to your dispenser to dismantle it.
}

Build_notenoughmetal
{
You don't have enough metal.
}

//========================================================
// New Menus
Title_scout
{
Scout
}

Title_sniper
{
Sniper
}

Title_soldier
{
Soldier
}

Title_demoman
{
Demolitions Man
}

Title_medic
{
Combat Medic
}

Title_hwguy
{
Heavy Weapons Guy
}

Title_pyro
{
Pyro
}

Title_spy
{
Spy
}

Title_engineer
{
Engineer
}

Title_randompc
{
Random
}

Title_civilian
{
Civilian
}

Title_SelectYourTeam
{
SELECT YOUR TEAM
}

Title_SelectYourClass
{
SELECT YOUR CLASS
}

Title_CurrentlyOnYourTeam
{
There are %d on your team
}

// TEAM MENU
Team_Blue
{
BLUE
}

Team_Red
{
RED
}

Team_Green
{
GREEN
}

Team_Yellow
{
YELLOW
}

Team_AutoAssign
{
AUTO ASSIGN
}

Hunted_team1
{
The Hunted
}

Hunted_team2
{
Bodyguards
}

Hunted_team3
{
Assassins
}

Dustbowl_team1
{
Attackers
}

Dustbowl_team2
{
Defenders
}

// DISGUISE MENU
Disguise_AsAFriendly
{
AS A FRIENDLY
}

Disguise_AsAnEnemy
{
AS AN ENEMY
}

// DETPACK MENU
DetpackSet_For5Seconds
{
FOR 5 SECONDS
}

DetpackSet_For20Seconds
{
FOR 20 SECONDS
}

DetpackSet_For50Seconds
{
FOR 50 SECONDS
}

// BUILD MENU 

Build_Dispenser
{
DISPENSER
}

Build_Rotate45
{
ROTATE 45 DEGREES
}

Build_SentryGun
{
SENTRY GUN
}

Build_Dismantle
{
DISMANTLE
}

Build_Detonate
{
DETONATE
}

Build_Rotate180
{
ROTATE 180 DEGREES
}

// other menu text
Menu_OK
{
OK
}

Menu_Cancel
{
CANCEL
}

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-Camera
}

Spec_Mode2
{
Free Chase-Camera
}

Spec_Mode3
{
Free-Look
}

Spec_Mode4
{
First Person
}

Spec_Mode5
{
Free Map Overview
}

Spec_Mode6
{
Chase Map Overview
}

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

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
  
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
}

// Scoreboard
TEAMS
{
TEAMS
}

PLAYERS
{
PLAYERS
}

CLASS
{
CLASS
}

SCORE
{
SCORE
}

DEATHS
{
DEATHS
}

LATENCY
{
LATENCY
}

VOICE
{
VOICE
}

Disguise_Lost
{
You've lost your Disguise!
}

Game_unknown_command
{
Unknown command: %s
}

Detpack_blocking_door_destroyed
{
Your detpack was blocking a 
door and has been removed.
}

Mic_Volume
{
Mic Volume
}

Speaker_Volume
{
Speaker Volume
}

Voice_Properties
{
Voice Properties
}

Map_Description_not_available
{
Map Description not available.
}

Player
{
player
}

Player_plural
{
players
}

Muted
{
You have muted %s.
}

Unmuted
{
You have unmuted %s.
}

No_longer_hear_that_player
{
You will no longer hear that player speak.
}


OBS_NONE
{
Camera Options
}

OBS_CHASE_LOCKED
{
Locked Chase-Cam
}

OBS_CHASE_FREE
{
Free Chase-Cam
}

OBS_ROAMING
{
Roaming
}

OBS_IN_EYE
{
First Person
}

OBS_MAP_FREE
{
Free Overview
}

OBS_MAP_CHASE
{
Chase-Cam Overview
}

SPECT_OPTIONS
{
Options
}

CAM_OPTIONS
{
Camera Options
}

Spec_Duck
{
Press DUCK for Spectator Menu
}

Game_no_timelimit
{
* No Time Limit *
}

Game_timelimit
{
Time Remaining:  %s:%.2s
}

Teleporter_Entrance_Destroyed
{
Your teleporter entrance was destroyed.
}

Teleporter_Exit_Destroyed
{
Your teleporter exit was destroyed.
}

Teleporter_Entrance_Finished
{
You finish building the teleporter entrance.
}

Teleporter_Entrance_Built
{
%s has built
a teleporter entrance.
}

Teleporter_Exit_Finished
{
You finish building the teleporter exit.
}

Teleporter_Exit_Built
{
%s has built
a teleporter exit.
}

Teleporter_entrance_enemy_use
{
Enemies are near your
teleporter entrance!
}

Teleporter_exit_enemy_use
{
Enemies are near your
teleporter exit!
}

Teleporter_carrying_goal
{
You cannot teleport while 
carrying the %s!
}

Teleporter_Entrance_Repaired
{
You repair your
teleporter entrance.
}

Teleporter_Exit_Repaired
{
You repair your
teleporter exit.
}

Teleporter_entry_sbar
{
Entrance health:
}

Teleporter_exit_sbar
{
Exit health:
}

Teleporter_entrance_dismantle
{
You dismantle the
teleporter entrance.
}

Teleporter_exit_dismantle
{
You dismantle the
teleporter exit.
}

Teleporter_DistDismantle
{
You need to be closer to your
teleporter to dismantle it.
}

Teleporter_entrance_idle
{
Teleporter entrance is idle.
There is no teleporter exit.
}

Teleporter_exit_idle
{
Teleporter exit is idle.
There is no teleporter entrance.
}

Teleporter_Entrance_Gone_Player_Killed
{
The teleporter entrance was destroyed
while you were teleporting!
}

Teleporter_Exit_Gone_Player_Killed
{
The teleporter exit was destroyed
while you were teleporting!
}

Teleporter_UseDismantle
{
You can't dismantle your teleporter
while someone is using it!
}
