[default eng enc ena enz eni ens enj enb enl ent enw]
/* DamNums support */
DAMNUM_TYPECOLOR_DAMMO1 = "DamBlue";
DAMNUM_TYPECOLOR_DAMMO2 = "DamGreen";
DAMNUM_TYPECOLOR_DAMMO3 = "DamYellow";
DAMNUM_TYPECOLOR_DAMMO4 = "DamOrange";
DAMNUM_TYPECOLOR_DAMMO5 = "DamRed";
DAMNUM_TYPECOLOR_STINGER = "DamTeal";
DAMNUM_TYPECOLOR_TARYDIUMCHARGE = "DamTeal";
DAMNUM_TYPECOLOR_EXPLODED = "DamGold";
DAMNUM_TYPECOLOR_STUNNED = "DamLightBlue";
DAMNUM_TYPECOLOR_IMPALER = "DamMagenta";
DAMNUM_TYPECOLOR_PEACEDEATH = "DamGold";
DAMNUM_TYPECOLOR_PEACEBARRELDEATH = "DamGold";
DAMNUM_TYPECOLOR_BIGSHOT = "DamGold";
/* Obituaries */
O_DPISTOL = "%o was killed by %k's Dispersion Pistol. What a loser!";
O_AUTOMAG = "%o got gatted by %k's Automag.";
O_AUTOMAG2 = "%o got gatted by %k's Dual Automags.";
O_STINGER = "%o was perforated by %k's Stinger.";
O_ASMD = "%k inflicted mortal damage upon %o with the ASMD.";
O_EIGHTBALL = "%o was smacked down multiple times by %k's Eightball.";
O_RAZORJACK = "%k took a bloody chunk out of %o with the Razorjack.";
O_MINIGUN = "%k's Minigun turned %o into a leaky piece of meat.";
O_STUNNER = "%o couldn't stand the force from %k's Stunner.";
O_RAZORCLAW1 = "%k took a bite off %o with the Razorclaw.";
O_RAZORCLAW2 = "%o was shredded into mincemeat by %k's Razorclaw.";
O_RAZORCLAWDECAP = "%k tore %o's head off with the Razorclaw.";
O_PROTOMAG = "%k put a couple extra holes into %o with the Protomag.";
O_PROTOMAG2 = "%k put a couple extra holes into %o with the Dual Protomags.";
O_QUADSHOT = "%o ate a mouthful of buckshot from %k's Quadshot.";
O_IMPALER1 = "%o had an explosive taste of %k's Impaler.";
O_IMPALER2 = "%o was cooked alive by %k's Impaler.";
O_IMPALERHIT = "%o was pierced by %k's Impaler.";
O_PEACE = "%o was hunted down by %k's Peacemaker missiles.";
O_PEACEMK = "%o got too close to %k's Peacemaker launcher.";
O_FLAMEGUN = "%o was charred by %k's Fireblaster.";
O_FLAMETHROWER = "%o was thoroughly roasted by %k's Flamethrower.";
O_BIGGUN = "%k blew a hole through %o with the Demolisher.";
O_SMINI = "%o got blasted into steaming chunks by %k's Autocannon.";
O_SENTRY = "%%o shouldn't have walked into the sights of %s.";
O_ROGUESENTRY = "%o was gunned down by a Minigun Sentry.";
O_OWNSENTRY = "%o was gunned down by %p own Minigun Sentry.";
O_OSENTRY = "%%o took a bullet from %s.";
O_ROGUEOSENTRY = "%o took a bullet from a Light Sentry.";
O_OWNOSENTRY = "%o took a bullet from %p own Light Sentry.";
O_STINGERX = "%o ate flaming Tarydium death thanks to %k.";
O_STINGERX2 = "%o ate flaming Tarydium death.";
O_OLSMP = "%o didn't stand a chance against %k's SMP 7243.";
O_SPEACE = "%o got too close to a Peacemaker missile.";
O_SPEACEMK = "%o got too close to a Peacemaker launcher.";
/* Pickup messages */
I_WPOWERUP = "You got a Dispersion Pistol Powerup.";
I_STINGERAMMOL = "You picked up ";
I_STINGERAMMOR = " Tarydium Shards.";
I_ASMDAMMO = "You picked up an ASMD Core.";
I_ASMDAMMO2 = "You picked up a Small ASMD Core.";
I_ROCKETCANL = "You picked up ";
I_ROCKETCANR = " Eightballs.";
I_SLUDGEL = "You picked up ";
I_SLUDGER = "cc of Tarydium Sludge.";	// kg was just too much
I_RIFLEAMMOL = "You picked up ";
I_RIFLEAMMOR = " Rifle Bullets.";
I_SHELLSL = "You picked up ";
I_SHELLSR = " shells.";
I_IMPAMMO = "You picked up some Enriched Tarydium Shards.";
I_IMPAMMO2 = "You picked up an Enriched Tarydium Shard.";
I_FLAMEAMMO = "You picked up a can of Napalm.";
I_BIGAMMOL = "You picked up ";
I_BIGAMMOR = " Big Bullets.";
I_BIGAMMO3 = "You picked up a Big Bullet.";
I_DPISTOL = "You got the Dispersion Pistol.";
I_AUTOMAG = "You picked up the Automag.";
I_AUTOMAG2 = "You picked up another Automag.";
I_STINGER = "You picked up the Stinger.";
I_ASMD = "You got the ASMD.";
I_EIGHTBALL = "You got the Eightball gun.";
I_RAZORJACK = "You got the Razorjack.";
I_RIFLE = "You got the Rifle.";
I_TELEGUN = "You got the Teleport Capsules.";
I_STUNNER = "You got the Stunner.";
I_RAZORCLAW = "You picked up the Razorclaw.";
I_PROTOMAG = "You picked up the Protomag.";
I_PROTOMAG2 = "You picked up another Protomag.";
I_QUADSHOT = "You grabbed the Quadshot.";
I_IMPALER = "You got the Impaler.";
I_PEACE = "You picked up a Peacemaker Missile Launcher.";
I_FLAMEGUN = "You got the Fireblaster.";
I_FLAMETHROWER = "You got the Flamethrower.";
I_BIGGUN = "You picked up the Demolisher.";
I_SMINI = "You got the Autocannon.";
I_SENTRY = "You picked up a Minigun Sentry.";
I_OSENTRY = "You picked up a Light Sentry.";
I_TRANSLATOR = "You picked up the Universal Translator.";
I_UARMOR = "You got the Assault Vest.";
I_KEVSUIT = "You picked up the Kevlar Suit.";
I_ASBSUIT = "You picked up the Asbestos Suit.";
I_TOXSUIT = "You picked up the Toxin Suit.";
I_POWERSHIELD = "You got the Power Shield!";
I_VOICEBOX = "You picked up the Voice Box.";
I_DAMPENER = "You got the Acoustic Dampener.";
I_FORCEFIELD = "You picked up the Force Field.";
I_AMPLIFIER = "You got the Energy Amplifier.";
I_FLARES = "You got a Flare.";
I_SEEDS = "You got a Nali Fruit Seed.";
I_BOOTS = "You got the Jump Boots.";
I_HEALTH = "You picked up a Health Pack.";
I_BANDAGES = "You got some Bandages.";
I_FRUIT = "You ate some Nali Healing Fruit.";
I_SHEALTH = "You picked up the Super Health Pack.";
I_SEARCHLIGHT = "You picked up the Searchlight.";
I_FLASHLIGHT = "You picked up a Flashlight.";
I_DETECTOR = "You got the Motion Detector.";
I_SCUBA = "You picked up the SCUBA Gear.";
I_OLSMP = "You got the SMP 7243. Time to kick ass!";
I_OLSMPAMMO = "You picked up a SMP 7243 Magazine.";
I_LBOOTS = "You picked up the Jump Boots.";
I_ALLMAP = "You got an Area Map.";
/* Tags */
T_WPOWERUP = "Dispersion Pistol Powerup";
T_STINGERAMMO = "Tarydium Shards";
T_STINGERAMMO2 = "Tarydium Shard Pack";
T_ASMDAMMO = "ASMD Core";
T_ASMDAMMO2 = "Small ASMD Core";
T_ROCKETCAN = "Pack of 5 Eightball Cans";
T_ROCKETCAN2 = "Can of Eightballs";
T_SLUDGE = "Can of Tarydium Sludge";
T_SLUDGE2 = "Small Can of Tarydium Sludge";
T_SHELLS = "Box of Shells";
T_SHELLS2 = "Shells";
T_IMPAMMO = "Enriched Tarydium Shards";
T_IMPAMMO2 = "Enriched Tarydium Shard";
T_FLAMEAMMO = "Can of Napalm";
T_BIGAMMO = "Box of Big Bullets";
T_BIGAMMO2 = "Big Bullets";
T_BIGAMMO3 = "Big Bullet";
T_DPISTOL = "Dispersion Pistol";
T_AUTOMAG = "Automag";
T_AUTOMAG2 = "Dual Automags";
T_STINGER = "Stinger";
T_ASMD = "ASMD";
T_EIGHTBALL = "Eightball";
T_RAZORJACK = "Razorjack";
T_RIFLE = "Rifle";
T_TELEGUN = "Teleport Capsules";
T_STUNNER = "Stunner";
T_RAZORCLAW = "Razorclaw";
T_PROTOMAG = "Protomag";
T_PROTOMAG2 = "Dual Protomags";
T_QUADSHOT = "Quadshot";
T_IMPALER = "Impaler";
T_PEACE = "Peacemaker Missile Launcher";
T_FLAMEGUN = "Fireblaster";
T_FLAMETHROWER = "Flamethrower";
T_BIGGUN = "Demolisher";
T_SMINI = "Autocannon";
T_SENTRY = "Minigun Sentry";
T_OSENTRY = "Light Sentry";
T_OWNEDSENTRY = "%s's Minigun Sentry";
T_OWNEDOSENTRY = "%s's Light Sentry";
T_TRANSLATOR = "Translator";
T_UARMOR = "Assault Vest";
T_KEVSUIT = "Kevlar Suit";
T_ASBSUIT = "Asbestos Suit";
T_TOXSUIT = "Toxin Suit";
T_POWERSHIELD = "Power Shield";
T_VOICEBOX = "Voice Box";
T_DAMPENER = "Acoustic Dampener";
T_FORCEFIELD = "Force Field";
T_AMPLIFIER = "Energy Amplifier";
T_FLARES = "Flare";
T_SEEDS = "Nali Fruit Seed";
T_BOOTS = "Jump Boots";
T_HEALTH = "Health Pack";
T_BANDAGES = "Bandages";
T_FRUIT = "Nali Healing Fruit";
T_SHEALTH = "Super Health Pack";
T_SEARCHLIGHT = "Searchlight";
T_FLASHLIGHT = "Flashlight";
T_LFLARES = "Light Flare";
T_DFLARES = "Darkness Flare";
T_DETECTOR = "Motion Detector";
T_SCUBA = "SCUBA Gear";
T_OLSMP = "SMP 7243";
T_OLSMPAMMO = "SMP 7243 Magazine";
T_LBOOTS = "Jump Boots";
T_ALLMAP = "Area Map";
/* Miscellaneous */
TR_NOMSG = "No new messages";
TR_NEWMSG = "New Translator message";
TR_MSG = "Translator message";
TR_TESTMSG1 = "This is a test Translator Message.\n\nLorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua. Suspendisse interdum consectetur libero id faucibus nisl. Enim sed faucibus turpis in eu mi bibendum. Nullam vehicula ipsum a arcu cursus vitae congue mauris rhoncus. Pulvinar sapien et ligula ullamcorper malesuada proin. Aenean pharetra magna ac placerat. Diam maecenas sed enim ut sem. Vestibulum sed arcu non odio euismod lacinia at quis risus. Turpis massa sed elementum tempus egestas sed. Dolor morbi non arcu risus quis varius. Tempor orci eu lobortis elementum nibh tellus molestie nunc non. Velit aliquet sagittis id consectetur purus ut. Sit amet mattis vulputate enim. Donec massa sapien faucibus et molestie ac feugiat. Adipiscing bibendum est ultricies integer. Eget nullam non nisi est sit amet facilisis magna. Sed libero enim sed faucibus turpis in eu. Pellentesque pulvinar pellentesque habitant morbi tristique senectus et netus.";
TR_TESTMSG2 = "This is another test Translator Message.\n\nColour escapes should work.\n\n    \cgRed\c- \ckYellow\c- \chBlue\c-";
TR_TESTMSG3 = "This is yet another test Translator Message.\n\nJust some more filler text, also there's a hint.";
TR_TESTHNT3 = "This is a test hint.\n\nTo defeat the Cyberdemon, shoot it until it dies.";
N_MALE1 = "Male One";
N_MALE2 = "Male Two";
N_MALE3 = "Male Three";
N_FEMALE1 = "Female One";
N_FEMALE2 = "Female Two";
D_POWERSHIELD = "The Power Shield has depleted.";
D_DAMPENER = "Acoustic Dampener has run out.";
D_AMPLIFIER = "Energy Amplifier is out of power.";
D_SCUBA = "SCUBA Gear oxygen supply has run out.";
D_FLASHLIGHT = "The Flashlight batteries have died.";
D_SEARCHLIGHT = "The Searchlight has run out of battery.";
D_DETECTOR = "The Detector has run out of battery.";
D_LBOOTS = "The Jump Boots have drained.";
M_SENTRYDOWN = "Your Minigun Sentry has been destroyed.";
M_SENTRYDRY = "Your Minigun Sentry has run out of ammo.";
M_SENTRYHIJACK = "Your Minigun Sentry has been hijacked.";
M_MSNOROOM = "No room to deploy Sentry.";
M_MSNOFLOOR = "Cannot deploy Sentry at this height.";
M_MSNOFLAT = "Cannot deploy Sentry on such a steep slope.";
M_NSTOOFAR = "Cannot recall Sentry from this distance.";
M_FFNOROOM = "No room to activate Force Field.";
S_MINHUD = "Health %d Score %d Ammo %d";
S_MINHUD2 = "Health %d Score %d Ammo %d/%d";
/* Menus */
STING_MTITLE = "Unreal Options";
STING_HOPTS = "HUD Options";
STING_HUDMODE = "HUD mode";
STING_TRANSEXT = "Extended Translator";
STING_INTRO = "Intro type";
STING_UNREAL98 = "Unreal '98";
STING_UNREAL97 = "Unreal '97";
STING_UNREAL96 = "Unreal '96";
STING_UNREAL95 = "Unreal '95";
STING_UNREAL95EXT = "Unreal '95 (Extended theme)";
STING_POPTS = "Prototype features";
STING_PROTO = "Enable prototype content";
STING_TELEHAND = "Teleport Capsules";
STING_FLARES = "Light/Dark Flares";
STING_STINGER = "Stinger detonation";
STING_STINGERB = "Stinger projectiles bounce";
STING_RIFLE = "Rifle burst altfire";
STING_RIFLEL = "Rifle flashlight";
STING_RAZOR = "Razorjack charging";
STING_EHOLD = "Loaded Eightball hold";
STING_BHOLD = "Charged Biorifle hold";
STING_DOPTS = "Weapon dual wielding";
STING_AUTODUAL = "Automags";
STING_PROTODUAL = "Protomags";
STING_UOPTS = "Compatibility options";
STING_DPISTOL = "Vanilla Dispersion Pistol alt";
STING_PSHIELD = "Vanilla Power Shield";
STING_PSHIELD2 = "No drain with vanilla Power Shield";
STING_NOPSTART = "No starting Automag";
STING_OLSMP = "Enable SMP 7243";
STING_MSENTRY = "Enable Minigun Sentry";
STING_ABONUS = "Enable Armor Bonus";
STING_DUBIOUS = "Enable dubious weapons";
STING_ZSHADER = "Enable Rifle shader";
STING_QOPTS = "Convenience features";
STING_AUTOSCUBA = "Automatic SCUBA Gear";
STING_RAZORAIM = "More precise Razorjack alt";
STING_BIOSPLASH = "Biorifle alt like UT";
STING_FLAMETSPREAD = "Flamethrower fire spreads";
STING_IMPSELF = "No Impaler beam self-damage";
STING_ALLSUITS = "Can wear all suits";
STING_PEACEHOME = "No Peacemaker friendly fire";
STING_VOPTS = "Visual Options";
STING_ALTBETAMAG = "Alternate Protomag Texture";
STING_RIGHTONLY = "Right Only";
STING_LEFTONLY = "Left Only";
STING_ALTFLAMET = "Alternate Flamethrower Model";
STING_OLDDPISTOL = "Old Dispersion Pistol Texture";
STING_OLDBRIFLE = "Old Biorifle Texture";
STING_NAPALM = "\"Napalm Gun\"";
STING_OLDTARYDIUM = "Old Tarydium Shard Texture";
STING_MCREDS = "Unreal Credits";
STING_CDR = "Doomreal";
STING_CLEAD = "Development Lead:";
STING_CASSETS = "Additional Assets:";
STING_CPATRON = "Patreon Backers:";
STING_CTHANK = "Special Thanks:";
STING_CUNR = "Unreal";
STING_CTOP = "A Digital Extremes/Epic Megagames Collaboration";
STING_CGDES = "Game Design:";
STING_CLEVEL = "Level Design:";
STING_CANIM = "Animator:";
STING_CART = "Art:";
STING_CPROG = "Programming:";
STING_CMUS = "Music:";
STING_CSND = "Sound Effects:";
STING_CGT = "Producer for GT:";
STING_CBIZ = "Biz:";
STING_KEYS = "Doomreal";
STING_USETRANS = "Use Translator";
STING_FEMALE1SKIN = "Female One Skin";
STING_FEMALE2SKIN = "Female Two Skin";
STING_MALE1SKIN = "Male One Skin";
STING_MALE2SKIN = "Male Two Skin";
STING_MALE3SKIN = "Male Three Skin";
/* Menu tooltips */
TOOLTIP_STING_INTROTYPE = "Select which intro you'd like to see in the title screen. Each of these is inspired by Unreal's state at various points in development.";
TOOLTIP_STING_HUDMODE = "Pick the Fullscreen HUD style you prefer. Style 5 is unique to this mod and replicates the HUD as it was in some builds.";
TOOLTIP_STING_TELEGUN = "All players are given teleport capsules. This weapon works almost identically like the translocator.";
TOOLTIP_STING_FLARES = "All players have infinite use (with cooldown) light and dark flares. These serve not much of a purpose and are merely added just for the sake of completeness. Originally, they were meant to be used to show off dynamic lighting in Unreal Engine.";
TOOLTIP_STING_STINGER = "Rather than fully dealing direct damage, the Stinger instead pumps targets with an explosive tarydium radiation charge with each hit (which wears off slowly over time). Any targets in this state that are struck by other weapons or receive fall damage will detonate (very spectacularly if it's done with an energy weapon). This was described both in the Unreal Bible and the novels, as well as also being implemented in very early builds.";
TOOLTIP_STING_STINGERB = "Stinger projectiles will bounce off surfaces when not hit straight on, up to 3 times. This behaviour was implemented in early builds and eventually got removed, probably by accident.";
TOOLTIP_STING_RIFLE = "Replaces the secondary fire with a rapid three-shot burst, as seen in early footage.";
TOOLTIP_STING_RIFLEL = "The Rifle will have a built-in flashlight toggled by pressing reload. This was available in some early builds.";
TOOLTIP_STING_RAZOR = "Hold the fire button to charge the shot, up to a maximum of double the speed and damage.";
TOOLTIP_STING_AUTOMAGS = "Allows dual wielding Automags just like you would Enforcers, this has a major increase in damage, but also in spread. This feature was first implemented in Oldskool Amp'd and it was already clear since then that this is way too overpowered.";
TOOLTIP_STING_PROTOMAGS = "Allows dual wielding Protomags too. This is even more overpowered, and the increase in spread much more pronounced.";
TOOLTIP_STING_DPISTOL = "In vanilla Unreal, the altfire projectile for the Dispersion Pistol is always level 1, making it lose its usefulness as the weapon is upgraded.";
TOOLTIP_STING_PSHIELD = "For Purists. The Power Shield in Doomreal acts more like what an Invulnerability replacement should, but this restores the vanilla behaviour of working just like the Shield Belt.";
TOOLTIP_STING_PSHIELD2 = "The code for the Power Shield shows that it might have been meant to lose charge over time, however this never happened due to changes later on.";
TOOLTIP_STING_NOPSTART = "In normal Unreal gameplay, your only starting weapon would usually be the Dispersion Pistol alone.";
TOOLTIP_STING_TRANSEXT = "This was something that a lot of custom campaigns did so they could fit much more text into messages. The quality of the extended graphic wasn't really very good in most cases.";
TOOLTIP_STING_OLSMP = "Since there was no Redeemer equivalent in Unreal, Oldskool Amp'd replaced it with this. I decided to take some creative freedom with my own version of it. At least it doesn't suck.";
TOOLTIP_STING_MSENTRY = "A little bonus of sorts, a completely original item. This portable sentry will be a good companion in your adventures, and much more reliable than its smaller counterpart.";
TOOLTIP_STING_ABONUS = "Like UT, Unreal also doesn't have anything like armor bonuses, so this is here as an option if you're not happy with them just becoming flares.";
TOOLTIP_STING_DUBIOUS = "This option will allow three weapons that are of somewhat uncomfirmed relation to Unreal itself: The Razorclaw, Demolisher and Autocannon. They are based on incomplete models found in meshing tools distributed to early licensees. I pretty much improvised the names and behaviours, and in some cases also the textures.";
TOOLTIP_STING_AUTOSCUBA = "Automatically toggle the SCUBA gear when entering and leaving water.";
TOOLTIP_STING_EHOLD = "As described in the Unreal Bible, allows an extra two seconds of holding six Eightballs before the weapon autofires.";
TOOLTIP_STING_BHOLD = "As described in the Unreal Bible, allows an extra two seconds of holding a fully charged Biorifle glob before it autofires.";
TOOLTIP_STING_RAZORAIM = "Normally the Razorjack altfire uses a very odd and unintuitive method for steering the blades. I'm pretty sure a lot of people don't like this, so I added this option to make them fly towards the spot you're aiming at.";
TOOLTIP_STING_BIOSPLASH = "Compared to its UT counterpart, the Unreal Biorifle had a rather underwhelming altfire. This makes it work the same way as UT.";
TOOLTIP_STING_FLAMETSPREAD = "Allows things on fire to spread the flames to nearby targets, for extra fun. Bear in mind that it may lead to performance issues with lots of enemies.";
TOOLTIP_STING_IMPSELF = "As the Impaler's beam reflects off surfaces, it may sometimes hit you. You can enable this if you don't like that.";
TOOLTIP_STING_ZOOMSHADER = "Uses a shader to draw a scope overlay for the Rifle's zoom.";
TOOLTIP_STING_PROTO = "Global switch to allow all sorts of non-standard features and items not in the final game. Disable this if you only want the \"pure\" Unreal experience.";
TOOLTIP_STING_ALLSUITS = "Normally, the three suit items will replace each other when picked up. This disables that so you can wear them all, as uncomfortable as that sounds.";
TOOLTIP_STING_PEACEHOME = "In vanilla, Peacemaker missiles will home in on pretty much anything they find, including yourself. This corrects that blatantly flawed behaviour.";
TOOLTIP_STING_ALTBETAMAG = "Switches the texture of the Protomag to the rusted metal look of later versions.";
TOOLTIP_STING_ALTFLAMET = "Switches the model of the Flamethrower to a more detailed one which uses the dummied out \"Napalm Gun\" texture.";
TOOLTIP_STING_OLDDPISTOL = "Use an older, darker texture for the Dispersion Pistol.";
TOOLTIP_STING_OLDBRIFLE = "Use either an older, darker texture for the Biorifle, or the dummied out \"Napalm Gun\" texture.";
TOOLTIP_STING_OLDTARYDIUM = "Use an older, darker texture for Tarydium Shards.";

[es esm esn esg esc esa esd esv eso esr ess esf esl esy esz esb ese esh esi esu]
/* Obituaries */
O_DPISTOL = "%o fue matad@[ao_esp] por la Pistola de Dispersión de %k. ¡Menud@[ao_esp] perdedor@[ao_esp]!";
O_AUTOMAG = "%o fue balead@[ao_esp] por el Autoarma de %k.";
O_AUTOMAG2 = "%o fue balead@[ao_esp] por las Dos Autoarmas de %k.";
O_STINGER = "%o fue perforad@[ao_esp] por el Arma Aguijón de %k.";
O_ASMD = "%k infligió un daño mortal sobre %o con el ASMD.";
O_EIGHTBALL = "%o fue vapulead@[ao_esp] varias veces por el Eightball de %k.";
O_RAZORJACK = "%k arrancó un trozo ensangrentado de %o con el Razorjack.";
O_STUNNER = "%o no pudo soportar la fuerza del Aturdidor de %k.";
O_RAZORCLAW1 = "%k mordisqueó a %o con la Garra Cortadora.";
O_RAZORCLAW2 = "%o fue hech@[ao_esp] picadillo por la Garra Cortadora de %k.";
O_RAZORCLAWDECAP = "%k le arrancó la cabeza a %o con la Garra Cortadora.";
O_PROTOMAG = "%k le hizo unos cuantos agujeros extra a %o con la Protoarma.";
O_PROTOMAG2 = "%k le hizo unos cuantos agujeros extra a %o con las Dos Protoarmas.";
O_QUADSHOT = "%o tragó un bocado de perdigones del Quadshot de %k.";
O_IMPALER1 = "%o probó el sabor explosivo del Empalador de %k.";
O_IMPALER2 = "%o fue cocinad@[ao_esp] viv@[ao_esp] por el Empalador de %k.";
O_IMPALERHIT = "%o fue perforad@[ao_esp] por el Empalador de %k.";
O_PEACE = "%o fue cazad@[ao_esp] por los misiles Peacemaker de %k.";
O_PEACEMK = "%o se acercó demasiado a la lanzadera Peacemaker de %k.";
O_FLAMEGUN = "%o fue carbonizad@[ao_esp] por el Bláster de Fuego de %k.";
O_FLAMETHROWER = "%o fue asad@[ao_esp] a conciencia por el Lanzallamas de %k.";
O_BIGGUN = "%k abrió un hoyo a través de %o con el Demoledor.";
O_SMINI = "%o fue reventad@[ao_esp] en pedazos humeantes por el Autocañón de %k.";
O_SENTRY = "%%o no debería haberse metido en el punto de mira de la %s.";
O_ROGUESENTRY = "%o fue abatid@[ao_esp] por una Torreta.";
O_OWNSENTRY = "%o fue abatid@[ao_esp] por su propi@[ao_esp] Torreta.";
O_OSENTRY = "%%o se llevó un tiro de la %s.";
O_ROGUEOSENTRY = "%o se llevó un tiro de una Torreta Ligera.";
O_OWNOSENTRY = "%o se llevó un tiro de su propi@[ao_esp] Torreta Ligera.";
O_STINGERX = "%o tragó muerte ardiente de Tarydium gracias a %k.";
O_STINGERX2 = "%o tragó muerte ardiente de Tarydium.";
O_OLSMP = "%o no tenía ninguna oportunidad contra el SMP 7243 de %k.";
O_SPEACE = "%o se acercó demasiado a un misil Peacemaker.";
O_SPEACEMK = "%o se acercó demasiado a una lanzadera Peacemaker.";
/* Pickup messages */
I_WPOWERUP = "Has obtenido una Mejora para la Pistola de Dispersión.";
I_STINGERAMMOL = "Has recogido ";
I_STINGERAMMOR = " fragmentos de Tarydium.";
I_ASMDAMMO = "Has recogido un Núcleo de ASMD.";
I_ASMDAMMO2 = "Has recogido un Núcleo Pequeño de ASMD.";
I_ROCKETCANL = "Has recogido ";
I_ROCKETCANR = " Cohetes Eightball.";
I_SLUDGEL = "Has recogido ";
I_SLUDGER = "cc de Resíduos de Tarydium.";
I_RIFLEAMMOL = "Has Recogido ";
I_RIFLEAMMOR = " Balas de Rifle.";
I_SHELLSL = "Has recogido ";
I_SHELLSR = " cartuchos.";
I_IMPAMMO = "Has recogido unos Fragmentos de Tarydium Enriquecido.";
I_IMPAMMO2 = "Has recogido un Fragmento de Tarydium Enriquecido.";
I_FLAMEAMMO = "Has recogido una lata de Napalm.";
I_BIGAMMOL = "Has recogido ";
I_BIGAMMOR = " Grandes Balas.";
I_BIGAMMO3 = "Has recogido una Gran Bala.";
I_DPISTOL = "Has obtenido una Pistola de Dispersión.";
I_AUTOMAG = "Has recogido la Autoarma.";
I_AUTOMAG2 = "Has recogido otra Autoarma.";
I_STINGER = "Has obtenido el Arma Aguijón.";
I_ASMD = "Has obtenido el ASMD.";
I_EIGHTBALL = "Has obtenido el arma Eightball.";
I_RAZORJACK = "Has obtenido el Razorjack.";
I_RIFLE = "Has obtenido el Rifle.";
I_TELEGUN = "Has obtenido las Cápsulas de Teletransporte.";
I_STUNNER = "Has obtenido el Aturdidor.";
I_RAZORCLAW = "Has recogido la Garra Cortadora.";
I_PROTOMAG = "Has recogido la Protoarma.";
I_PROTOMAG2 = "Has recogido otra Protoarma.";
I_QUADSHOT = "Has pillado el Quadshot.";
I_IMPALER = "Has obtenido el Empalador.";
I_PEACE = "Has recogido un Lanzador de Misiles Peacemaker.";
I_FLAMEGUN = "Has obtenido el Bláster de Fuego.";
I_FLAMETHROWER = "Has obtenido el Lanzallamas.";
I_BIGGUN = "Has recogido el Demoledor.";
I_SMINI = "Has obtenido el Autocañón.";
I_SENTRY = "Has recogido una Torreta.";
I_OSENTRY = "Has recogido una Torreta Ligera.";
I_TRANSLATOR = "Has obtenido el Traductor Universal.";
I_UARMOR = "Has obtenido la Coraza de Asalto.";
I_KEVSUIT = "Has recogido el Traje de Kevlar.";
I_ASBSUIT = "Has recogido el Traje de Amianto.";
I_TOXSUIT = "Has recogido el Traje de Toxinas.";
I_POWERSHIELD = "¡Has obtenido el Escudo de Fuerza!";
I_VOICEBOX = "Has recogido la Caja de Voz.";
I_DAMPENER = "Has obtenido el Amortiguador Acústico.";
I_FORCEFIELD = "Has recogido el Campo de Fuerza.";
I_AMPLIFIER = "Has obtenido el Amplificador de Energía.";
I_FLARES = "Has obtenido una Bengala.";
I_SEEDS = "Has obtenido una Semilla de Fruta Nali.";
I_BOOTS = "Has obtenido las Botas de Salto.";
I_HEALTH = "Has recogido un Paquete de Salud.";
I_BANDAGES = "Has obtenido unos Vendajes.";
I_FRUIT = "Comiste una Fruta de Salud Nali.";
I_SHEALTH = "Has recogido el Paquete de Supersalud.";
I_SEARCHLIGHT = "Has recogido el Faro.";
I_FLASHLIGHT = "Has recogido una Linterna.";
I_DETECTOR = "Has obtenido el Detector de Movimiento.";
I_SCUBA = "Has recogido el Kit de Buceo.";
I_OLSMP = "Has obtenido el SMP 7243. ¡Hora de patear traseros!";
I_OLSMPAMMO = "Has recogido un Cargador de SMP 7243.";
I_LBOOTS = "Has recogido las Botas de Salto.";
I_ALLMAP = "Has obtenido un Mapa de Área.";
/* Tags */
T_WPOWERUP = "Mejora para Pistola de Dispersión";
T_STINGERAMMO = "Fragmentos de Tarydium";
T_ASMDAMMO = "Núcleo de ASMD";
T_ASMDAMMO2 = "Núcleo Pequeño de ASMD";
T_ROCKETCAN = "Paquete de 5 Latas de Cohetes Eightball";
T_ROCKETCAN2 = "Lata de Cohetes Eightball";
T_SLUDGE = "Lata de Resíduos de Tarydium";
T_SLUDGE2 = "Lata Pequeña de Resíduos de Tarydium";
T_SHELLS = "Paquete de Cartuchos";
T_SHELLS2 = "Cartuchos";
T_IMPAMMO = "Fragmentos de Tarydium Enriquecido";
T_IMPAMMO2 = "Fragmento de Tarydium Enriquecido";
T_FLAMEAMMO = "Lata de Napalm";
T_BIGAMMO = "Paquete de Grandes Balas";
T_BIGAMMO2 = "Grandes Balas";
T_BIGAMMO3 = "Gran Bala";
T_DPISTOL = "Pistola de Dispersión";
T_AUTOMAG = "Autoarma";
T_AUTOMAG2 = "Dos Autoarmas";
T_STINGER = "Arma Aguijón";
T_EIGHTBALL = "Eightball";
T_RAZORJACK = "Razorjack";
T_TELEGUN = "Cápsulas de Teletransporte";
T_STUNNER = "Aturdidor";
T_RAZORCLAW = "Garra Cortadora";
T_PROTOMAG = "Protoarma";
T_PROTOMAG2 = "Dos Protoarmas";
T_IMPALER = "Empalador";
T_PEACE = "Lanzador de Misiles Peacemaker";
T_FLAMEGUN = "Bláster de Fuego";
T_FLAMETHROWER = "Lanzallamas";
T_BIGGUN = "Demoledor";
T_SMINI = "Autocañón";
T_SENTRY = "Torreta";
T_OWNEDSENTRY = "Torreta de %s";
T_OSENTRY = "Torreta Ligera";
T_OWNEDOSENTRY = "Torreta Ligera de %s";
T_TRANSLATOR = "Traductor";
T_UARMOR = "Coraza de Asalto";
T_KEVSUIT = "Traje de Kevlar";
T_ASBSUIT = "Traje de Amianto";
T_TOXSUIT = "Traje de Toxinas";
T_POWERSHIELD = "Escudo de Fuerza";
T_VOICEBOX = "Caja de Voz";
T_DAMPENER = "Amortiguador Acústico";
T_FORCEFIELD = "Campo de Fuerza";
T_AMPLIFIER = "Amplificador de Energía";
T_FLARES = "Bengala";
T_SEEDS = "Semilla de Fruta Nali";
T_BOOTS = "Botas de Salto";
T_HEALTH = "Paquete de salud";
T_BANDAGES = "Vendajes";
T_FRUIT = "Fruta de Salud Nali";
T_SHEALTH = "paquete de Supersalud";
T_SEARCHLIGHT = "Faro";
T_FLASHLIGHT = "Linterna";
T_LFLARES = "Bengala Luminosa";
T_DFLARES = "Bengala Oscura";
T_DETECTOR = "Detector de Movimiento";
T_SCUBA = "Kit de Buceo";
T_OLSMPAMMO = "Cargador de SMP 7243";
T_LBOOTS = "Botas de Salto";
T_ALLMAP = "Mapa de Área";
/* Miscellaneous */
TR_NOMSG = "No hay mensajes nuevos";
TR_NEWMSG = "Nuevo mensaje de Traductor";
TR_MSG = "Mensaje de Traductor";
N_MALE1 = "Hombre Uno";
N_MALE2 = "Hombre Dos";
N_MALE3 = "Hombre Tres";
N_FEMALE1 = "Mujer Uno";
N_FEMALE2 = "Mujer Dos";
D_POWERSHIELD = "El Escudo de Fuerza se ha agotado.";
D_DAMPENER = "El Amortiguador Acústico se ha agotado.";
D_AMPLIFIER = "El Amplificador de Energía se ha agotado.";
D_SCUBA = "La reserva de oxígeno del Kit de Buceo se ha agotado.";
D_FLASHLIGHT = "Las pilas de la Linterna se han agotado.";
D_SEARCHLIGHT = "El Faro se ha quedado sin energía.";
D_DETECTOR = "El Detector se ha quedado sin energía.";
D_LBOOTS = "Las Botas de Salto se han agotado.";
M_SENTRYDOWN = "Tu Torreta ha sido destruida.";
M_SENTRYDRY = "Tu Torreta se ha quedado sin munición.";
M_SENTRYHIJACK = "Tu Torreta ha sido hackeada.";
M_MSNOROOM = "No hay espacio para colocar la Torreta.";
M_MSNOFLOOR = "No se puede colocar la Torreta a esta altura.";
M_MSNOFLAT = "No se puede colocar la Torreta en una cuesta tan inclinada.";
M_NSTOOFAR = "No se puede retirar la Torreta desde esta distancia.";
M_FFNOROOM = "No hay espacio para activar el Campo de Fuerza.";
S_MINHUD = "Salud %d Puntuación %d Munición %d";
S_MINHUD2 = "Salud %d Puntuación %d Munición %d/%d";
/* Menus */
STING_UNREAL95EXT = "Unreal '95 (Tema extendido)";
STING_MTITLE = "Opciones de Unreal";
STING_HOPTS = "Opciones de HUD";
STING_HUDMODE = "Modo de HUD";
STING_TRANSEXT = "Traductor extendido";
STING_INTRO = "Tipo de intro";
STING_POPTS = "Características de prototipo";
STING_PROTO = "Habilitar contenido de prototipo";
STING_TELEHAND = "Cápsulas de Teletransporte";
STING_FLARES = "Bengalas de luz/oscuridad";
STING_STINGER = "Detonación de Arma Aguijón";
STING_STINGERB = "Los projectiles del Arma Aguijón rebotan";
STING_RIFLE = "Fuego alternativo en ráfaga de Rifle";
STING_RIFLEL = "Linterna de Rifle";
STING_RAZOR = "Carga de Razorjack";
STING_EHOLD = "Mantener carga de Eightball";
STING_BHOLD = "Mantener carga de Biorifle";
STING_DOPTS = "Armas a dos manos";
STING_AUTODUAL = "Autoarmas";
STING_PROTODUAL = "Protoarmas";
STING_UOPTS = "Opciones de compatibilidad";
STING_DPISTOL = "Fuego alternativo original de la Pistola de Dispersión";
STING_PSHIELD = "Escudo de Fuerza original";
STING_PSHIELD2 = "El Escudo de Fuerza original no se gasta con el tiempo";
STING_NOPSTART = "Los jugadores no empiezan con Automag";
STING_OLSMP = "Habilitar SMP 7243";
STING_MSENTRY = "Habilitar Torreta";
STING_ABONUS = "Habilitar Armadura Extra";
STING_DUBIOUS = "Habilitar Armas de Orígen Dudoso";
STING_ZSHADER = "Habilitar shader de mira de Rifle";
STING_QOPTS = "Características de comodidad";
STING_AUTOSCUBA = "Uso automático de Kit de Buceo";
STING_RAZORAIM = "Fuego alt. preciso de Razorjack";
STING_BIOSPLASH = "Fuego alt. de Biorifle como en UT";
STING_FLAMETSPREAD = "Propagar fuego del Lanzallamas";
STING_IMPSELF = "El haz del Empalador no daña al usuario";
STING_ALLSUITS = "Permitir uso de todos los trajes";
STING_PEACEHOME = "Desactivar fuego amigo de misiles Peacemaker";
STING_VOPTS = "Opciones Visuales";
STING_ALTBETAMAG = "Textura Alternativa de Protoarma";
STING_RIGHTONLY = "Sólo Derecha";
STING_LEFTONLY = "Sólo Izquierda";
STING_ALTFLAMET = "Modelo Alternativo de Lanzallamas";
STING_OLDDPISTOL = "Textura Anterior de Pistola de Dispersión";
STING_OLDBRIFLE = "Textura Anterior de Biorifle";
STING_NAPALM = "\"Pistola de Napalm\"";
STING_OLDTARYDIUM = "Textura Anterior de Fragmento de Tarydium";
STING_MCREDS = "Créditos de Unreal";
STING_CDR = "Doomreal";
STING_CLEAD = "Desarrolladora Jefe:";
STING_CASSETS = "Assets Adicionales:";
STING_CPATRON = "Mecenas de Patreon:";
STING_CTHANK = "Agradecimientos Especiales:";
STING_CUNR = "Unreal";
STING_CTOP = "Una Colaboración de Digital Extremes/Epic Megagames";
STING_CGDES = "Diseño de Juego:";
STING_CLEVEL = "Diseño de Niveles:";
STING_CANIM = "Animador:";
STING_CART = "Arte:";
STING_CPROG = "Programación:";
STING_CMUS = "Música:";
STING_CSND = "Efectos de Sonido:";
STING_CGT = "Productor para GT:";
STING_CBIZ = "Negocios:";
STING_USETRANS = "Usar Traductor";
STING_FEMALE1SKIN = "Piel de Mujer Uno";
STING_FEMALE2SKIN = "Piel de Mujer Dos";
STING_MALE1SKIN = "Piel de Hombre Uno";
STING_MALE2SKIN = "Piel de Hombre Dos";
STING_MALE3SKIN = "Piel de Hombre Tres";
/* Menu tooltips */
TOOLTIP_STING_INTROTYPE = "Selecciona que intro prefieres ver en la pantalla en título. Cada uno de estos está inspirado en el estado de Unreal en varios puntos de su desarrollo.";
TOOLTIP_STING_HUDMODE = "Elige el estilo de HUD a pantalla completa que prefieres. El estilo 5 es único en este mod e imita el HUD tal y como era en algunos prototipos.";
TOOLTIP_STING_TELEGUN = "Todos los jugadores reciben Cápsulas de Teletransporte. Funcionan casi exactamente como el Translocalizador de UT.";
TOOLTIP_STING_FLARES = "Todos los jugadores tienen bengalas de luz y sombra de uso infinito (con tiempo de recarga). No tienen mucha razón de existir y han sido añadidas simplemente para completar. Originalmente, su propósito era demostrar la iluminacion dinámica de Unreal Engine.";
TOOLTIP_STING_STINGER = "En lugar de causar solamente daño directo, el Arma Aguijón inyectará una carga explosiva de radiación de Tarydium con cada disparo (la cual se disipará lentamente). Cualquier objetivo en este estado que reciba daño de otras armas o por caída detonará (de forma muy expectacular si es por armas de energía). Esto fue descrito en la Biblia de Unreal y las novelas oficiales, y tambien implementado en versiones muy tempranas del juego.";
TOOLTIP_STING_STINGERB = "Los proyectiles del Arma Aguijón rebotarán hasta 3 veces en superficies si no es un impacto directo. Esta característica fue implementada en versiones muy tempranas y finalmente fue descartada, probablemente de forma accidental.";
TOOLTIP_STING_RIFLE = "Reemplaza el fuego secundario del Rifle con tres disparos rápidos, tal y como se puede ver en algunos videos antiguos.";
TOOLTIP_STING_RIFLEL = "El Rifle tendrá una linterna activada por el botón de recargar. Esto estaba disponible en algunas versiones tempranas.";
TOOLTIP_STING_RAZOR = "Manten pulsado el botón primario para cargar el disparo, llegando hasta el doble de daño y velocidad.";
TOOLTIP_STING_AUTOMAGS = "Permite usar dos Automags igual que los Reforzadores, incrementando considerablemente el daño, pero empeorando la puntería. Esta característica fue implementada por primera vez en Oldskool Amp'd y ya desde entonces estaba claro que esto está rotísimo.";
TOOLTIP_STING_PROTOMAGS = "Permite usar dos Protomags también. Esto está muchísimo mas roto, pero dificulta mucho más apuntar.";
TOOLTIP_STING_DPISTOL = "Originalmente en Unreal el fuego secundario de la Pistola de Dispersión se mantenía a nivel 1, haciendo que perdiera su utilidad a medida que se mejoraba el arma.";
TOOLTIP_STING_PSHIELD = "Para puristas. El Escudo de Fuerza en Doomreal funciona más como debería un reemplazo de la Invulnerabilidad, pero esto restaura el comportamiento original idéntico al Cinturón Protector.";
TOOLTIP_STING_PSHIELD2 = "El código del Escudo de Fuerza en Unreal muestra que podría haber perdido carga con el tiempo, sin embargo esto nunca pasó debido a cambios posteriores.";
TOOLTIP_STING_NOPSTART = "Normalmente en Unreal todos los jugadores empiezan solamente con la Pistola de Dispersión y nada más.";
TOOLTIP_STING_TRANSEXT = "Esto es algo que muchas campañas personalizadas hicieron para poder meter más texto en los mensajes. La calidad del gráfico extendido no era muy buena en muchos casos.";
TOOLTIP_STING_OLSMP = "Al no haber un equivalente del Redentor en Unreal, Oldskool Amp'd lo reemplazó con esto. He decidido tomarme algunas libertades creativas con mi propia version. Al menos no es una broza.";
TOOLTIP_STING_MSENTRY = "Un pequeño extra por decirlo así, un item completamente original. Esta torreta portátil será un buen compañero en tus aventuras, y mucho más fiable que su homólogo pequeñajo.";
TOOLTIP_STING_ABONUS = "Al igual que UT, Unreal tampoco tiene nada que se parezca a la armadura extra, así que esto está aquí opcionalmente si no te gusta que se convierta toda en bengalas.";
TOOLTIP_STING_DUBIOUS = "Esta opción permitirá tres armas cuya relación con Unreal no está exactamente confirmada: La Garra Cortadora, el Demoledor y el Autocañón. Están basadas en modelos incompletos encontrados en herramientas de modelado distribuidas a terceros. He improvisado los nombres y funcionamiento, y en algunos casos las texturas también.";
TOOLTIP_STING_AUTOSCUBA = "Activa el Kit de Buceo automáticamente al entrar y salir del agua.";
TOOLTIP_STING_EHOLD = "Tal y como describe la Biblia de Unreal, permite dos segundos extra manteniendo seis cohetes Eightball antes del fuego automático.";
TOOLTIP_STING_BHOLD = "Tal y como describe la Biblia de Unreal, permite dos segundos extra manteniendo una carga completa de lodo de Biorifle antes del fuego automático.";
TOOLTIP_STING_RAZORAIM = "Normalmente el fuego secundario del Razorjack usa un método extraño y poco intuitivo para dirigir las cuchillas. Creo que esto no gusta a mucha gente, así que he añadido la opción de hacer que vuelen hacia el punto al que estés apuntando.";
TOOLTIP_STING_BIOSPLASH = "Comparado a su homólogo de UT, el Biorifle de Unreal tiene un fuego secundario no muy llamativo. Esto hace que funcione igual que en UT.";
TOOLTIP_STING_FLAMETSPREAD = "Permite que las llamas se propaguen entre objetos cercanos, para mayor diversión. Ten en cuenta que esto puede causar problemas de rendimiento con muchos enemigos.";
TOOLTIP_STING_IMPSELF = "Al reflejarse en superficies, el haz del Empalador puede dañar al usuario. Si esto te parece muy molesto puedes desactivarlo.";
TOOLTIP_STING_ZOOMSHADER = "Usa un shader para mostrar un efecto de mira para el zoom del Rifle.";
TOOLTIP_STING_PROTO = "Opción global para permitir toda clase de contenido y características no estándar que no se encuentran en el juego final. Desactiva esto si solo quieres una experiencia \"pura\" de Unreal.";
TOOLTIP_STING_ALLSUITS = "Normalmente, los tres trajes se reemplazan mútuamente. Esto deshabilita esa funcionalidad para que te los puedas poner todos, por muy incómodo que suene.";
TOOLTIP_STING_PEACEHOME = "Originalmente, los misiles Peacemaker atacarán cualoquier cosa que encuentren, incluyéndote a ti. Esto corrije tal comportamiento obviamente mal hecho.";
TOOLTIP_STING_ALTBETAMAG = "Alterna la textura de la Protoarma al estilo de metal oxidado de versiones posteriores.";
TOOLTIP_STING_ALTFLAMET = "Alterna el modelo del Lanzallamas a uno más detallado que usa la textura abandonada de \"Pistola de Napalm\".";
TOOLTIP_STING_OLDDPISTOL = "Usa una textura anterior y más oscura para la Pistola de Dispersión.";
TOOLTIP_STING_OLDBRIFLE = "Usa o bien una textura anterior y más oscura para el Biorifle, o la textura abandonada de \"Pistola de Napalm\".";
TOOLTIP_STING_OLDTARYDIUM = "Usa una textura anterior y más oscura para los Fragmentos de Tarydium.";

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