-- Ukrainian language strings

local L = LANG.CreateLanguage("uk")

-- Compatibility language name that might be removed soon.
-- the alias name is based on the original TTT language name:
-- https://github.com/Facepunch/garrysmod/blob/master/garrysmod/gamemodes/terrortown/gamemode/lang/ukrainian.lua
L.__alias = "Українська"

L.lang_name = "Українська (Ukrainian)"

-- General text used in various places
L.traitor = "Зрадник"
L.detective = "Детектив"
L.innocent = "Невинний"
L.last_words = "Останні слова"

L.terrorists = "Терористи"
L.spectators = "Спостерігачі"

--L.nones = "No Team"
--L.innocents = "Team Innocent"
--L.traitors = "Team Traitor"

-- Round status messages
L.round_minplayers = "Недостатньо гравців, щоб розпочати новий раунд..."
L.round_voting = "Триває голосування, новий раунд відкладено на {num} секунд..."
L.round_begintime = "Новий раунд розпочнеться через {num} секунд. Приготуйтесь."

L.round_traitors_one = "Зрадник, ти один."
L.round_traitors_more = "Зрадник, ось твої союзники: {names}"

L.win_time = "Час вичерпано. Зрадники програли."
--L.win_traitors = "The Traitors have won!"
--L.win_innocents = "The Innos have won!"
--L.win_nones = "No-one won!"
L.win_showreport = "Подивімось на звіт раунду протягом {num} секунд."

--L.limit_round = "Round limit reached. The next map will load soon."
--L.limit_time = "Time limit reached. The next map will load soon."
--L.limit_left_session_mode_1 = "{num} round(s) or {time} minutes remaining before the map changes."
--L.limit_left_session_mode_2 = "{time} minutes remaining before the map changes."
--L.limit_left_session_mode_3 = "{num} round(s) remaining before the map changes."

-- Credit awards
--L.credit_all = "Your team have been awarded {num} equipment credit(s) for your performance."
L.credit_kill = "Ви отримали {num} кредитів за вбивство {role}."

-- Karma
L.karma_dmg_full = "Ваша карма складає {amount}, отже ви можете заподіяти максимальну шкоду у цьому раунді!"
L.karma_dmg_other = "Ваша карма складає {amount}. У підсумку вся завдана вами шкода буде зменшена на {num}%"

-- Body identification messages
L.body_found = "{finder} знаходить тіло {victim}. {role}"
--L.body_found_team = "{finder} found the body of {victim}. {role} ({team})"

-- The {role} in body_found will be replaced by one of the following:
--L.body_found_traitor = "They were a Traitor!"
--L.body_found_det = "They were a Detective."
--L.body_found_inno = "They were Innocent."

L.body_call = "{player} викликає Детектива до тіла {victim}!"
L.body_call_error = "Ви повинні підтвердити смерть цього гравця перед тим, як викликати Детектива!"

L.body_burning = "Дідько! Це тіло все у вогні!"
L.body_credits = "Ви знайшли {num} кредитів на цьому тілі!"

-- Menus and windows
L.close = "Закрити"
L.cancel = "Скасувати"

-- For navigation buttons
L.next = "Далі"
L.prev = "Назад"

-- Equipment buying menu
L.equip_title = "Обладнання"
L.equip_tabtitle = "Замовлення обладнання"

L.equip_status = "Стан замовлення"
L.equip_cost = "У вас залишилося {num} кредитів."
L.equip_help_cost = "Кожне обладнання, яке ви купуєте, коштує 1 кредит."

L.equip_help_carry = "Ви можете купувати лише те, для чого у вас достатньо місця."
L.equip_carry = "Ви можете отримати це обладнання."
L.equip_carry_own = "Ви вже отримали це обладнання."
L.equip_carry_slot = "Ви вже маєте зброю у слоті {slot}."
--L.equip_carry_minplayers = "There are not enough players on the server to enable this weapon."

L.equip_help_stock = "Деяке обладнання ви можете купити лише один раз за раунд."
L.equip_stock_deny = "Цього обладнання більше немає."
L.equip_stock_ok = "Це обладнання досі присутнє."

L.equip_custom = "Користувацьке обладнання, додане цим сервером."

L.equip_spec_name = "Ім’я"
L.equip_spec_type = "Тип"
L.equip_spec_desc = "Опис"

L.equip_confirm = "Придбати"

-- Disguiser tab in equipment menu
L.disg_name = "Маскування"
L.disg_menutitle = "Керування Маскуванням"
L.disg_not_owned = "У вас немає Маскування!"
L.disg_enable = "Застосувати Маскування"

L.disg_help1 = "Коли ваше маскування активне, ваше ім’я, здоров’я та карма не буде показуватися коли хтось дивиться на вас. Ви також будете сховані від радара Детектива."
L.disg_help2 = "Натисніть Numpad Enter, щоб увімкнути маскування без використання меню. Ви також можете призначити іншу клавішу для 'ttt_toggle_disguise' використовуючи консоль розробника."

-- Radar tab in equipment menu
L.radar_name = "Радар"
L.radar_menutitle = "Керування Радаром"
L.radar_not_owned = "У вас немає Радара!"
L.radar_scan = "Виконати сканування"
L.radar_auto = "Автоматичне сканування"
L.radar_help = "Результати сканування показуватимуться {num} секунд, після чого Радар буде перезаряджено і його можна буде використати знову."
L.radar_charging = "Ваш Радар досі перезаряджається!"

-- Transfer tab in equipment menu
L.xfer_name = "Переказ"
L.xfer_menutitle = "Переказ кредитів"
L.xfer_send = "Переказати кредит"

L.xfer_no_recip = "Одержувач недійсний, переказ кредиту скасовано."
L.xfer_no_credits = "У вас немає кредитів для переказу!"
L.xfer_success = "Переказ кредитів гравцю {player} виконано."
L.xfer_received = "{player} надав вам кредити в розмірі {num} штук."

-- Radio tab in equipment menu
L.radio_name = "Радіо"

-- Radio soundboard buttons
L.radio_button_scream = "Крик"
L.radio_button_expl = "Вибух"
L.radio_button_pistol = "Постріли пістолета"
L.radio_button_m16 = "Постріли M16"
L.radio_button_deagle = "Постріли Deagle"
L.radio_button_mac10 = "Постріли MAC10"
L.radio_button_shotgun = "Вогонь з дробовика"
L.radio_button_rifle = "Постріли гвинтівки"
L.radio_button_huge = "Вогонь з H.U.G.E"
L.radio_button_c4 = "Пікання C4"
L.radio_button_burn = "Горіння"
L.radio_button_steps = "Кроки"

-- Intro screen shown after joining
L.intro_help = "Якщо ви новачок, то натисніть F1 задля інструкції!"

-- Radiocommands/quickchat
L.quick_title = "Швидкі повідомлення"

L.quick_yes = "Так."
L.quick_no = "Ні."
L.quick_help = "Допоможіть!"
L.quick_imwith = "Я поряд з {player}."
L.quick_see = "Я бачу {player}."
L.quick_suspect = "{player} виглядає підозріло."
L.quick_traitor = "{player} є зрадником!"
L.quick_inno = "{player} є невинним."
L.quick_check = "Є хто живий?"

-- {player} in the quickchat text normally becomes a player nickname, but can
-- also be one of the below.  Keep these lowercase.
L.quick_nobody = "ніхто"
L.quick_disg = "хтось замаскований"
L.quick_corpse = "невпізнане тіло"
L.quick_corpse_id = "Тіло {player}"

-- Scoreboard
L.sb_playing = "Ви граєте на..."
--L.sb_mapchange_mode_0 = "Session limits are disabled."
L.sb_mapchange_mode_1 = "Мапа зміниться через {num} раундів або через {time}"
--L.sb_mapchange_mode_2 = "Map changes in {time}"
--L.sb_mapchange_mode_3 = "Map changes in {num} rounds"

L.sb_mia = "Зниклі безвісти"
L.sb_confirmed = "Смерть підтверджено"

L.sb_ping = "Пінг"
L.sb_deaths = "Смерті"
L.sb_score = "Рахунок"
L.sb_karma = "Карма"

L.sb_info_help = "Огляньте тіло цього гравця, і ви зможете переглянути результати тут."

L.sb_tag_friend = "ДРУГ"
L.sb_tag_susp = "ПІДОЗРЮВАНИЙ"
L.sb_tag_avoid = "УНИКАТИ"
L.sb_tag_kill = "ВБИТИ"
L.sb_tag_miss = "ЗНИКЛИЙ"

-- Equipment actions, like buying and dropping
L.buy_no_stock = "Цієї зброї більше немає: ви вже купували її цього раунду."
L.buy_pending = "Ви зараз маєте замовлення, очікуйте отримання."
L.buy_received = "Ви отримали своє особливе обладнання."

L.drop_no_room = "Немає місця, щоб викинути вашу зброю!"

L.disg_turned_on = "Маскування активовано!"
L.disg_turned_off = "Маскування деактивовано."

-- Equipment item descriptions
L.item_passive = "Предмет з пасивним ефектом"
L.item_active = "Предмет активного користування"
L.item_weapon = "Зброя"

L.item_armor = "Бронежилет"
L.item_armor_desc = [[
Зменшує шкоду від куль на 30%, коли ви його маєте.

Стандартне обладнання для Детективів.]]

L.item_radar = "Радар"
L.item_radar_desc = [[
Дозволяє сканувати ознаки життя.

Починає автоматичне сканування, щойно ви придбаєте його. Додатково налаштуйте його у вкладці Радара.]]

L.item_disg = "Маскування"
L.item_disg_desc = [[
При вмиканні приховує вашу інформацію. Також уникає бути людиною, яку востаннє бачила жертва.

Перемикайте маскування у відповідній вкладці цього меню або натисніть клавішу Numpad Enter.]]

-- C4
L.c4_disarm_warn = "Вибухівку C4, яку ви заклали, знешкодили."
L.c4_armed = "Ви успішно заклали бомбу."
L.c4_disarmed = "Ви успішно знешкодили бомбу."
L.c4_no_room = "Ви не можете переносити цю C4."

L.c4_desc = "Потужна вибухівка з годинниковим механізмом."

L.c4_arm = "Закласти C4"
L.c4_arm_timer = "Таймер"
L.c4_arm_seconds = "Секунд до вибуху:"
L.c4_arm_attempts = "У разі спроби знешкодити, перерізання {num} з 6 дротів приведе до миттєвого вибуху."

L.c4_remove_title = "Видалення"
L.c4_remove_pickup = "Підняти C4"
L.c4_remove_destroy1 = "Знищити C4"
L.c4_remove_destroy2 = "Підтвердити"

L.c4_disarm = "Знешкодити C4"
L.c4_disarm_cut = "Натисніть, щоб перерізати {num} дріт"

L.c4_disarm_t = "Переріжте дріт, щоб знешкодити вибухівку. Ви граєте за зрадника, отже кожен дріт буде безпечним."
L.c4_disarm_owned = "Переріжте дріт, щоб знешкодити вибухівку. Це ваша вибухівка, отже кожен перерізаний дріт знешкодить її."
L.c4_disarm_other = "Переріжте дріт, щоб знешкодити вибухівку. Вона вибухне, якщо ви зробите помилку!"

L.c4_status_armed = "ЗАКЛАДЕНА"
L.c4_status_disarmed = "ЗНЕШКОД-\nЖЕНА"

-- Visualizer
L.vis_name = "Візуалізатор"

L.vis_desc = [[
Пристрій, який вміє візуалізувати злочини.

Проаналізуйте тіло, щоб дізнатися як жертва була вбита, але тільки у випадку, якщо особа загинула від пострілу.]]

-- Decoy
L.decoy_name = "Приманка"
L.decoy_broken = "Вашу Приманку знищено!"

--L.decoy_short_desc = "This decoy shows a fake radar sign visible for other teams"
--L.decoy_pickup_wrong_team = "You can't pick it up as it belongs to a different team"

L.decoy_desc = [[
Показує хибну мітку на радарі детективів, ламає ДНК сканери таким чином, щоб вони вказували на місце приманки, а не на ваше справжнє місце перебування.]]

-- Defuser
L.defuser_name = "Знешкоджувач"

L.defuser_desc = [[
Миттєво знешкоджує вибухівку C4.

Користуйтесь скільки забажаєте. Вибухівку C4 буде легше помітити якщо ви маєте це при собі.]]

-- Flare gun
L.flare_name = "Сигнальний пістолет"

L.flare_desc = [[
Можна використовувати для спалювання тіл, щоб їх ніколи більше не знайшли. Обмежена кількість набоїв.

Спалення тіл створює характерний звук.]]

-- Health station
L.hstation_name = "Оздоровча Станція"

L.hstation_broken = "Вашу Оздоровчу Станцію знищено!"

L.hstation_desc = [[
Розташувавши це ви зможете лікувати інших людей.

Повільна регенерація. Кожен може користуватися нею, та вона може бути зламана. Використовуйте її, щоб зібрати ДНК користувачів.]]

-- Knife
L.knife_name = "Ніж"
L.knife_thrown = "Кинутий ніж"

L.knife_desc = [[
Миттєво та тихо вбиває поранені цілі, але має лише одноразове використання.

Може бути кинутим за допомогою альтернативної атаки.]]

-- Poltergeist
L.polter_desc = [[
Встановлює двигуни на об’єкти та насильно штовхає їх навколо.

Енергетичні вибухи завдають шкоди людям, які знаходяться поряд.]]

-- Radio
L.radio_broken = "Ваше Радіо знищено!"

-- Silenced pistol
L.sipistol_name = "Пістолет із глушником"

L.sipistol_desc = [[
Малошумний пістолет, використовує звичайні пістолетні набої.

Жертви не кричатимуть, коли їх вбиватимуть.]]

-- Newton launcher
L.newton_name = "Гармата Ньютона"

L.newton_desc = [[
Відштовхує людей з безпечної відстані.

Нескінченні набої, але повільне перезавантаження.]]

-- Binoculars
L.binoc_name = "Окуляр"

L.binoc_desc = [[
Дозволяє бачити та розпізнавати тіла на великій відстані.

Необмежене використання, але ідентифікація займає декілька секунд.]]

-- UMP
L.ump_desc = [[
Експериментальний SMG, що дезорієнтує цілі.

Використовує стандартні набої SMG.]]

-- DNA scanner
L.dna_name = "Сканер ДНК"
L.dna_notfound = "Зразок ДНК на цілі не знайдено."
L.dna_limit = "Досягнуто ліміт пам’яті. Видаліть старі зразки, щоб додати нові."
L.dna_decayed = "Зразок ДНК вбивці розпався."
L.dna_killer = "З тіла взято зразок ДНК вбивці!"
--L.dna_duplicate = "Match! You already have this DNA sample in your scanner."
L.dna_no_killer = "ДНК не вдалося відновити (вбивця вийшов з гри?)."
L.dna_armed = "Ця бомба працює! Спочатку знешкодьте його!"
--L.dna_object = "Collected a sample of the last owner from the object."
L.dna_gone = "ДНК поряд не виявлено."

L.dna_desc = [[
Збирайте зразки ДНК і використовуйте їх, щоб знайти власника ДНК.

Використовуйте на свіжих тілах, щоб отримати ДНК убивці й знайти його.]]

-- Magneto stick
L.magnet_name = "Магнітна палиця"

-- Grenades and misc
L.grenade_smoke = "Димова шашка"
L.grenade_fire = "Запалювальна граната"

L.unarmed_name = "Сховати все"
L.crowbar_name = "Лом"
L.pistol_name = "Пістолет"
L.rifle_name = "Гвинтівка"
L.shotgun_name = "Дробовик"

-- Teleporter
L.tele_name = "Телепорт"
L.tele_failed = "Телепортування невдале."
L.tele_marked = "Локація телепортації встановлена."

L.tele_no_ground = "Телепортація неможлива поки під ногами немає поверхні!"
L.tele_no_crouch = "Телепортація неможлива навсидячки!"
L.tele_no_mark = "Локація телепортації не встановлена. Позначте пункт призначення перед телепортацією."

L.tele_no_mark_ground = "Неможливо позначити локацію телепортації поки під ногами немає поверхні!"
L.tele_no_mark_crouch = "Неможливо позначити локацію телепортації навсидячки!"

--L.tele_help_pri = "Teleports to marked location"
--L.tele_help_sec = "Marks current location"

L.tele_desc = [[
Телепортація до попередньо позначеного місця.

Телепортація відтворює шум. Кількість використань обмежена.]]

-- Ammo names, shown when picked up
L.ammo_pistol = "Набої 9 мм"

L.ammo_smg1 = "SMG набої"
L.ammo_buckshot = "Набої до дробовика"
L.ammo_357 = "Набої до гвинтівки"
L.ammo_alyxgun = "Набої до Deagle"
L.ammo_ar2altfire = "Набої сигнального пістолета"
L.ammo_gravity = "Набої Полтергейста"

-- Round status
L.round_wait = "Очікування"
L.round_prep = "Підготовка"
L.round_active = "В процесі"
L.round_post = "Кінець"

-- Health, ammo and time area
L.overtime = "ОВЕРТАЙМ"
L.hastemode = "РЕЖИМ ПОСПІХУ"

-- TargetID health status
L.hp_healthy = "Здоровий"
L.hp_hurt = "Ушкоджений"
L.hp_wounded = "Поранений"
L.hp_badwnd = "Важко поранений"
L.hp_death = "При смерті"

-- TargetID Karma status
L.karma_max = "Поважний"
L.karma_high = "Неотесаний"
L.karma_med = "Дурний"
L.karma_low = "Небезпечний"
L.karma_min = "Безвідповідальний"

-- TargetID misc
L.corpse = "Тіло"
L.corpse_hint = "Натисніть {usekey}, щоб оглянути. {walkkey} + {usekey}, щоб оглянути непомітно."

L.target_disg = " (ЗАМАСКОВАНИЙ)"
L.target_unid = "Невпізнане тіло"
--L.target_unknown = "A Terrorist"

-- HUD buttons with hand icons that only some roles can see and use
L.tbut_single = "Одноразове використання"
L.tbut_reuse = "Багаторазове використання"
L.tbut_retime = "Можна використати ще раз через {num} секунд"
L.tbut_help = "Натисніть {usekey}, щоб активувати"

-- Spectator muting of living/dead
L.mute_living = "Живі гравці заглушені"
L.mute_specs = "Спостерігачі заглушені"
L.mute_all = "Всі заглушені"
L.mute_off = "Ніхто не заглушений"

-- Spectators and prop possession
L.punch_title = "ШТОВХ-О-МЕТР"
L.punch_bonus = "Ваш поганий рахунок знизив ваш ліміт штовх-о-метра на {num}"
L.punch_malus = "Ваш хороший рахунок збільшив ваш ліміт штовх-о-метра на {num}!"

-- Info popups shown when the round starts
L.info_popup_innocent = [[
Ви невинний терорист! Але навколо є Зрадники...
Кому можна довіряти, а хто нашпигує вас кулями?

Бережіть себе та працюйте разом із товаришами, щоб залишитися живим!]]

L.info_popup_detective = [[
Ви детектив! Штаб Терористів надав вам спеціальні ресурси для пошуку зрадників.
Використовуйте їх, щоб допомогти невинним, але будьте обережні:
зрадники будуть шукати вас, щоб знищити першими!

Натисніть {menukey}, щоб отримати своє обладнання!]]

L.info_popup_traitor_alone = [[
Ви ЗРАДНИК! У цьому раунді у вас немає побратимів-зрадників.

Вбийте всіх інших, щоб перемогти!

Натисніть {menukey}, щоб отримати спеціальне обладнання!]]

L.info_popup_traitor = [[
Ви ЗРАДНИК! Працюйте з побратимами-зрадниками, щоб вбити всіх інших.
Але будьте обережні, в інакшому випадку вас можуть розкрити...

Це ваші товариші:
{traitorlist}

Натисніть {menukey}, щоб отримати спеціальне обладнання!]]

-- Various other text
L.name_kick = "Гравця автоматично видалено з гри через зміну імені під час раунду."

L.idle_popup = [[
Ви були неактивні протягом {num} секунд і в результаті були переведені в режим Спостерігача. Поки ви перебуваєте в цьому режимі, ви не з’явитися у грі з початком нового раунду.

Ви можете будь-коли перемкнути режим Спостерігача, натиснувши {helpkey} і знявши прапорець у вкладці Налаштувань. Ви також можете зняти його прямо зараз.]]

L.idle_popup_close = "Нічого не робити"
L.idle_popup_off = "Вимкнути режим спостерігача зараз же"

L.idle_warning = "Попередження: ви виглядаєте неактивним/відсутнім, вас змусять спостерігати поки ви не проявите активність!"

L.spec_mode_warning = "Ви перебуваєте в режимі Спостерігача і не з’явиться з початком раунду. Щоб вимкнути цей режим, натисніть F1, перейдіть до налаштувань і зніміть прапорець з «Режим Спостерігача»."

-- Tips panel
L.tips_panel_title = "Поради"
L.tips_panel_tip = "Порада:"

-- Tip texts
L.tip1 = "Зрадники можуть тихо оглянути тіло без підтвердження смерті. Для цього утримуйте {walkkey} і натисніть {usekey} дивлячись на тіло."

L.tip2 = "Закладення вибухівки C4 з довшим таймером збільшить кількість дротів, які змусять її миттєво вибухнути, коли невинний спробує її знешкодити. Крім того, звуковий сигнал буде тихіше і рідше."

L.tip3 = "Детективи можуть оглянути тіло, щоб знайти «відбиток вбивці в очах жертви». Цим відбитком буде остання людина, яку бачив мертвий. Це не обов’язково повинен бути вбивця, якщо жертву вбили зі спини."

L.tip4 = "Ніхто окрім зрадників не дізнається, що ви померли, доки не знайдуть ваше тіло та не ідентифікують його."

L.tip5 = "Коли Зрадник вбиває Детектива, він миттєво отримує винагороду у вигляді кредитів."

L.tip6 = "Коли Зрадник помирає, усі Детективи отримують кредити обладнання."

L.tip7 = "Коли Зрадники досягнуть значного прогресу у вбивстві невинних, вони отримають кредити обладнання як винагороду."

L.tip8 = "Зрадники та Детективи можуть збирати невитрачені кредити обладнання з мертвих тіл інших Зрадників та Детективів."

L.tip9 = "Полтергейст може перетворити будь-який фізичний об’єкт на смертоносний снаряд. Кожен удар супроводжується вибухом енергії, що завдає шкоди будь-кому поблизу."

--L.tip10 = "As a shopping role, keep in mind you are rewarded extra equipment credits if you and your comrades perform well. Make sure you remember to spend them!"

L.tip11 = "Сканер ДНК детективів можна використовувати, щоб зібрати зразки ДНК зі зброї та предметів, проаналізувавши їх, знайти місцеперебування гравця, який їх використовував. Корисно, коли ви можете отримати зразок з тіла або знешкодженої вибухівки C4!"

L.tip12 = "Коли ви поблизу людини, яку вбиваєте, частина вашої ДНК залишається на тілі жертви. Цю ДНК можна використати за допомогою сканера ДНК детектива, щоб визначити ваше поточне місцеперебування. Краще сховати тіло після того, як ви когось зарізали!"

L.tip13 = "Чим далі ви знаходитесь від того, кого вбиваєте, тим швидше ваш зразок ДНК на його тілі розпадеться."

--L.tip14 = "Are you going sniping? Consider buying the Disguiser. If you miss a shot, run away to a safe spot, disable the Disguiser, and no one will know it was you who was shooting at them."

--L.tip15 = "If you have a Teleporter, it can help you escape when chased, and allows you to quickly travel across a big map. Make sure you always have a safe position marked."

L.tip16 = "Всі невинні згруповані і їх важко розділити? Спробуйте за допомогою Радіо відтворити звуки C4 або перестрілки, щоб відвести деяких із них."

--L.tip17 = "Using the Radio, you can play sounds by looking at its placement marker after the radio has been placed. Queue up multiple sounds by clicking multiple buttons in the order you want them."

L.tip18 = "Як Детектив, якщо у вас залишилися кредити, ви можете дати надійному Невинному Знешкоджувач. Тоді ви можете витратити свій час на більш серйозне розслідування та залишити ризиковане знешкодження бомби йому."

L.tip19 = "Окуляр Детектива дозволяє здійснювати пошук та ідентифікацію тіл на великій відстані. Погана новина, якщо зрадники сподівалися використати тіло як приманку. Користуючись окуляром, детектив неозброєний і розсіяний, користуйтеся цим!"

L.tip20 = "Оздоровча Станція Детективів дозволяє пораненим гравцям лікуватися. Звичайно, ті поранені могли бути зрадниками..."

L.tip21 = "Оздоровча Станція записує зразок ДНК кожного, хто нею користувався. Детективи можуть використовувати сканер ДНК, щоб дізнатися, хто зцілявся."

L.tip22 = "На відміну від зброї та вибухівки C4, радіообладнання Зрадників не містить зразки ДНК людини, яка його підклала. Не хвилюйтеся, що детективи знайдуть їх та розкриють ваше прикриття."

--L.tip23 = "Press {helpkey} to view a short tutorial or modify some TTT-specific settings."

L.tip24 = "Коли детектив огляне тіло, результат дослідження стане доступним для всіх гравців через табло рахунку. Для цього натисніть на ім’я померлої людини."

L.tip25 = "На табло рахунку лупа поруч з іменем гравця вказує на те, що у вас є інформація про нього. Якщо значок яскравий, дані надходять від детектива та можуть містити додаткову інформацію."

--L.tip26 = "Corpses with a magnifying glass below the nickname have been searched by a Detective and their results are available to all players via the scoreboard."

L.tip27 = "Спостерігачі можуть натискати {mutekey}, щоб вибрати заглушку іншим спостерігачам або живим гравцям."

--L.tip28 = "You can switch to a different language at any time in the Settings menu by pressing {helpkey}."

L.tip29 = "Швидкі повідомлення або радіокоманди можна використовувати, натиснувши {zoomkey}."

L.tip30 = "Альтернативна атака лома штовхає інших гравців."

L.tip31 = "Стрільба через приціл зброї дещо збільшить вашу точність і зменшить віддачу. Присідання такого не робить."

L.tip32 = "Димові шашки ефективні в закритих приміщеннях для створення плутанини в людних місцях."

L.tip33 = "Як Зрадник, пам’ятайте, що ви можете носити тіла та ховати їх від допитливих очей невинних та детективів."

L.tip34 = "На табло рахунку клацніть ім’я живого гравця, щоб ви могли вибрати для нього тег, наприклад «підозрюваний» або «друг». Цей тег з’явиться, коли вони будуть знаходитись під прицілом."

L.tip35 = "Багато предметів розміщеного обладнання (наприклад, C4, радіо) можна прикріпити до стін за допомогою альтернативної атаки."

L.tip36 = "Вибухівка C4, яка вибухає через помилку під час знешкодження, має менший вибух, ніж C4, яка досягає нуля на своєму часовому пристрої."

--L.tip37 = "If it says 'HASTE MODE' above the round timer, the round will at first be only a few minutes long, but with every death the available time increases. This mode puts the pressure on the traitors to keep things moving."

-- Round report
L.report_title = "Доповідь про раунд"

-- Tabs
L.report_tab_hilite = "Основні моменти"
L.report_tab_hilite_tip = "Основні моменти раунду"
L.report_tab_events = "Події"
L.report_tab_events_tip = "Журнал подій, які відбулися в цьому раунді"
L.report_tab_scores = "Результати гравців"
L.report_tab_scores_tip = "Рахунок, набраний кожним гравцем у цьому раунді"

-- Event log saving
L.report_save = "Зберегти .txt"
L.report_save_tip = "Зберігає журнал подій у текстовий файл"
L.report_save_error = "Немає даних журналу подій для збереження."
L.report_save_result = "Журнал подій збережено в:"

-- Columns
L.col_time = "Час"
L.col_event = "Подія"
L.col_player = "Гравець"
--L.col_roles = "Role(s)"
--L.col_teams = "Team(s)"
L.col_kills1 = "Невинних убито"
L.col_kills2 = "Зрадників убито"
L.col_points = "Рахунок"
L.col_team = "Командний бонус"
L.col_total = "Загальний рахунок"

-- Awards/highlights
L.aw_sui1_title = "Лідер Культу самогубців"
L.aw_sui1_text = "показав іншим самогубцям, як це робиться, покинувши цей світ першим."

L.aw_sui2_title = "Самотній і пригнічений"
L.aw_sui2_text = "був єдиним, хто вбив себе."

L.aw_exp1_title = "Грант на дослідження вибухових речовин"
L.aw_exp1_text = "отримав визнання за дослідження вибухів. {num} суб’єктів допомогли з тестуванням."

L.aw_exp2_title = "Польові дослідження"
L.aw_exp2_text = "перевірив власну стійкість до вибухів. Її було недостатньо."

L.aw_fst1_title = "Перша кров"
L.aw_fst1_text = "завдав першої смерті невинному від рук зрадника."

L.aw_fst2_title = "Перше криваве дурне вбивство"
L.aw_fst2_text = "зробив перше вбивство, вистріливши в товариша-зрадника. Хороша робота."

L.aw_fst3_title = "Перша помилка"
L.aw_fst3_text = "був першим, хто вчинив убивство. Шкода, що це був невинний товариш."

L.aw_fst4_title = "Перший постріл"
L.aw_fst4_text = "зробив перший постріл на користь невинних терористів, вбивши зрадника"

L.aw_all1_title = "Найсмертоносніший серед рівних"
L.aw_all1_text = "ніс відповідальність за кожне вбивство, скоєне невинними у цьому раунді."

L.aw_all2_title = "Одинокий вовк"
L.aw_all2_text = "ніс відповідальність за кожне вбивство скоєне зрадниками в цьому раунді."

L.aw_nkt1_title = "Один є, Бос!"
L.aw_nkt1_text = "зумів вбити одного невинного. Молодець!"

L.aw_nkt2_title = "Куля для двох"
L.aw_nkt2_text = "показав, що перший постріл не був вдалим, убивши іншого."

L.aw_nkt3_title = "Серійний зрадник"
L.aw_nkt3_text = "сьогодні поклав кінець життя трьом невинним терористам."

L.aw_nkt4_title = "Вовк серед більш вівцеподібних вовків"
L.aw_nkt4_text = "їсть невинних терористів на вечерю. Вечеря складає {num} тіл."

L.aw_nkt5_title = "Контртерористична операція"
L.aw_nkt5_text = "отримує гроші за вбивства. Тепер можна купити ще одну розкішну яхту."

L.aw_nki1_title = "Зрадь це"
L.aw_nki1_text = "знайшов зрадника. Застрелив зрадника. Питання?"

L.aw_nki2_title = "Звернувся до Ліги Справедливості"
L.aw_nki2_text = "провів двох зрадників на той світ."

L.aw_nki3_title = "Чи мріють зрадники про зрадливих овець?"
L.aw_nki3_text = "відправив трьох зрадників відпочивати."

L.aw_nki4_title = "Співробітник внутрішніх справ"
L.aw_nki4_text = "отримує гроші за вбивства. Тепер можна замовити свій п’ятий басейн."

L.aw_fal1_title = "Ні, містере Бонд, я очікую, що ви це впадете"
L.aw_fal1_text = "штовхнув когось із великої висоти."

L.aw_fal2_title = "На саме дно"
L.aw_fal2_text = "дозволив своєму тілу вдаритися об землю після падіння зі значної висоти."

L.aw_fal3_title = "Людський метеорит"
L.aw_fal3_text = "роздавив когось, впавши на нього з великої висоти."

L.aw_hed1_title = "Вправність"
L.aw_hed1_text = "відкрив для себе радість у {num} пострілах у голову."

L.aw_hed2_title = "Неврологія"
L.aw_hed2_text = "видалив мізки з {num} голів для детальнішого дослідження."

L.aw_hed3_title = "Відеоігри змусили зробити мене це"
L.aw_hed3_text = "застосував свої знання з симулятора вбивств та вбив {num} ворогів пострілами в голову."

L.aw_cbr1_title = "Тук-тук-тук"
L.aw_cbr1_text = "має середній замах ломом, як з’ясували {num} жертв."

L.aw_cbr2_title = "Фрімен"
L.aw_cbr2_text = "прикрасив свій лом залишками мізків не менше ніж {num} людей."

L.aw_pst1_title = "Наполегливий маленький дурник"
L.aw_pst1_text = "здійснив {num} вбивств із пістолета. Потім він вирушив обіймати когось до смерті."

L.aw_pst2_title = "Забій малого калібру"
L.aw_pst2_text = "убив невелику армію з {num} людей використавши лише пістолет. Імовірно він встановив крихітний дробовик всередину ствола."

L.aw_sgn1_title = "Легкий режим"
L.aw_sgn1_text = "застосовує картеч там, де боляче, вбивши {num} цілей."

L.aw_sgn2_title = "Тисяча маленьких гранул"
L.aw_sgn2_text = "не дуже сподобалися своя картеч, тому він віддав її. {num} одержувачів, на жаль, не вижили."

L.aw_rfl1_title = "Цілься, стріляй"
L.aw_rfl1_text = "показав, що все, що вам потрібно для {num} вбивств, це гвинтівка та тверда рука."

L.aw_rfl2_title = "Я бачу твою голову звідси"
L.aw_rfl2_text = "знає свою гвинтівку. Тепер {num} інших людей також знають цю гвинтівку."

L.aw_dgl1_title = "Це як маленька гвинтівка"
L.aw_dgl1_text = "опанував Deagle і вбив {num} людей."

L.aw_dgl2_title = "Майстер Орла"
L.aw_dgl2_text = "прибив {num} людей завдяки Deagle."

L.aw_mac1_title = "Моліться і вбивайте"
L.aw_mac1_text = "убив {num} людей за допомогою MAC10, але не каже, скільки набоїв на це витратив."

L.aw_mac2_title = "Мак і сир"
L.aw_mac2_text = "цікаво, скільки людей загинуло, якби ця особа могла володіти двома MAC10? {num} треба помножити на два?"

L.aw_sip1_title = "Слово — срібло, мовчання — золото"
L.aw_sip1_text = "заткнув {num} людей за допомогою пістолета з глушником."

L.aw_sip2_title = "Тихий вбивця"
L.aw_sip2_text = "вбив {num} людей, які навіть не чули, як померли."

L.aw_knf1_title = "Ніж впізнав тебе"
L.aw_knf1_text = "встромив комусь ніж в обличчя через Інтернет."

L.aw_knf2_title = "Звідки ти це взяв?"
L.aw_knf2_text = "не був зрадником, але все одно вбив когось ножем."

L.aw_knf3_title = "Людина як ніж"
L.aw_knf3_text = "знайшов {num} викинутих ножів і використав їх."

L.aw_knf4_title = "Найгостріша людина у світі"
L.aw_knf4_text = "вбив {num} людей ножем. Не запитуйте мене як це він зробив."

L.aw_flg1_title = "На допомогу"
L.aw_flg1_text = "використав свій сигнальний пістолет, щоб просигналізувати {num} смертей."

L.aw_flg2_title = "Сигнальний пістолет показав нам пожежу"
L.aw_flg2_text = "навчив {num} чоловіків про небезпеку носіння легкозаймистого одягу."

L.aw_hug1_title = "H.U.G.E Розмах"
L.aw_hug1_text = "був у гармонії зі своїм H.U.G.E, якимось чином йому навіть вдалося змусити кулі вразити {num} людей."

L.aw_hug2_title = "Вперта пара"
L.aw_hug2_text = "просто продовжував стріляти з H.U.G.E., і побачив, що його H.U.G.E. терпіння було винагороджено {num} вбивствами."

L.aw_msx1_title = "Пів-пав"
L.aw_msx1_text = "забрав {num} людей з M16."

L.aw_msx2_title = "Божевілля середньої дальності"
L.aw_msx2_text = "знає, як знищувати цілі з M16, показавши {num} вбивств."

L.aw_tkl1_title = "Ой, не то"
L.aw_tkl1_text = "зажав свій палець саме тоді, коли цілився в приятеля."

L.aw_tkl2_title = "Подвійна помилка"
L.aw_tkl2_text = "думав, що двічі знайшов зрадника, але обидва рази помилився."

L.aw_tkl3_title = "Усвідомив значення карми"
L.aw_tkl3_text = "не міг зупинитися після вбивства двох товаришів по команді. Три — його щасливе число."

L.aw_tkl4_title = "Вбивця товаришів"
L.aw_tkl4_text = "вбив всю свою команду. Бог ти мій, БАНБАНБАН!"

L.aw_tkl5_title = "Рольовий гравець"
L.aw_tkl5_text = "грав роль божевільного, я не жартую. Саме тому він вбив більшу частину своєї команди."

L.aw_tkl6_title = "Придурок"
L.aw_tkl6_text = "не зміг зрозуміти, на чиєму боці він, і вбив більш ніж половину своїх товаришів."

L.aw_tkl7_title = "Селюк"
L.aw_tkl7_text = "добре захистив свій газон, убивши понад чверті своїх товаришів по команді."

L.aw_brn1_title = "За рецептом бабусі"
L.aw_brn1_text = "засмажив кілька людей до відмінної скоринки."

L.aw_brn2_title = "Палій"
L.aw_brn2_text = "почув голосне реготання після спалення однієї зі своїх численних жертв."

L.aw_brn3_title = "Піррове спалювання"
L.aw_brn3_text = "спалив їх усіх, але запалювальні гранати закінчилися! Як він впорається!?"

L.aw_fnd1_title = "Слідчий"
L.aw_fnd1_text = "знайшов {num} тіл, що лежать навколо."

L.aw_fnd2_title = "Треба спіймати їх усіх"
L.aw_fnd2_text = "знайшов {num} тіл для своєї колекції."

L.aw_fnd3_title = "Запах смерті"
L.aw_fnd3_text = "раз за разом натикався на випадкові тіла. Нарахував {num} разів у цьому раунді."

L.aw_crd1_title = "Переробник"
L.aw_crd1_text = "підібрав {num} кредитів обладнання, що залишилися на тілах."

L.aw_tod1_title = "Піррова перемога"
L.aw_tod1_text = "помер за кілька секунд до того, як його команда перемогла раунд."

L.aw_tod2_title = "Я ненавиджу цю гру"
L.aw_tod2_text = "помер одразу ж на початку раунду."

-- New and modified pieces of text are placed below this point, marked with the
-- version in which they were added, to make updating translations easier.

-- v24
L.drop_no_ammo = "Недостатньо набоїв у обоймі вашої зброї, щоб викинути їх у вигляді коробки."

-- 2015-05-25
L.hat_retrieve = "Ви взяли Капелюх детектива."

-- 2017-09-03
L.sb_sortby = "Сортувати за:"

-- 2018-07-24
L.equip_tooltip_main = "Меню обладнання"
L.equip_tooltip_radar = "Керування радаром"
L.equip_tooltip_disguise = "Керування маскуванням"
L.equip_tooltip_radio = "Керування радіо"
L.equip_tooltip_xfer = "Переказ кредитів"
--L.equip_tooltip_reroll = "Reroll equipment"

L.confgrenade_name = "Дискомбобулятор"
L.polter_name = "Полтергейст"
L.stungun_name = "Прототип UMP"

L.knife_instant = "МИТТЄВЕ ВБИВСТВО"

L.binoc_zoom_level = "РІВЕНЬ"
L.binoc_body = "ТІЛО ЗНАЙДЕНО"

L.idle_popup_title = "Бездіяльність"

-- 2019-01-31
--L.create_own_shop = "Create own shop"
--L.shop_link = "Link with"
--L.shop_disabled = "Disable shop"
--L.shop_default = "Use default shop"

-- 2019-05-05
--L.reroll_name = "Reroll"
--L.reroll_menutitle = "Reroll equipment"
--L.reroll_no_credits = "You need {amount} credits to reroll!"
--L.reroll_button = "Reroll"
--L.reroll_help = "Use {amount} credits to get a new random set of equipment in your shop!"

-- 2019-05-06
--L.equip_not_alive = "You can view all available items by selecting a role on the right. Don't forget to mark your favorites!"

-- 2019-06-27
--L.shop_editor_title = "Shop Editor"
--L.shop_edit_items_weapong = "Edit Items / Weapons"
--L.shop_edit = "Edit Shops"
--L.shop_settings = "Settings"
--L.shop_select_role = "Select Role"
--L.shop_edit_items = "Edit Items"
--L.shop_edit_shop = "Edit Shop"
--L.shop_create_shop = "Create Custom Shop"
--L.shop_selected = "Selected {role}"
--L.shop_settings_desc = "Change the values to adapt Random Shop ConVars. Don't forget to save your changes!"

--L.bindings_new = "New bound key for {name}: {key}"

--L.hud_default_failed = "Failed to set the HUD {hudname} as new default. You don't have permission to do that, or this HUD doesn't exist."
--L.hud_forced_failed = "Failed to force the HUD {hudname}. You don't have permission to do that, or this HUD doesn't exist."
--L.hud_restricted_failed = "Failed to restrict the HUD {hudname}. You don't have permission to do that."

--L.shop_role_select = "Select a role"
--L.shop_role_selected = "{role}'s shop was selected!"
--L.shop_search = "Search"

-- 2019-10-19
--L.drop_ammo_prevented = "Something prevents you from dropping your ammo."

-- 2019-10-28
--L.target_c4 = "Press [{usekey}] to open C4 menu"
--L.target_c4_armed = "Press [{usekey}] to disarm C4"
--L.target_c4_armed_defuser = "Press [{primaryfire}] to use defuser"
--L.target_c4_not_disarmable = "You can't disarm C4 of a living teammate"
--L.c4_short_desc = "Something very explosive"

--L.target_pickup = "Press [{usekey}] to pick up"
--L.target_slot_info = "Slot: {slot}"
--L.target_pickup_weapon = "Press [{usekey}] to pickup weapon"
--L.target_switch_weapon = "Press [{usekey}] to swap with your current weapon"
--L.target_pickup_weapon_hidden = ", press [{walkkey} + {usekey}] for hidden pickup"
--L.target_switch_weapon_hidden = ", press [{walkkey} + {usekey}] for hidden switch"
--L.target_switch_weapon_nospace = "There is no inventory slot available for this weapon"
--L.target_switch_drop_weapon_info = "Dropping {name} from slot {slot}"
--L.target_switch_drop_weapon_info_noslot = "There is no droppable weapon in slot {slot}"

--L.corpse_searched_by_detective = "This corpse was searched by a public policing role"
--L.corpse_too_far_away = "The corpse is too far away."

--L.radio_short_desc = "Weapon sounds are music to me"

--L.hstation_subtitle = "Press [{usekey}] to receive health."
--L.hstation_charge = "Remaining charge of health station: {charge}"
--L.hstation_empty = "There is no more charge left in this health station"
--L.hstation_maxhealth = "Your health is full"
--L.hstation_short_desc = "The heath station slowly recharges over time"

-- 2019-11-03
--L.vis_short_desc = "Visualizes a crime scene if the victim died by a gunshot wound"
--L.corpse_binoculars = "Press [{key}] to search corpse with binoculars."
--L.binoc_progress = "Search progress: {progress}%"

--L.pickup_no_room = "You have no space in your inventory for this weapon kind."
--L.pickup_fail = "You cannot pick up this weapon."
--L.pickup_pending = "You already picked up a weapon, wait until you receive it."

-- 2020-01-07
--L.tbut_help_admin = "Edit traitor button settings"
--L.tbut_role_toggle = "[{walkkey} + {usekey}] to toggle this button for {role}"
--L.tbut_role_config = "Role: {current}"
--L.tbut_team_toggle = "[SHIFT + {walkkey} + {usekey}] to toggle this button for {team}"
--L.tbut_team_config = "Team: {current}"
--L.tbut_current_config = "Current config:"
--L.tbut_intended_config = "Intended config by map creator:"
--L.tbut_admin_mode_only = "You see this button because you're an admin and '{cv}' is set to '1'."
--L.tbut_allow = "Allow"
--L.tbut_prohib = "Prohibit"
--L.tbut_default = "Default"

-- 2020-02-09
--L.name_door = "Door"
--L.door_open = "Press [{usekey}] to open door."
--L.door_close = "Press [{usekey}] to close door."
--L.door_locked = "This door is locked."

-- 2020-02-11
--L.automoved_to_spec = "(AUTOMATED MESSAGE) I have been moved to the Spectator team because I was idle/AFK."
--L.mute_team = "{team} muted."

-- 2020-02-16
--L.door_auto_closes = "This door closes automatically."
--L.door_open_touch = "Walk into door to open."
--L.door_open_touch_and_use = "Walk into door or press [{usekey}] to open."

-- 2020-03-09
L.help_title = "Допомога та Налаштування"

--L.menu_changelog_title = "Changelog"
--L.menu_guide_title = "TTT2 Guide"
--L.menu_bindings_title = "Key Bindings"
--L.menu_language_title = "Language"
--L.menu_appearance_title = "Appearance"
--L.menu_gameplay_title = "Gameplay"
--L.menu_addons_title = "Addons"
--L.menu_legacy_title = "Legacy Addons"
--L.menu_administration_title = "Administration"
--L.menu_equipment_title = "Edit Equipment"
--L.menu_shops_title = "Edit Shops"

--L.menu_changelog_description = "A list of changes and fixes in recent versions."
--L.menu_guide_description = "Helps you to get started with TTT2 and explains some things about gameplay, roles and other stuff."
--L.menu_bindings_description = "Bind specific features of TTT2 and its addons to your own liking."
--L.menu_language_description = "Select the language of the gamemode."
--L.menu_appearance_description = "Tweak the appearance and performance of the UI."
--L.menu_gameplay_description = "Tweak voice and sound volume, accessibility settings, and gameplay settings."
--L.menu_addons_description = "Configure local addons to your liking."
--L.menu_legacy_description = "A panel with converted tabs from the original TTT that should be ported over to the new system."
--L.menu_administration_description = "General settings for HUDs, shops etc."
--L.menu_equipment_description = "Set credits, limitations, availability and other stuff."
--L.menu_shops_description = "Add/Remove shops for roles and configure what equipment they have."

--L.submenu_guide_gameplay_title = "Gameplay"
--L.submenu_guide_roles_title = "Roles"
--L.submenu_guide_equipment_title = "Equipment"

--L.submenu_bindings_bindings_title = "Bindings"

--L.submenu_language_language_title = "Language"

--L.submenu_appearance_general_title = "General"
--L.submenu_appearance_hudswitcher_title = "HUD Switcher"
--L.submenu_appearance_vskin_title = "VSkin"
--L.submenu_appearance_targetid_title = "TargetID"
--L.submenu_appearance_shop_title = "Shop Settings"
--L.submenu_appearance_crosshair_title = "Crosshair"
--L.submenu_appearance_dmgindicator_title = "Damage Indicator"
--L.submenu_appearance_performance_title = "Performance"
--L.submenu_appearance_interface_title = "Interface"

--L.submenu_gameplay_general_title = "General"

--L.submenu_administration_hud_title = "HUD Settings"
--L.submenu_administration_randomshop_title = "Random Shop"

--L.help_color_desc = "If this setting is enabled, you can choose a global color that will be used for the targetID outline and the crosshair."
--L.help_scale_factor = "This scale factor influences all UI elements (HUD, VGUI and TargetID). It is automatically updated if the screen resolution is changed. Changing this value will reset the HUD!"
--L.help_hud_game_reload = "The HUD is not available right now. Reconnect to the server or relaunch the game."
--L.help_hud_special_settings = "These are specific settings of this HUD."
--L.help_vskin_info = "VSkin (VGUI skin) is the skin applied to all menu elements like the current one. They can be easily created with a simple Lua script and can change colors and some size parameters."
--L.help_targetid_info = "TargetID is the information rendered when pointing your crosshair at an entity. Its color can be configured in the 'General' tab."
--L.help_hud_default_desc = "Sets the default HUD for all players. Players that have not yet selected a HUD will receive this HUD as their default. Changing this won't change the HUD for players that have already selected their HUD."
--L.help_hud_forced_desc = "Forces a HUD for all players. This disables the HUD selection feature for everyone."
--L.help_hud_enabled_desc = "Enable/Disable HUDs to restrict the selection of these HUDs."
--L.help_damage_indicator_desc = "The damage indicator is the overlay shown when the player is damaged. To add a new theme, place a png in 'materials/vgui/ttt/damageindicator/themes/'."
--L.help_shop_key_desc = "Open the shop by pressing the shop key instead of the score menu during preparing / at the end of a round?"

--L.label_menu_menu = "MENU"
--L.label_menu_admin_spacer = "Admin Area (not shown to normal users)"
--L.label_language_set = "Select language"
--L.label_global_color_enable = "Enable global color"
--L.label_global_color = "Global color"
--L.label_global_scale_factor = "Global scale factor"
--L.label_hud_select = "Select HUD"
--L.label_vskin_select = "Select VSkin"
--L.label_blur_enable = "Enable VSkin background blur"
--L.label_color_enable = "Enable VSkin background color"
--L.label_minimal_targetid = "Minimalist Target ID under crosshair (no Karma text, hints etc.)"
--L.label_shop_always_show = "Always show the shop"
--L.label_shop_double_click_buy = "Enable an item purchase by double-clicking on it in the shop"
--L.label_shop_num_col = "Number of columns"
--L.label_shop_num_row = "Number of rows"
--L.label_shop_item_size = "Icon size"
--L.label_shop_show_slot = "Show slot marker"
--L.label_shop_show_custom = "Show custom item marker"
--L.label_shop_show_fav = "Show favourite item marker"
--L.label_crosshair_enable = "Enable crosshair"
--L.label_crosshair_opacity = "Crosshair opacity"
--L.label_crosshair_ironsight_opacity = "Ironsight crosshair opacity"
--L.label_crosshair_size = "Crosshair line size multiplier"
--L.label_crosshair_thickness = "Crosshair thickness multiplier"
--L.label_crosshair_thickness_outline = "Crosshair outline thickness multiplier"
--L.label_crosshair_scale_enable = "Enable dynamic crosshair scale"
--L.label_crosshair_ironsight_low_enabled = "Lower weapon when using ironsights"
--L.label_damage_indicator_enable = "Enable damage indicator"
--L.label_damage_indicator_mode = "Select damage indicator theme"
--L.label_damage_indicator_duration = "Fade time after getting hit (in seconds)"
--L.label_damage_indicator_maxdamage = "Damage needed for the maximum opacity"
--L.label_damage_indicator_maxalpha = "Maximum opacity"
--L.label_performance_halo_enable = "Draw an outline around some entities while looking at them"
--L.label_performance_spec_outline_enable = "Enable controlled objects' outlines"
--L.label_performance_ohicon_enable = "Enable role icons over players' heads"
--L.label_interface_popup = "Start of round info popup duration"
--L.label_interface_fastsw_menu = "Enable menu with fast weapon switch"
--L.label_inferface_wswitch_hide_enable = "Enable weapon switch menu auto-closing"
--L.label_inferface_scues_enable = "Play sound cue when a round begins or ends"
--L.label_gameplay_specmode = "Spectate-only mode (always stay spectator)"
--L.label_gameplay_fastsw = "Fast weapon switch"
--L.label_gameplay_hold_aim = "Enable hold to aim"
--L.label_gameplay_mute = "Mute living players when dead"
--L.label_hud_default = "Default HUD"
--L.label_hud_force = "Forced HUD"

--L.label_bind_voice = "Global Voice Chat"
--L.label_bind_voice_team = "Team Voice Chat"

--L.label_hud_basecolor = "Base Color"

--L.label_menu_not_populated = "This submenu does not contain any content."

--L.header_bindings_ttt2 = "TTT2 Bindings"
--L.header_bindings_other = "Other Bindings"
--L.header_language = "Language Settings"
--L.header_global_color = "Select Global Color"
--L.header_hud_select = "Select a HUD"
--L.header_hud_customize = "Customize the HUD"
--L.header_vskin_select = "Select and Customize the VSkin"
--L.header_targetid = "TargetID Settings"
--L.header_shop_settings = "Equipment Shop Settings"
--L.header_shop_layout = "Item List Layout"
--L.header_shop_marker = "Item Marker Settings"
--L.header_crosshair_settings = "Crosshair Settings"
--L.header_damage_indicator = "Damage Indicator Settings"
--L.header_performance_settings = "Performance Settings"
--L.header_interface_settings = "Interface Settings"
--L.header_gameplay_settings = "Gameplay Settings"
--L.header_hud_administration = "Select Default and Forced HUDs"
--L.header_hud_enabled = "Enable/Disable HUDs"

--L.button_menu_back = "Back"
--L.button_none = "None"
--L.button_press_key = "Press a key"
--L.button_save = "Save"
--L.button_reset = "Reset"
--L.button_close = "Close"
--L.button_hud_editor = "HUD Editor"

-- 2020-04-20
--L.item_speedrun = "Speedrun"
--L.item_speedrun_desc = [[Makes you 50% faster!]]
--L.item_no_explosion_damage = "No Explosion Damage"
--L.item_no_explosion_damage_desc = [[Makes you immune to explosion damage.]]
--L.item_no_fall_damage = "No Fall Damage"
--L.item_no_fall_damage_desc = [[Makes you immune to fall damage.]]
--L.item_no_fire_damage = "No Fire Damage"
--L.item_no_fire_damage_desc = [[Makes you immune to fire damage.]]
--L.item_no_hazard_damage = "No Hazard Damage"
--L.item_no_hazard_damage_desc = [[Makes you immune to hazard damage such as poison, radiation and acid.]]
--L.item_no_energy_damage = "No Energy Damage"
--L.item_no_energy_damage_desc = [[Makes you immune to energy damage such as lasers, plasma and lightning.]]
--L.item_no_prop_damage = "No Prop Damage"
--L.item_no_prop_damage_desc = [[Makes you immune to prop damage.]]
--L.item_no_drown_damage = "No Drowning Damage"
--L.item_no_drown_damage_desc = [[Makes you immune to drowning damage.]]

-- 2020-04-21
--L.dna_tid_possible = "Scan possible."
--L.dna_tid_impossible = "No scan possible."
--L.dna_screen_ready = "No DNA"
--L.dna_screen_match = "Match"

-- 2020-04-30
--L.message_revival_canceled = "Revival canceled."
--L.message_revival_failed = "Revival failed."
--L.message_revival_failed_missing_body = "You have not been revived because your corpse no longer exists."
--L.hud_revival_title = "Time left until revival:"
--L.hud_revival_time = "{time}s"

-- 2020-05-03
--L.door_destructible = "This door is destructible ({health}HP)."

-- 2020-05-28
--L.corpse_hint_inspect_limited = "Press [{usekey}] to search. [{walkkey} + {usekey}] to only view search UI."

-- 2020-06-04
--L.label_bind_disguiser = "Toggle disguiser"

-- 2020-06-24
--L.dna_help_primary = "Collect a DNA sample"
--L.dna_help_secondary = "Switch the DNA slot"
--L.dna_help_reload = "Delete a sample"

--L.binoc_help_pri = "Search a body."
--L.binoc_help_sec = "Change zoom level."

--L.vis_help_pri = "Drop the activated device."

-- 2020-08-07
--L.pickup_error_spec = "You cannot pick this up as a spectator."
--L.pickup_error_owns = "You cannot pick this up because you already have this weapon."
--L.pickup_error_noslot = "You cannot pick this up because you have no free slot available."

-- 2020-11-02
--L.lang_server_default = "Server Default"
--L.help_lang_info = [[
--This translation is {coverage}% complete with the English language taken as a default reference.
--
--Keep in mind that these translations are made by the community. Feel free to contribute if something is missing or incorrect.]]

-- 2021-04-13
--L.title_score_info = "Round End Info"
--L.title_score_events = "Event Timeline"

--L.label_bind_clscore = "Open round report"
--L.title_player_score = "{player}'s score:"

--L.label_show_events = "Show events from"
--L.button_show_events_you = "You"
--L.button_show_events_global = "Global"
--L.label_show_roles = "Show role distribution from"
--L.button_show_roles_begin = "Round Begin"
--L.button_show_roles_end = "Round End"

L.hilite_win_traitors = "ЗРАДНИКИ ПЕРЕМОГЛИ"
--L.hilite_win_innocents = "TEAM INNOCENT WON"
--L.hilite_win_tie = "IT IS A TIE"
--L.hilite_win_time = "TIME IS UP"

--L.tooltip_karma_gained = "Karma changes for this round:"
--L.tooltip_score_gained = "Score changes for this round:"
--L.tooltip_roles_time = "Role changes for this round:"

--L.tooltip_finish_score_win = "Win: {score}"
--L.tooltip_finish_score_alive_teammates = "Alive teammates: {score}"
--L.tooltip_finish_score_alive_all = "Alive players: {score}"
--L.tooltip_finish_score_timelimit = "Time is up: {score}"
--L.tooltip_finish_score_dead_enemies = "Dead enemies: {score}"
--L.tooltip_kill_score = "Kill: {score}"
--L.tooltip_bodyfound_score = "Body found: {score}"

--L.finish_score_win = "Win:"
--L.finish_score_alive_teammates = "Alive teammates:"
--L.finish_score_alive_all = "Alive players:"
--L.finish_score_timelimit = "Time is up:"
--L.finish_score_dead_enemies = "Dead enemies:"
--L.kill_score = "Kill:"
--L.bodyfound_score = "Body found:"

--L.title_event_bodyfound = "A body was found"
--L.title_event_c4_disarm = "A C4 was disarmed"
--L.title_event_c4_explode = "A C4 exploded"
--L.title_event_c4_plant = "A C4 was armed"
--L.title_event_creditfound = "Equipment credits were found"
--L.title_event_finish = "The round has ended"
--L.title_event_game = "A new round has started"
--L.title_event_kill = "A player was killed"
--L.title_event_respawn = "A player respawned"
--L.title_event_rolechange = "A player changed their role or team"
--L.title_event_selected = "The roles were distributed"
--L.title_event_spawn = "A player spawned"

--L.desc_event_bodyfound = "{finder} ({firole} / {fiteam}) has found the body of {found} ({forole} / {foteam}). The corpse has {credits} equipment credit(s)."
--L.desc_event_bodyfound_headshot = "The victim was killed by a headshot."
--L.desc_event_c4_disarm_success = "{disarmer} ({drole} / {dteam}) successfully disarmed the C4 armed by {owner} ({orole} / {oteam})."
--L.desc_event_c4_disarm_failed = "{disarmer} ({drole} / {dteam}) tried to disarm the C4 armed by {owner} ({orole} / {oteam}). They failed."
--L.desc_event_c4_explode = "The C4 armed by {owner} ({role} / {team}) exploded."
--L.desc_event_c4_plant = "{owner} ({role} / {team}) armed an explosive C4."
--L.desc_event_creditfound = "{finder} ({firole} / {fiteam}) has found {credits} equipment credit(s) in the corpse of {found} ({forole} / {foteam})."
--L.desc_event_finish = "The round lasted {minutes}:{seconds}. There were {alive} player(s) alive in the end."
--L.desc_event_game = "A new round has started."
--L.desc_event_respawn = "{player} has respawned."
--L.desc_event_rolechange = "{player} changed their role/team from {orole} ({oteam}) to {nrole} ({nteam})."
--L.desc_event_selected = "The teams and roles were distributed for all {amount} player(s)."
--L.desc_event_spawn = "{player} has spawned."

-- Name of a trap that killed us that has not been named by the mapper
--L.trap_something = "something"

-- Kill events
--L.desc_event_kill_suicide = "It was suicide."
--L.desc_event_kill_team = "It was a team kill."

--L.desc_event_kill_blowup = "{victim} ({vrole} / {vteam}) blew themselves up."
--L.desc_event_kill_blowup_trap = "{victim} ({vrole} / {vteam}) was blown up by {trap}."

--L.desc_event_kill_tele_self = "{victim} ({vrole} / {vteam}) telefragged themselves."
--L.desc_event_kill_sui = "{victim} ({vrole} / {vteam}) couldn't take it and killed themselves."
--L.desc_event_kill_sui_using = "{victim} ({vrole} / {vteam}) killed themselves using {tool}."

--L.desc_event_kill_fall = "{victim} ({vrole} / {vteam}) fell to their death."
--L.desc_event_kill_fall_pushed = "{victim} ({vrole} / {vteam}) fell to their death after {attacker} pushed them."
--L.desc_event_kill_fall_pushed_using = "{victim} ({vrole} / {vteam}) fell to their death after {attacker} ({arole} / {ateam}) used {trap} to push them."

--L.desc_event_kill_shot = "{victim} ({vrole} / {vteam}) was shot by {attacker}."
--L.desc_event_kill_shot_using = "{victim} ({vrole} / {vteam}) was shot by {attacker} ({arole} / {ateam}) using a {weapon}."

--L.desc_event_kill_drown = "{victim} ({vrole} / {vteam}) was drowned by {attacker}."
--L.desc_event_kill_drown_using = "{victim} ({vrole} / {vteam}) was drowned by {trap} triggered by {attacker} ({arole} / {ateam})."

--L.desc_event_kill_boom = "{victim} ({vrole} / {vteam}) was exploded by {attacker}."
--L.desc_event_kill_boom_using = "{victim} ({vrole} / {vteam}) was blown up by {attacker} ({arole} / {ateam}) using {trap}."

--L.desc_event_kill_burn = "{victim} ({vrole} / {vteam}) was fried by {attacker}."
--L.desc_event_kill_burn_using = "{victim} ({vrole} / {vteam}) was burned by {trap} due to {attacker} ({arole} / {ateam})."

--L.desc_event_kill_club = "{victim} ({vrole} / {vteam}) was beaten up by {attacker}."
--L.desc_event_kill_club_using = "{victim} ({vrole} / {vteam}) was pummeled to death by {attacker} ({arole} / {ateam}) using {trap}."

--L.desc_event_kill_slash = "{victim} ({vrole} / {vteam}) was stabbed by {attacker}."
--L.desc_event_kill_slash_using = "{victim} ({vrole} / {vteam}) was cut up by {attacker} ({arole} / {ateam}) using {trap}."

--L.desc_event_kill_tele = "{victim} ({vrole} / {vteam}) was telefragged by {attacker}."
--L.desc_event_kill_tele_using = "{victim} ({vrole} / {vteam}) was atomized by {trap} set by {attacker} ({arole} / {ateam})."

--L.desc_event_kill_goomba = "{victim} ({vrole} / {vteam}) was crushed by the massive bulk of {attacker} ({arole} / {ateam})."

--L.desc_event_kill_crush = "{victim} ({vrole} / {vteam}) was crushed by {attacker}."
--L.desc_event_kill_crush_using = "{victim} ({vrole} / {vteam}) was crushed by {trap} of {attacker} ({arole} / {ateam})."

--L.desc_event_kill_other = "{victim} ({vrole} / {vteam}) was killed by {attacker}."
--L.desc_event_kill_other_using = "{victim} ({vrole} / {vteam}) was killed by {attacker} ({arole} / {ateam}) using {trap}."

-- 2021-04-20
--L.none = "No Role"

-- 2021-04-24
--L.karma_teamkill_tooltip = "Teammate killed"
--L.karma_teamhurt_tooltip = "Teammate damaged"
--L.karma_enemykill_tooltip = "Enemy killed"
--L.karma_enemyhurt_tooltip = "Enemy damaged"
--L.karma_cleanround_tooltip = "Clean round"
--L.karma_roundheal_tooltip = "Karma restoration"
--L.karma_unknown_tooltip = "Unknown"

-- 2021-05-07
--L.header_random_shop_administration = "Random Shop Settings"
--L.header_random_shop_value_administration = "Balance Settings"

--L.shopeditor_name_random_shops = "Enable random shops"
--L.shopeditor_desc_random_shops = [[Random shops give every player a limited randomized set of all available equipments.
--Team shops forcefully give the same set to all players in a team instead of individual ones.
--Rerolling allows you to get a new randomized set of equipment for credits.]]
--L.shopeditor_name_random_shop_items = "Number of random equipments"
--L.shopeditor_desc_random_shop_items = "This includes equipments, which are marked with \"Always available in shop\". So choose a high enough number or you only get those."
--L.shopeditor_name_random_team_shops = "Enable team shops"
--L.shopeditor_name_random_shop_reroll = "Enable shop reroll availability"
--L.shopeditor_name_random_shop_reroll_cost = "Cost per reroll"
--L.shopeditor_name_random_shop_reroll_per_buy = "Auto reroll after buy"

-- 2021-06-04
--L.header_equipment_setup = "Equipment Settings"
--L.header_equipment_value_setup = "Balance Settings"

--L.equipmenteditor_name_not_buyable = "Can be bought"
--L.equipmenteditor_desc_not_buyable = "If disabled the equipment will not show in the shop. Roles that have this equipment assigned will still receive it."
--L.equipmenteditor_name_not_random = "Always available in shop"
--L.equipmenteditor_desc_not_random = "If enabled, the equipment is always available in the shop. When the random shop is enabled, it takes one available random slot and always reserves it for this equipment."
--L.equipmenteditor_name_global_limited = "Global limited amount"
--L.equipmenteditor_desc_global_limited = "If enabled, the equipment can be bought only once on the server in the active round."
--L.equipmenteditor_name_team_limited = "Team limited amount"
--L.equipmenteditor_desc_team_limited = "If enabled, the equipment can be bought only once per team in the active round."
--L.equipmenteditor_name_player_limited = "Player limited amount"
--L.equipmenteditor_desc_player_limited = "If enabled, the equipment can be bought only once per player in the active round."
--L.equipmenteditor_name_min_players = "Minimum amount of players for buying"
--L.equipmenteditor_name_credits = "Price in credits"

-- 2021-06-08
--L.equip_not_added = "not added"
--L.equip_added = "added"
--L.equip_inherit_added = "added (inherit)"
--L.equip_inherit_removed = "removed (inherit)"

-- 2021-06-09
--L.layering_not_layered = "Not layered"
--L.layering_layer = "Layer {layer}"
--L.header_rolelayering_role = "{role} layering"
--L.header_rolelayering_baserole = "Base role layering"
--L.submenu_roles_rolelayering_title = "Role Layering"
--L.header_rolelayering_info = "Role layering information"
--L.help_rolelayering_roleselection = [[
--The role distribution process is split into two stages. In the first stage base roles are distributed, which are Innocent, Traitor and those listed in the 'base role layer' box below. The second stage is used to upgrade those base roles to a subrole.
--
--Further details are available in the "Roles Overview" submenu.]]
--L.help_rolelayering_layers = [[
--After determining the assignable roles according to role-specific convars (including the random chance they will be selected at all!), one role from each layer (if there are any) is selected for distribution. After handling the layers, unlayered roles are selected at random. Role distribution stops as soon as there are no more slots which need to be filled.
--
--Roles which are not considered due to convar-related requirements are not distributed.]]
--L.scoreboard_voice_tooltip = "Scroll to change the volume"

-- 2021-06-15
--L.header_shop_linker = "Settings"
--L.label_shop_linker_set = "Select shop type:"

-- 2021-06-18
--L.xfer_team_indicator = "Team"

-- 2021-06-25
--L.searchbar_default_placeholder = "Search in list..."

-- 2021-07-11
--L.spec_about_to_revive = "Spectating is limited during revival period."

-- 2021-09-01
--L.spawneditor_name = "Spawn Editor Tool"
--L.spawneditor_desc = "Used to place weapon, ammo and player spawns in the world. Can only be used by super admin."

--L.spawneditor_place = "Place spawn"
--L.spawneditor_remove = "Remove spawn"
--L.spawneditor_change = "Change spawn type (hold [SHIFT] to reverse)"
--L.spawneditor_ammo_edit = "Hold on weapon spawn to edit autospawning ammo"

--L.spawn_weapon_random = "Random Weapon Spawn"
--L.spawn_weapon_melee = "Melee Weapon Spawn"
--L.spawn_weapon_nade = "Grenade Weapon Spawn"
--L.spawn_weapon_shotgun = "Shotgun Weapon Spawn"
--L.spawn_weapon_heavy = "Heavy Weapon Spawn"
--L.spawn_weapon_sniper = "Sniper Weapon Spawn"
--L.spawn_weapon_pistol = "Pistol Weapon Spawn"
--L.spawn_weapon_special = "Special Weapon Spawn"
--L.spawn_ammo_random = "Random ammo spawn"
--L.spawn_ammo_deagle = "Deagle ammo spawn"
--L.spawn_ammo_pistol = "Pistol ammo spawn"
--L.spawn_ammo_mac10 = "Mac10 ammo spawn"
--L.spawn_ammo_rifle = "Rifle ammo spawn"
--L.spawn_ammo_shotgun = "Shotgun ammo spawn"
--L.spawn_player_random = "Random player spawn"

--L.spawn_weapon_ammo = "(Ammo: {ammo})"

--L.spawn_weapon_edit_ammo = "Hold [{walkkey}] and press [{primaryfire} or {secondaryfire}] to increase or decrease the ammo for this weapon spawn"

--L.spawn_type_weapon = "This is a weapon spawn"
--L.spawn_type_ammo = "This is an ammunition spawn"
--L.spawn_type_player = "This is a player spawn"

--L.spawn_remove = "Press [{secondaryfire}] to remove this spawn"

--L.submenu_administration_entspawn_title = "Spawn Editor"
--L.header_entspawn_settings = "Spawn Editor Settings"
--L.button_start_entspawn_edit = "Start Spawn Edit"
--L.button_delete_all_spawns = "Delete all Spawns"

--L.label_dynamic_spawns_enable = "Enable dynamic spawns for this map"
--L.label_dynamic_spawns_global_enable = "Enable dynamic spawns for all maps"

--L.header_equipment_weapon_spawn_setup = "Weapon Spawn Settings"

--L.help_spawn_editor_info = [[
--The spawn editor is used to place, remove and edit spawns in the world. These spawns are for weapons, ammunition and players.
--
--These spawns are saved in files located in 'data/ttt/weaponspawnscripts/'. They can be deleted for a hard reset. The initial spawn files are created from spawns found on the map and in the original TTT weapon spawn scripts. Pressing the reset button always reverts to the initial state.
--
--It should be noted that this spawn system uses dynamic spawns. This is most interesting for weapons because it no longer defines a specific weapon, but a type of weapons. For example instead of a TTT shotgun spawn, there is now a general shotgun spawn where any weapon defined as shotgun can spawn. The spawn type for each weapon can be set in the 'Edit Equipment' menu. This makes it possible for any weapon to spawn on the map, or to disable certain default weapons.
--
--Keep in mind that many changes only take effect after a new round has started.]]
--L.help_spawn_editor_enable = "On some maps it might be advised to use the original spawns found on the map without replacing them with the dynamic system. Changing this option below only affects the currently active map, so the dynamic system will still be used for every other map."
--L.help_spawn_editor_hint = "Hint: To leave the spawn editor, reopen the gamemode menu."
--L.help_spawn_editor_spawn_amount = [[
--There currently are {weapon} weapon spawns, {ammo} ammunition spawns and {player} player spawns on this map.
--Click 'start spawn edit' to change this amount.
--
--{weaponrandom}x Random weapon spawn
--{weaponmelee}x Melee weapon spawn
--{weaponnade}x Grenade weapon spawn
--{weaponshotgun}x Shotgun weapon spawn
--{weaponheavy}x Heavy weapon spawn
--{weaponsniper}x Sniper weapon spawn
--{weaponpistol}x Pistol weapon spawn
--{weaponspecial}x Special weapon spawn
--
--{ammorandom}x Random ammo spawn
--{ammodeagle}x Deagle ammo spawn
--{ammopistol}x Pistol ammo spawn
--{ammomac10}x Mac10 ammo spawn
--{ammorifle}x Rifle ammo spawn
--{ammoshotgun}x Shotgun ammo spawn
--
--{playerrandom}x Random player spawn]]

--L.equipmenteditor_name_auto_spawnable = "Equipment spawns randomly in world"
--L.equipmenteditor_name_spawn_type = "Select spawn type"
--L.equipmenteditor_desc_auto_spawnable = [[
--The TTT2 spawn system allows every weapon to spawn in the world. By default only weapons marked as 'AutoSpawnable' by the creator will spawn in the world, however this can be changed from within this menu.
--
--Most of the equipment is set to 'special weapon spawns' by default. This means that equipment only spawns on random weapon spawns. However it is possible to place special weapon spawns in the world or change the spawn type here to use other existing spawn types.]]

--L.pickup_error_inv_cached = "You cannot pick this up right now because your inventory is cached."

-- 2021-09-02
--L.submenu_administration_playermodels_title = "Player Models"
--L.header_playermodels_general = "General Player Model Settings"
--L.header_playermodels_selection = "Select Player Model Pool"

--L.label_enforce_playermodel = "Enforce role player model"
--L.label_use_custom_models = "Use a randomly selected player model"
--L.label_prefer_map_models = "Prefer map specific models over default models"
--L.label_select_model_per_round = "Select a new random model each round (only on map change if disabled)"
--L.label_select_unique_model_per_round = "Select a random unique model for each player"

--L.help_prefer_map_models = [[
--Some maps define their own player models. By default these models have a higher priority than those that are assigned automatically. By disabling this setting, map specific models are disabled.
--
--Role specific models always have a higher priority and are unaffected by this setting.]]
--L.help_enforce_playermodel = [[
--Some roles have custom player models. They can be disabled which can be relevant for compatibility with some player model selectors.
--Random default models can still be selected, if this setting is disabled.]]
--L.help_use_custom_models = [[
--By default only the CS:S Phoenix player model is assigned to all players. By enabling this option however it is possible to select a player model pool. With this setting enabled each player will still be assigned the same player model, however it is a random model from the defined model pool.
--
--This selection of models can be extended by installing more player models.]]

-- 2021-10-06
--L.menu_server_addons_title = "Server Addons"
--L.menu_server_addons_description = "Server-wide admin only settings for addons."

--L.tooltip_finish_score_penalty_alive_teammates = "Alive teammates penalty: {score}"
--L.finish_score_penalty_alive_teammates = "Alive teammates penalty:"
--L.tooltip_kill_score_suicide = "Suicide: {score}"
--L.kill_score_suicide = "Suicide:"
--L.tooltip_kill_score_team = "Team kill: {score}"
--L.kill_score_team = "Team kill:"

-- 2021-10-09
--L.help_models_select = [[
--Left click on the models to add them to the player model pool. Left click again to remove them. Right clicking toggles between enabled and disabled detective hats for the focused model.
--
--The small indicator in the top left shows if the player model has a head hitbox. The icon below shows if this model is applicable for a detective hat.]]

--L.menu_roles_title = "Role Settings"
--L.menu_roles_description = "Set up the spawning, equipment credits and more."

--L.submenu_roles_roles_general_title = "General Role Settings"

--L.header_roles_info = "Role Information"
--L.header_roles_selection = "Role Selection Parameters"
--L.header_roles_tbuttons = "Traitor Buttons Access"
--L.header_roles_credits = "Role Equipment Credits"
--L.header_roles_additional = "Additional Role Settings"
--L.header_roles_reward_credits = "Reward Equipment Credits"

--L.help_roles_default_team = "Default team: {team}"
--L.help_roles_unselectable = "This role is not distributable. It is not considered in the role distribution process. Most of the times this means that this is a role that is manually assigned during the round through an event like a revival, a sidekick deagle or something similar."
--L.help_roles_selectable = "This role is distributable. If all criteria is met, this role is considered in the role distribution process."
--L.help_roles_credits = "Equipment credits are used to buy equipment in the shop. It mostly makes sense to give them only for those roles that have access to the shops. However, since it is possible to find credits on corpses, you can also give starting credits to roles as a reward to their killer."
--L.help_roles_selection_short = "The role distribution per player defines the percentage of players that are assigned this role. For example, if the value is set to '0.2' every fifth player receives this role."
--L.help_roles_selection = [[
--The role distribution per player defines the percentage of players that are assigned this role. For example, if the value is set to '0.2' every fifth player receives this role. This also means that at least 5 players are needed for this role to be distributed at all.
--Keep in mind that all of this only applies if the role is considered for distribution process.
--
--The aforementioned role distribution has a special integration with the lower limit of players. If the role is considered for distribution and the minimum value is below the value given by the distribution factor, but the amount of players is equal or greater than the lower limit, a single player can still receive this role. The distribution process then works as usual for the second player.]]
--L.help_roles_award_info = "Some roles (if enabled in their credits settings) receive equipment credits if a certain percentage of enemies has died. Related values can be tweaked here."
--L.help_roles_award_pct = "When this percentage of enemies are dead, specific roles are awarded equipment credits."
--L.help_roles_award_repeat = "Whether the credit award is handed out multiple times. For example, if the percentage is set to '0.25', and this setting is enabled, players will be awarded credits at '25%', '50%' and '75%' dead enemies respectively."
--L.help_roles_advanced_warning = "WARNING: These are advanced settings that can completely mess up the role distribution process. When in doubt keep all values at '0'. This value means that no limits are applied and the role distribution will try to assign as many roles as possible."
--L.help_roles_max_roles = [[
--The term roles here includes both the base roles and the subroles. By default, there is no limit on how many different roles can be assigned. However, here are two different ways to limit them.
--
--1. Limit them by a fixed amount.
--2. Limit them by a percentage.
--
--The latter is only used if the fixed amount is '0' and sets an upper limit based on the set percentage of available players.]]
--L.help_roles_max_baseroles = [[
--Base roles are only those roles others inherit from. For example, the Innocent role is a base role, while a Pharaoh is a subrole of this role. By default, there is no limit on how many different base roles can be assigned. However, here are two different ways to limit them.
--
--1. Limit them by a fixed amount.
--2. Limit them by a percentage.
--
--The latter is only used if the fixed amount is '0' and sets an upper limit based on the set percentage of available players.]]

--L.label_roles_enabled = "Enable role"
--L.label_roles_min_inno_pct = "Innocent distribution per player"
--L.label_roles_pct = "Role distribution per player"
--L.label_roles_max = "Upper limit of players assigned for this role"
--L.label_roles_random = "Chance this role is distributed"
--L.label_roles_min_players = "Lower limit of players to consider distribution"
--L.label_roles_tbutton = "Role can use Traitor buttons"
--L.label_roles_credits_starting = "Starting credits"
--L.label_roles_credits_award_pct = "Credit reward percentage"
--L.label_roles_credits_award_size = "Credit reward size"
--L.label_roles_credits_award_repeat = "Credit reward repeat"
--L.label_roles_newroles_enabled = "Enable custom roles"
--L.label_roles_max_roles = "Upper role limit"
--L.label_roles_max_roles_pct = "Upper role limit by percentage"
--L.label_roles_max_baseroles = "Upper base role limit"
--L.label_roles_max_baseroles_pct = "Upper base role limit by percentage"
--L.label_detective_hats = "Enable hats for policing roles like the Detective (if player model allows to have them)"

--L.ttt2_desc_innocent = "An Innocent has no special abilities. They have to find the evil ones among the terrorists and kill them. But they have to be careful not to kill their teammates."
--L.ttt2_desc_traitor = "The Traitor is the enemy of the Innocent. They have an equipment menu with which they are being able to buy special equipment. They have to kill everyone but their teammates."
--L.ttt2_desc_detective = "The Detective is the one whom the Innocents can trust. But who even is an Innocent? The mighty Detective has to find all the evil terrorists. The equipment in their shop may help them with this task."

-- 2021-10-10
--L.button_reset_models = "Reset Player Models"

-- 2021-10-13
--L.help_roles_credits_award_kill = "Another way of gaining credits is by killing high value players with a 'public role' such as a Detective. If the killer's role has this enabled, they gain the below defined amount of credits."
--L.help_roles_credits_award = [[
--There are two different ways to be awarded credits in base TTT2:
--
--1. If a certain percentage of the enemy team is dead, the whole team is awarded credits.
--2. If a player killed a high value player with a 'public role' such as a Detective, the killer is awarded credits.
--
--Please note, that this still can be enabled/disabled for every role, even if the whole team is awarded. For example, if team Innocent is awarded, but the Innocent role has this disabled, only the Detective will receive their credits.
--The balancing values for this feature can be set in 'Administration' -> 'General Role Settings'.]]
--L.help_detective_hats = [[
--Policing roles such as the Detective may wear hats to show their authority. They lose them on death or if damaged at the head.
--
--Some player models do not support hats by default. This can be changed in 'Administration' -> 'Player Models']]

--L.label_roles_credits_award_kill = "Credit reward amount for the kill"
--L.label_roles_credits_dead_award = "Enable credits award for certain percentage of dead enemies"
--L.label_roles_credits_kill_award = "Enable credits award for high value player kill"
--L.label_roles_min_karma = "Lower limit of Karma to consider distribution"

-- 2021-11-07
--L.submenu_administration_administration_title = "Administration"
--L.submenu_administration_voicechat_title = "Voice chat / Text chat"
--L.submenu_administration_round_setup_title = "Round Settings"
--L.submenu_administration_mapentities_title = "Map Entities"
--L.submenu_administration_inventory_title = "Inventory"
--L.submenu_administration_karma_title = "Karma"
--L.submenu_administration_sprint_title = "Sprinting"
--L.submenu_administration_playersettings_title = "Player Settings"

--L.header_roles_special_settings = "Special Role Settings"
--L.header_equipment_additional = "Additional Equipment Settings"
--L.header_administration_general = "General Administrative Settings"
--L.header_administration_logging = "Logging"
--L.header_administration_misc = "Miscellaneous"
--L.header_entspawn_plyspawn = "Player Spawn Settings"
--L.header_voicechat_general = "General Voice chat Settings"
--L.header_voicechat_battery = "Voice chat Battery"
--L.header_voicechat_locational = "Proximity Voice chat"
--L.header_playersettings_plyspawn = "Player Spawn Settings"
--L.header_round_setup_prep = "Round: Preparing"
--L.header_round_setup_round = "Round: Active"
--L.header_round_setup_post = "Round: Post"
--L.header_round_setup_map_duration = "Map Session"
--L.header_textchat = "Text chat"
--L.header_round_dead_players = "Dead Player Settings"
--L.header_administration_scoreboard = "Scoreboard Settings"
--L.header_hud_toggleable = "Toggleable HUD Elements"
--L.header_mapentities_prop_possession = "Prop Possession"
--L.header_mapentities_doors = "Doors"
--L.header_karma_tweaking = "Karma Tweaking"
--L.header_karma_kick = "Karma Kick and Ban"
--L.header_karma_logging = "Karma Logging"
--L.header_inventory_gernal = "Inventory Size"
--L.header_inventory_pickup = "Inventory Weapon Pickup"
--L.header_sprint_general = "Sprint Settings"
--L.header_playersettings_armor = "Armor System Settings"

--L.help_killer_dna_range = "When a player is killed by another player, a DNA sample is left on their body. The setting below defines the maximum distance in hammer units for DNA samples to be left. If the killer is further away than this value when the victim dies, no sample will be left on the corpse."
--L.help_killer_dna_basetime = "The base time in seconds until a DNA sample decays, if the killer is 0 Hammer units away. The farther the killer is, the less time will be given to the DNA sample to decay."
--L.help_dna_radar = "The TTT2 DNA scanner shows the exact distance and direction of the selected DNA sample if equipped. However, there is also a classic DNA scanner mode that updates the selected sample with an in-world rendering every time the cooldown has passed."
--L.help_idle = "The idle mode is used to forcefully move idle players into the spectator mode. To leave this mode, they will have to disable it in their 'gameplay' menu."
--L.help_namechange_kick = [[
--A name change during an active round could be abused. Therefore, this is prohibited by default and will lead to the offending player being kicked from the server.
--
--If the bantime is greater than 0, the player will be unable to reconnect to the server until that time has passed.]]
--L.help_damage_log = "Each time a player is damaged, a damage log entry is added to the console if enabled. This can also be stored to disk after a round has ended. The file is located at 'data/terrortown/logs/'"
--L.help_spawn_waves = [[
--If this variable is set to 0, all players are spawned at once. For servers with huge amounts of players, it can be beneficial to spawn the players in waves. The spawn wave interval is the time between each spawn wave. A spawn wave always spawns as many players as there are valid spawn points.
--
--Note: Make sure that the preparing time is long enough for the desired amount of spawn waves.]]
--L.help_voicechat_battery = [[
--Voice chatting with enabled voice chat battery reduces battery charge. When it's empty, the player can't use voice chat and has to wait for it to recharge. This can help to prevent excessive voice chat usage.
--
--Note: 'Tick' refers to a game tick. For example, if the tick rate is set to 66, then it will be 1/66th of a second.]]
--L.help_ply_spawn = "Player settings that are used on player (re-)spawn."
--L.help_haste_mode = [[
--Haste mode balances the game by increasing the round time with every dead player. Only roles that see missing in action players can see the real round time. Every other role can only see the haste mode starting time.
--
--If haste mode is enabled, the fixed round time is ignored.]]
--L.help_round_limit = "After one of the set limit conditions is met, a map change is triggered."
--L.help_armor_balancing = "The following values can be used to balance the armor."
--L.help_item_armor_classic = "If classic armor mode is enabled, only the previous settings matter. Classic armor mode means that a player can only buy armor once in a round, and that this armor blocks 30% of the incoming bullet damage until they die."
--L.help_item_armor_dynamic = [[
--Dynamic armor is the TTT2 approach to make armor more interesting. The amount of armor that can be bought is now unlimited, and the armor value stacks. Getting damaged decreases the armor value. The armor value per bought armor item is set in the 'Equipment Settings' of said item.
--
--When taking damage, a certain percentage of this damage is converted into armor damage, a different percentage is still applied to the player and the rest vanishes.
--
--If reinforced armor is enabled, the damage applied to the player is decreased by 15% as long as the armor value is above the reinforcement threshold.]]
--L.help_sherlock_mode = "The sherlock mode is the classic TTT mode. If the sherlock mode is disabled, dead bodies can not be confirmed, the scoreboard shows everyone as alive and the spectators can talk to the living players."
--L.help_prop_possession = [[
--Prop possession can be used by spectators to possess props lying in the world and use the slowly recharging 'punch-o-meter' to move said prop around.
--
--The maximum value of the 'punch-o-meter' consists of a possession base value, where the kills/deaths difference clamped inbetween two defined limits is added. The meter slowly recharges over time. The set recharge time is the time needed to recharge a single point in the 'punch-o-meter'.]]
--L.help_karma = "Players start with a certain amount of Karma, and lose it when they damage/kill teammates. The amount they lose is dependent on the Karma of the person they hurt or killed. Lower Karma reduces damage given."
--L.help_karma_strict = "If strict Karma is enabled, the damage penalty increases more quickly as Karma goes down. When it is off, the damage penalty is very low when people stay above 800. Enabling strict mode makes Karma play a larger role in discouraging any unnecessary kills, while disabling it results in a more “loose” game where Karma only hurts players who constantly kill teammates."
--L.help_karma_max = "Setting the value of the max Karma above 1000 doesn't give a damage bonus to players with more than 1000 Karma. It can be used as a Karma buffer."
--L.help_karma_ratio = "The ratio of the damage that is used to compute how much of the victim's Karma is subtracted from the attacker's if both are in the same team. If a team kill happens, a further penalty is applied."
--L.help_karma_traitordmg_ratio = "The ratio of the damage that is used to compute how much of the victim's Karma is added to the attacker's if both are in different teams. If an enemy kill happens, a further bonus is applied."
--L.help_karma_bonus = "There are also two different passive ways to gain Karma during a round. First is a karma restoration which applied to every player at the round end. Then a secondary clean round bonus is given if no teammates were hurt or killed by a player."
--L.help_karma_clean_half = [[
--When a player's Karma is above the starting level (meaning the Karma max has been configured to be higher than that), all their Karma increases will be reduced based on how far their Karma is above that starting level. So it goes up slower the higher it is.
--
--This reduction goes in a curve of exponential decay: initially it's fast, and it slows down as the increment gets smaller. This convar sets at what point the bonus has been halved (so the half-life). With the default value of 0.25, if the starting amount of Karma is 1000 and the max 1500, and a player has Karma 1125 ((1500 - 1000) * 0.25 = 125), then his clean round bonus will be 30 / 2 = 15. So to make the bonus go down faster you’d set this convar lower, to make it go down slower you’d increase it towards 1.]]
--L.help_max_slots = "Sets the maximum amount of weapons per slot. '-1' means that there is no limit."
--L.help_item_armor_value = "This is the armor value given by the armor item in dynamic mode. If classic mode is enabled (see 'Administration' -> 'Player Settings') then every value greater than 0 is counted as existing armor."

--L.label_killer_dna_range = "Max kill range to leave DNA"
--L.label_killer_dna_basetime = "Sample life base time"
--L.label_dna_scanner_slots = "DNA sample slots"
--L.label_dna_radar = "Enable classic DNA scanner mode"
--L.label_dna_radar_cooldown = "DNA scanner cooldown"
--L.label_radar_charge_time = "Recharge time after being used"
--L.label_crowbar_shove_delay = "Cooldown after crowbar push"
--L.label_idle = "Enable idle mode"
--L.label_idle_limit = "Maximum idle time in seconds"
--L.label_namechange_kick = "Enable name change kick"
--L.label_namechange_bantime = "Banned time in minutes after kick"
--L.label_log_damage_for_console = "Enable damage logging in console"
--L.label_damagelog_save = "Save damage log to disk"
--L.label_debug_preventwin = "Prevent any win condition [debug]"
--L.label_bots_are_spectators = "Bots are always spectators"
--L.label_tbutton_admin_show = "Show traitor buttons to admins"
--L.label_ragdoll_carrying = "Enable ragdoll carrying"
--L.label_prop_throwing = "Enable prop throwing"
--L.label_weapon_carrying = "Enable weapon carrying"
--L.label_weapon_carrying_range = "Weapon carry range"
--L.label_prop_carrying_force = "Prop pickup force"
--L.label_teleport_telefrags = "Kill blocking player(s) when teleporting (telefrag)"
--L.label_allow_discomb_jump = "Allow disco jump for grenade thrower"
--L.label_spawn_wave_interval = "Spawn wave interval in seconds"
--L.label_voice_enable = "Enable voice chat"
--L.label_voice_drain = "Enable the voice chat battery feature"
--L.label_voice_drain_normal = "Drain per tick for normal players"
--L.label_voice_drain_admin = "Drain per tick for admins and public policing roles"
--L.label_voice_drain_recharge = "Recharge rate per tick of not voice chatting"
--L.label_locational_voice = "Enable proximity voice chat for living players"
--L.label_locational_voice_team = "Enable proximity team voice chat for living players"
--L.label_locational_voice_prep = "Enable proximity voice chat during preparing phase"
--L.label_locational_voice_range = "Proximity voice chat range"
--L.label_armor_on_spawn = "Player armor on (re-)spawn"
--L.label_prep_respawn = "Enable instant respawn during preparing phase"
--L.label_preptime_seconds = "Preparing time in seconds"
--L.label_firstpreptime_seconds = "First preparing time in seconds"
--L.label_roundtime_minutes = "Fixed round time in minutes"
--L.label_haste = "Enable haste mode"
--L.label_haste_starting_minutes = "Haste mode starting time in minutes"
--L.label_haste_minutes_per_death = "Additional time in minutes per death"
--L.label_posttime_seconds = "Postround time in seconds"
--L.label_round_limit = "Upper limit of rounds"
--L.label_time_limit_minutes = "Upper limit of playtime in minutes"
--L.label_nade_throw_during_prep = "Enable grenade throwing during preparing time"
--L.label_postround_dm = "Enable deathmatch after round ended"
--L.label_spectator_chat = "Enable spectators chatting with everybody"
--L.label_lastwords_chatprint = "Print last words to chat if killed while typing"
--L.label_identify_body_woconfirm = "Identify corpse without pressing the 'confirm' button"
--L.label_announce_body_found = "Announce that a body was found when the body was confirmed"
--L.label_confirm_killlist = "Announce kill list of confirmed corpse"
--L.label_dyingshot = "Shoot on death if in ironsights [experimental]"
--L.label_armor_block_headshots = "Enable armor blocking headshots"
--L.label_armor_block_blastdmg = "Enable armor blocking blast damage"
--L.label_armor_dynamic = "Enable dynamic armor"
--L.label_armor_value = "Amount of armor given by the armor item"
--L.label_armor_damage_block_pct = "Damage percentage taken by armor"
--L.label_armor_damage_health_pct = "Damage percentage taken by player"
--L.label_armor_enable_reinforced = "Enable reinforced armor"
--L.label_armor_threshold_for_reinforced = "Reinforced armor threshold"
--L.label_sherlock_mode = "Enable sherlock mode"
--L.label_highlight_admins = "Highlight server admins"
--L.label_highlight_dev = "Highlight TTT2 developer"
--L.label_highlight_vip = "Highlight TTT2 supporter"
--L.label_highlight_addondev = "Highlight TTT2 addon developer"
--L.label_highlight_supporter = "Highlight others"
--L.label_enable_hud_element = "Enable {elem} HUD element"
--L.label_spec_prop_control = "Enable prop possession"
--L.label_spec_prop_base = "Possession base value"
--L.label_spec_prop_maxpenalty = "Lower possession bonus limit"
--L.label_spec_prop_maxbonus = "Upper possession bonus limit"
--L.label_spec_prop_force = "Possession push force"
--L.label_spec_prop_rechargetime = "Recharge time in seconds"
--L.label_doors_force_pairs = "Force close-by doors as double doors"
--L.label_doors_destructible = "Enable destructible doors"
--L.label_doors_locked_indestructible = "Initially locked doors are indestructible"
--L.label_doors_health = "Door health"
--L.label_doors_prop_health = "Destructed door health"
--L.label_minimum_players = "Minimum player amount to start round"
--L.label_karma = "Enable Karma"
--L.label_karma_strict = "Enable strict Karma"
--L.label_karma_starting = "Starting Karma"
--L.label_karma_max = "Maximum Karma"
--L.label_karma_ratio = "Penalty ratio for team damage"
--L.label_karma_kill_penalty = "Kill penalty for team kill"
--L.label_karma_round_increment = "Karma restoration"
--L.label_karma_clean_bonus = "Clean round bonus"
--L.label_karma_traitordmg_ratio = "Bonus ratio for enemy damage"
--L.label_karma_traitorkill_bonus = "Kill bonus for enemy kill"
--L.label_karma_clean_half = "Clean round bonus reduction"
--L.label_karma_persist = "Karma persists over map changes"
--L.label_karma_low_autokick = "Automatically kick players with low Karma"
--L.label_karma_low_amount = "Low Karma threshold"
--L.label_karma_low_ban = "Ban picked players with low Karma"
--L.label_karma_low_ban_minutes = "Ban time in minutes"
--L.label_karma_debugspam = "Enable debug output to console about Karma changes"
--L.label_max_melee_slots = "Max melee slots"
--L.label_max_secondary_slots = "Max secondary slots"
--L.label_max_primary_slots = "Max primary slots"
--L.label_max_nade_slots = "Max grenade slots"
--L.label_max_carry_slots = "Max carry slots"
--L.label_max_unarmed_slots = "Max unarmed slots"
--L.label_max_special_slots = "Max special slots"
--L.label_max_extra_slots = "Max extra slots"
--L.label_weapon_autopickup = "Enable automatic weapon pickup"
--L.label_sprint_enabled = "Enable sprinting"
--L.label_sprint_max = "Speed boost factor"
--L.label_sprint_stamina_consumption = "Stamina consumption factor"
--L.label_sprint_stamina_regeneration = "Stamina regeneration factor"
--L.label_crowbar_unlocks = "Primary attack can be used as interaction (i.e. unlocking)"
--L.label_crowbar_pushforce = "Crowbar push force"

-- 2022-07-02
--L.header_playersettings_falldmg = "Fall Damage Settings"

--L.label_falldmg_enable = "Enable fall damage"
--L.label_falldmg_min_velocity = "Minimum velocity threshold for fall damage to occur"
--L.label_falldmg_exponent = "Exponent to increase fall damage in relation to velocity"

--L.help_falldmg_exponent = [[
--This value modifies how exponentially fall damage is increased with the speed the player hits the ground at.
--
--Take care when altering this value. Setting it too high can make even the smallest falls lethal, while setting it too low will allow players to fall from extreme heights and suffer little to no damage.]]

-- 2023-02-08
--L.testpopup_title = "A Test Popup, now with a multiline title, how NICE!"
--L.testpopup_subtitle = "Well, hello there! This is a fancy popup with some special information. The text can be also multiline, how fancy! Ugh, I could add so much more text if I'd had any ideas..."

--L.hudeditor_chat_hint1 = "[TTT2][INFO] Hover over an element, press and hold [LMB] and move the mouse to MOVE or RESIZE it."
--L.hudeditor_chat_hint2 = "[TTT2][INFO] Press and hold the ALT key for symmetric resizing."
--L.hudeditor_chat_hint3 = "[TTT2][INFO] Press and hold the SHIFT key to move on axis and to keep the aspect ratio."
--L.hudeditor_chat_hint4 = "[TTT2][INFO] Press [RMB] -> 'Close' to exit the HUD Editor!"

--L.guide_nothing_title = "Nothing here yet!"
--L.guide_nothing_desc = "This is work in progress, help us by contributing to the project on GitHub."

--L.sb_rank_tooltip_developer = "TTT2 Developer"
--L.sb_rank_tooltip_vip = "TTT2 Supporter"
--L.sb_rank_tooltip_addondev = "TTT2 Addon Developer"
--L.sb_rank_tooltip_admin = "Server Admin"
--L.sb_rank_tooltip_streamer = "Streamer"
--L.sb_rank_tooltip_heroes = "TTT2 Heroes"
--L.sb_rank_tooltip_team = "Team"

--L.tbut_adminarea = "ADMIN AREA:"

-- 2023-08-10
--L.equipmenteditor_name_damage_scaling = "Damage Scaling"

-- 2023-08-11
--L.equipmenteditor_name_allow_drop = "Allow Drop"
--L.equipmenteditor_desc_allow_drop = "If enabled, the equipment can be dropped freely by the player."

--L.equipmenteditor_name_drop_on_death_type = "Drop on Death"
--L.equipmenteditor_desc_drop_on_death_type = "Attempt overriding the action taken for whether the equipment is dropped on player's death."

--L.drop_on_death_type_default = "Default (equipment-defined)"
--L.drop_on_death_type_force = "Force Drop on Death"
--L.drop_on_death_type_deny = "Deny Drop on Death"

-- 2023-08-26
--L.equipmenteditor_name_kind = "Equipment Slot"
--L.equipmenteditor_desc_kind = "The inventory slot the equipment will occupy."

--L.slot_weapon_melee = "Melee Slot"
--L.slot_weapon_pistol = "Secondary Slot"
--L.slot_weapon_heavy = "Primary Slot"
--L.slot_weapon_nade = "Grenade Slot"
--L.slot_weapon_carry = "Carry Slot"
--L.slot_weapon_unarmed = "Unarmed Slot"
--L.slot_weapon_special = "Special Slot"
--L.slot_weapon_extra = "Extra Slot"
--L.slot_weapon_class = "Class Slot"

-- 2023-10-04
--L.label_voice_duck_spectator = "Muffle spectator voices"
--L.label_voice_duck_spectator_amount = "Spectator voice muffle amount"
--L.label_voice_scaling = "Voice Volume Scaling Mode"
--L.label_voice_scaling_mode_linear = "Linear"
--L.label_voice_scaling_mode_power4 = "Power 4"
--L.label_voice_scaling_mode_log = "Logarithmic"

-- 2023-10-07
L.search_title = "Результати Огляду Тіла - {player}"
L.search_info = "Інформація"
L.search_confirm = "Підтвердити Смерть"
--L.search_confirm_credits = "Confirm (+{credits} Credit(s))"
--L.search_take_credits = "Take {credits} Credit(s)"
--L.search_confirm_forbidden = "Confirm forbidden"
--L.search_confirmed = "Death Confirmed"
L.search_call = "Викликати Детектива"
--L.search_called = "Death Reported"

--L.search_team_role_unknown = "???"

L.search_words = "Щось вам підказує, що одними з останніх слів цієї особи були: '{lastwords}'"
L.search_armor = "Ця особа носила особливий бронежилет."
--L.search_disguiser = "They were carrying a device that could hide their identity."
L.search_radar = "Ця особа мала деякий прилад, схожий на радар. Цей пристрій більше не працює."
L.search_c4 = "У кишені ви знайшли нотатку. Воно затверджує, що вам необхідно обрізати провід {num}, щоб безпечно знешкодити вибухівку."

L.search_dmg_crush = "Багато кісток цієї особи зламані. Схоже на те, що удар важкого предмета вбив її."
L.search_dmg_bullet = "Очевидно, що цю особу розстріляли."
L.search_dmg_fall = "Ця особа розбилася об землю."
L.search_dmg_boom = "Рани та обпалений одяг цієї особи вказують на те, що її смерть є наслідком від вибуху."
L.search_dmg_club = "Тіло в синцях і побоях. Цю особу неодмінно забили до смерті."
L.search_dmg_drown = "Тіло має ознаки утоплення."
L.search_dmg_stab = "Ця особа отримала ножові поранення і порізи, перш ніж встигла стекти кров."
L.search_dmg_burn = "Пахне смаженим терористом десь поряд..."
--L.search_dmg_teleport = "It looks like their DNA was scrambled by tachyon emissions!"
L.search_dmg_car = "Коли цей терорист переходив дорогу, на нього наїхав безрозсудний водій."
L.search_dmg_other = "Ви не можете визначити конкретну причину смерті цього терориста."

--L.search_floor_antlions = "There are still antlions all over the body. The floor must be covered with them."
--L.search_floor_bloodyflesh = "The blood on this body looks old and disgusting. There are even small bits of bloody flesh stuck to their shoes."
--L.search_floor_concrete = "Gray dust covers their shoes and knees. Looks as if the crime scene had a concrete floor."
--L.search_floor_dirt = "It smells earthy. It probably stems from the dirt that clings to the victims shoes."
--L.search_floor_eggshell = "Disgusting looking white specks cover the body of the victim. It looks like egg shells."
--L.search_floor_flesh = "The victim's clothing feels kinda moist. As if they fell onto a wet surface. Like a fleshy surface, or the sandy ground of a water body."
--L.search_floor_grate = "The skin of the victim looks like a steak. Thick lines arranged in a grid are visible all over them. Did they rest on a grate?"
--L.search_floor_alienflesh = "Alien flesh, you think? Sounds kinda outlandish. But your detective helper book lists it as a possible floor surface."
--L.search_floor_snow = "On first glance their clothing only feels wet and ice-cold. But once you see the white foam on the rims you understand. It's snow!"
--L.search_floor_plastic = "'Ouch, that has to hurt.' Their body is covered in burns. They look like those you get when sliding over a plastic surface."
--L.search_floor_metal = "At least they can't get tetanus now that they are dead. Rust covers their wounds. They probably died on a metal surface."
--L.search_floor_sand = "Small little rough rocks are stuck to their cold body. Like coarse sand from a beach. Argh, it gets everywhere!"
--L.search_floor_foliage = "Nature is wonderful. The victim's bloody wounds are covered with enough foliage that they are almost hidden."
--L.search_floor_computer = "Beep-boop. Their body is covered in computer surface! How does this look, you might ask? Well, duh!"
--L.search_floor_slosh = "Wet and maybe even a bit slimy. Their whole body is covered with it and their clothes are soaked. It stinks!"
--L.search_floor_tile = "Small shards are stuck to their skin. Like shards from floor tiles that shattered on impact."
--L.search_floor_grass = "It smells like fresh cut grass. The smell almost overpowers the smell of blood and death."
--L.search_floor_vent = "You feel a fresh gust of air when you touch their body. Did they die in a vent and take the air with them?"
--L.search_floor_wood = "What's nicer than sitting on a hardwood floor and dwelling in thoughts? At least lot lying dead on a wooden floor!"
--L.search_floor_default = "That seems so basic, so normal. Almost default. You can't tell anything about the kind of surface."
--L.search_floor_glass = "Their body is covered with many bloody cuts. In some of them glass shards are stuck and look rather threatening to you."
--L.search_floor_warpshield = "A floor made out of warpshield? Yep, we are as confused as you were. But our notes clearly state it. Warpshield."

--L.search_water_1 = "The victim's shoes are wet, but the rest seems dry. They were probably killed with their feet in water."
--L.search_water_2 = "The victim's shoes are trousers are soaked through. Did they wander through water before they were killed?"
--L.search_water_3 = "The whole body is wet and swollen. They probably died while they were completely submerged."

L.search_weapon = "Ви дослідили, що для вбивства було використано {weapon}."
L.search_head = "Смертельний постріл – постріл у голову. Навіть й немає часу закричати"
--L.search_time = "They died a while before you conducted the search."
--L.search_dna = "Retrieve a sample of the killer's DNA with a DNA Scanner. The DNA sample will decay after a while."

L.search_kills1 = "Ви знайшли список вбивств, який підтверджує смерть {player}."
L.search_kills2 = "Ви знайшли список вбивств із цими іменами: {player}"
L.search_eyes = "Використовуючи свої навички детектива, ви дізналися останнього, кого бачила ця особа: {player}. Убивця чи збіг обставин?"

--L.search_credits = "The victim has {credits} equipment credit(s) in their pocket. A shopping role might take them and put them to good use. Keep an eye out!"

--L.search_kill_distance_point_blank = "It was a point blank attack."
--L.search_kill_distance_close = "The attack came from a short distance."
--L.search_kill_distance_far = "The attack came from a long distance away."

--L.search_kill_from_front = "The victim was shot from the front."
--L.search_kill_from_back = "The victim was shot from behind."
--L.search_kill_from_side = "The victim was shot from the side."

--L.search_hitgroup_head = "The projectile was found in their head."
--L.search_hitgroup_chest = "The projectile was found in their chest."
--L.search_hitgroup_stomach = "The projectile was found in their stomach."
--L.search_hitgroup_rightarm = "The projectile was found in their right arm."
--L.search_hitgroup_leftarm = "The projectile was found in their left arm."
--L.search_hitgroup_rightleg = "The projectile was found in their right leg."
--L.search_hitgroup_leftleg = "The projectile was found in their left leg."
--L.search_hitgroup_gear = "The projectile was found in their hip."

--L.search_policingrole_report_confirm = [[
--A public policing role can only be called to a dead body after the corpse was confirmed dead.]]
--L.search_policingrole_confirm_disabled_1 = [[
--The corpse can only be confirmed by a public policing role. Report the body to let them know!]]
--L.search_policingrole_confirm_disabled_2 = [[
--The corpse can only be confirmed by a public policing role. Report the body to let them know!
--You can see the information in here after they confirmed it.]]
--L.search_spec = [[
--As a spectator you are able to see all information of a corpse, but unable to interact with the UI.]]

--L.search_title_words = "Victim's last words"
--L.search_title_c4 = "Defusion mishap"
--L.search_title_dmg_crush = "Crush damage ({amount} HP)"
--L.search_title_dmg_bullet = "Bullet damage ({amount} HP)"
--L.search_title_dmg_fall = "Fall damage ({amount} HP)"
--L.search_title_dmg_boom = "Explosion damage ({amount} HP)"
--L.search_title_dmg_club = "Club damage ({amount} HP)"
--L.search_title_dmg_drown = "Drowning damage ({amount} HP)"
--L.search_title_dmg_stab = "Stabbing damage ({amount} HP)"
--L.search_title_dmg_burn = "Burning damage ({amount} HP)"
--L.search_title_dmg_teleport = "Teleport damage ({amount} HP)"
--L.search_title_dmg_car = "Car accident ({amount} HP)"
--L.search_title_dmg_other = "Unknown damage ({amount} HP)"
--L.search_title_time = "Death time"
--L.search_title_dna = "DNA sample decay"
--L.search_title_kills = "The victim's kill list"
--L.search_title_eyes = "The killer's shadow"
--L.search_title_floor = "Floor of the crime scene"
--L.search_title_credits = "{credits} Equipment credit(s)"
--L.search_title_water = "Water level {level}"
--L.search_title_policingrole_report_confirm = "Confirm to report death"
--L.search_title_policingrole_confirm_disabled = "Report corpse"
--L.search_title_spectator = "You are a spectator"

--L.target_credits_on_confirm = "Confirm to receive unspent credits"
--L.target_credits_on_search = "Search to receive unspent credits"
--L.corpse_hint_no_inspect_details = "Only public policing roles can find information on this body."
--L.corpse_hint_inspect_limited_details = "Only public policing roles can confirm the body."
--L.corpse_hint_spectator = "Press [{usekey}] to view search UI"
--L.corpse_hint_public_policing_searched = "Press [{usekey}] to view search results from public policing role"

--L.label_inspect_confirm_mode = "Select body search mode"
--L.choice_inspect_confirm_mode_0 = "mode 0: standard TTT"
--L.choice_inspect_confirm_mode_1 = "mode 1: limited confirm"
--L.choice_inspect_confirm_mode_2 = "mode 2: limited search"
--L.help_inspect_confirm_mode = [[
--There are three different body search/confirm modes in this gamemode. The selection of this mode has huge influences to the importance of public policing roles like the detective.
--
--mode 0: This is standard TTT behavior. Everyone can search and confirm bodies. To report a body or to take the credits from it, the body first has to be confirmed. This makes it a bit harder for shopping roles to sneakily steal credits. However innocent players that want to report the body to call a public policing player need to confirm first as well.
--
--mode 1: This mode increases the importance of public policing roles by limiting the confirmation option to them. This also means that taking credits and reporting bodies is now also possible before confirming a body. Everybody can still search dead bodies and find the information, but they are unable to announce the found information.
--
--mode 2: This mode is yet a bit more strict than mode 1. In this mode the search ability is removed as well from normal players. This means that reporting a dead body to a public policing player is now the only way to get any information from dead bodies.]]

-- 2023-10-19
--L.label_grenade_trajectory_ui = "Grenade trajectory indicator"

-- 2023-10-23
--L.label_hud_pulsate_health_enable = "Pulsate healthbar when below 25% health"
--L.header_hud_elements_customize = "Customize the HUD-Elements"
--L.help_hud_elements_special_settings = "These are specific settings for the used HUD-Elements."

-- 2023-10-25
--L.help_keyhelp = [[
--Key bind helper is a UI element that always shows relevant keybindings to the player, which is especially helpful for new players. There are three different types of key bindings:
--
--Core: These contain the most important bindings found in TTT2. Without them the game is hard to play to its full potential.
--Extra: Similar to core, but you don't always need them. They contain stuff like chat, voice or flashlight. It might be helpful for new players to enable this.
--Equipment: Some equipment items have their own bindings, these are shown in this category.
--
--Disabled categories are still shown when the scoreboard is visible]]

--L.label_keyhelp_show_core = "Enable always showing the core bindings"
--L.label_keyhelp_show_extra = "Enable always showing the extra bindings"
--L.label_keyhelp_show_equipment = "Enable always showing the equipment bindings"

--L.header_interface_keys = "Key helper settings"
--L.header_interface_wepswitch = "Weapon switch UI settings"

--L.label_keyhelper_help = "open gamemode menu"
--L.label_keyhelper_mutespec = "cycle spectator mute mode"
--L.label_keyhelper_shop = "open equipment shop"
--L.label_keyhelper_show_pointer = "free mouse pointer"
--L.label_keyhelper_possess_focus_entity = "possess focused entity"
--L.label_keyhelper_spec_focus_player = "spectate focused player"
--L.label_keyhelper_spec_previous_player = "previous player"
--L.label_keyhelper_spec_next_player = "next player"
--L.label_keyhelper_spec_player = "spectate random player"
--L.label_keyhelper_possession_jump = "prop: jump"
--L.label_keyhelper_possession_left = "prop: left"
--L.label_keyhelper_possession_right = "prop: right"
--L.label_keyhelper_possession_forward = "prop: forward"
--L.label_keyhelper_possession_backward = "prop: backward"
--L.label_keyhelper_free_roam = "leave object and roam free"
--L.label_keyhelper_flashlight = "toggle flashlight"
--L.label_keyhelper_quickchat = "open quickchat"
--L.label_keyhelper_voice_global = "global voice chat"
--L.label_keyhelper_voice_team = "team voice chat"
--L.label_keyhelper_chat_global = "global chat"
--L.label_keyhelper_chat_team = "team chat"
--L.label_keyhelper_show_all = "show all"
--L.label_keyhelper_disguiser = "toggle disguiser"
--L.label_keyhelper_save_exit = "save and exit"
--L.label_keyhelper_spec_third_person = "toggle third person view"

-- 2023-10-26
--L.item_armor_reinforced = "Reinforced Armor"
--L.item_armor_sidebar = "Armor protects you against bullets penetrating your body. But not forever."
--L.item_disguiser_sidebar = "The disguiser protects your identity by not showing your name to other players."
--L.status_speed_name = "Speed Multiplier"
--L.status_speed_description_good = "You are faster than normal. Items, equipment or effects can influence this."
--L.status_speed_description_bad = "You are slower than normal. Items, equipment or effects can influence this."

--L.status_on = "on"
--L.status_off = "off"

--L.crowbar_help_primary = "Attack"
--L.crowbar_help_secondary = "Push players"

-- 2023-10-27
--L.help_HUD_enable_description = [[
--Some HUD elements like the key helper or sidebar show detailed information when the scoreboard is open. This can be disabled to reduce clutter.]]
--L.label_HUD_enable_description = "Enable descriptions when scoreboard is open"
--L.label_HUD_enable_box_blur = "Enable UI box background blur"

-- 2023-10-28
--L.submenu_gameplay_voiceandvolume_title = "Voice & Volume"
--L.header_soundeffect_settings = "Sound Effects"
--L.header_voiceandvolume_settings = "Voice & Volume Settings"

-- 2023-11-06
--L.drop_reserve_prevented = "Something prevents you from dropping your reserve ammo."
--L.drop_no_reserve = "Insufficient ammo in your reserve to drop as an ammo box."
--L.drop_no_room_ammo = "You have no room here to drop your ammo!"

-- 2023-11-14
--L.hat_deerstalker_name = "Detective's Hat"

-- 2023-11-16
--L.help_prop_spec_dash = [[
--Propspec dashes are movements into the direction of the aim vector. They can be of higher force than the normal movement. Higher force also means higher base value consumption.
--
--This variable is a multiplier of the push force.]]
--L.label_spec_prop_dash = "Dash force multiplier"
--L.label_keyhelper_possession_dash = "prop: dash in view direction"
--L.label_keyhelper_weapon_drop = "drop selected weapon if possible"
--L.label_keyhelper_ammo_drop = "drop reserved ammo from selected weapon"

-- 2023-12-07
--L.c4_help_primary = "Place the C4"
--L.c4_help_secondary = "Stick to surface"

-- 2023-12-11
--L.magneto_help_primary = "Push entity"
--L.magneto_help_secondary = "Pull / pickup entity"
--L.knife_help_primary = "Stab"
--L.knife_help_secondary = "Throw knife"
--L.polter_help_primary = "Fire thumper"
--L.polter_help_secondary = "Charge long range shot"

-- 2023-12-12
--L.newton_help_primary = "Knockback shot"
--L.newton_help_secondary = "Charged knockback shot"

-- 2023-12-13
--L.vis_no_pickup = "Only public policing roles can pick up the visualizer"
--L.newton_force = "FORCE"
--L.defuser_help_primary = "Defuse targeted C4"
--L.radio_help_primary = "Place the Radio"
--L.radio_help_secondary = "Stick to surface"
--L.hstation_help_primary = "Place the Health Station"
--L.flaregun_help_primary = "Burn body/entity"

-- 2023-12-14
--L.marker_vision_owner = "Owner: {owner}"
--L.marker_vision_distance = "Distance: {distance}"
--L.marker_vision_distance_collapsed = "{distance}"

--L.c4_marker_vision_time = "Detonation time: {time}"
--L.c4_marker_vision_collapsed = "{time} / {distance}"

--L.c4_marker_vision_safe_zone = "Bomb safe zone"
--L.c4_marker_vision_damage_zone = "Bomb damage zone"
--L.c4_marker_vision_kill_zone = "Bomb kill zone"

--L.beacon_marker_vision_player = "Tracked Player"
--L.beacon_marker_vision_player_tracked = "This player is tracked by a Beacon"

-- 2023-12-18
--L.beacon_help_pri = "Throw Beacon on the ground"
--L.beacon_help_sec = "Stick Beacon to surface"
--L.beacon_name = "Beacon"
--L.beacon_desc = [[
--Broadcasts player locations to everyone in a sphere around this beacon.
--
--Use to keep track of locations on the map that are hard to see.]]

--L.msg_beacon_destroyed = "One of your beacons has been destroyed!"
--L.msg_beacon_death = "A player died in close proximity to one of your beacons."

--L.beacon_short_desc = "Beacons are used by policing roles to add local wallhacks around them"

--L.entity_pickup_owner_only = "Only the owner can pick this up"

L.body_confirm_one = "{finder} підтверджує смерть {victim}."
--L.body_confirm_more = "{finder} confirmed the {count} deaths of: {victims}."

-- 2023-12-19
--L.builtin_marker = "Built-in."
--L.equipmenteditor_desc_builtin = "This equipment is built-in, it comes with TTT2!"
--L.help_roles_builtin = "This role is built-in, it comes with TTT2!"
--L.header_equipment_info = "Equipment information"

-- 2023-12-20
--L.equipmenteditor_desc_damage_scaling = [[Multiplies the base damage value of a weapon by this factor.
--For a shotgun, this would affect each pellet.
--For a rifle, this would affect just the bullet.
--For the poltergeist, this would affect each "thump" and the final explosion.
--
--0.5 = Deal half the amount of damage.
--2 = Deal twice the amount of damage.
--
--Note: Some weapons might not use this value which causes this multiplier to be ineffective.]]

-- 2023-12-24
--L.submenu_gameplay_accessibility_title = "Accessibility"

--L.header_accessibility_settings = "Accessibility Settings"

--L.label_enable_dynamic_fov = "Enable dynamic FOV change"
--L.label_enable_bobbing = "Enable view bobbing"
--L.label_enable_bobbing_strafe = "Enable view bobbing when strafing"

--L.help_enable_dynamic_fov = "Dynamic FOV is applied depending on the player's speed. When a player is sprinting for example, the FOV is increased to visualize the speed."
--L.help_enable_bobbing_strafe = "View bobbing is the slight camera shake while walking, swimming or falling."

--L.binoc_help_reload = "Clear target."
--L.cl_sb_row_sresult_direct_conf = "Direct confirmation"
--L.cl_sb_row_sresult_pub_police = "Public policing role confirmation"

-- 2024-01-05
--L.label_crosshair_thickness_outline_enable = "Enable crosshair outline"
--L.label_crosshair_outline_high_contrast = "Enable outline high contrast color"
--L.label_crosshair_mode = "Crosshair mode"
--L.label_crosshair_static_length = "Enable static crosshair line length"

--L.choice_crosshair_mode_0 = "Lines and dot"
--L.choice_crosshair_mode_1 = "Lines only"
--L.choice_crosshair_mode_2 = "Dot only"

--L.help_crosshair_scale_enable = [[
--Dynamic crosshair enables scaling the crosshair depending on the weapon's cone. The cone is influenced by the weapon's base accuracy, multiplied with external factors such as jumping and sprinting.
--
--If the line length is kept static, only the gap scales with cone changes.]]

--L.header_weapon_settings = "Weapon Settings"

-- 2024-01-24
--L.grenade_fuse = "FUSE"

-- 2024-01-25
--L.header_roles_magnetostick = "Magneto Stick"
--L.label_roles_ragdoll_pinning = "Enable ragdoll pinning"
--L.magneto_stick_help_carry_rag_pin = "Pin ragdoll"
--L.magneto_stick_help_carry_rag_drop = "Put down ragdoll"
--L.magneto_stick_help_carry_prop_release = "Release prop"
--L.magneto_stick_help_carry_prop_drop = "Put down prop"

-- 2024-01-27
--L.decoy_help_primary = "Throw Decoy on the ground"
--L.decoy_help_secondary = "Stick Decoy to surface"


--L.marker_vision_visible_for_0 = "Visible for you"
--L.marker_vision_visible_for_1 = "Visible for your role"
--L.marker_vision_visible_for_2 = "Visible for your team"
--L.marker_vision_visible_for_3 = "Visible for everyone"

-- 2024-02-14
--L.throw_no_room = "You have no space here to drop this device"

-- 2024-03-04
--L.use_entity = "Press [{usekey}] to use"

-- 2024-03-06
--L.submenu_gameplay_sounds_title = "Client-Sounds"

--L.header_sounds_settings = "UI Sound Settings"

--L.help_enable_sound_interact = "Interaction sounds are those sounds that are played when opening an UI. Such a sound is played for example when interacting with the radio marker."
--L.help_enable_sound_buttons = "Button sounds are clicky sounds that are played when clicking a button."
--L.help_enable_sound_message = "Message or notification sounds are played for chat messages and notifications. They can be quite obnoxious."

--L.label_enable_sound_interact = "Enable interaction sounds"
--L.label_enable_sound_buttons = "Enable button sounds"
--L.label_enable_sound_message = "Enable message sounds"

--L.label_level_sound_interact = "Interaction sound level multiplier"
--L.label_level_sound_buttons = "Button sound level multiplier"
--L.label_level_sound_message = "Message sound level multiplier"

-- 2024-03-07
--L.label_crosshair_static_gap_length = "Enable static crosshair gap size"
--L.label_crosshair_size_gap = "Crosshair gap size multiplier"

-- 2024-03-31
--L.help_locational_voice = "Proximity chat is TTT2's implementation of locational 3D voice. Players are only audible in a set radius around them and become quieter the farther away they are."
--L.help_locational_voice_prep = [[By default the proximity chat is disabled in the preparing phase. If this option enabled, proximity chat is also enabled in the preparing phase.
--
--Note: Proximity chat is always disabled during the post round phase.]]
--L.help_voice_duck_spectator = "Muffling spectators makes other spectators quieter in comparison to living players. This can be useful if you want to listen closely to the discussions of the living players."

--L.help_equipmenteditor_configurable_clip = [[The configurable size defines the amount of uses the weapon has when bought in the shop or spawned in the world.
--
--Note: This setting is only available for weapons that enable this feature.]]
--L.label_equipmenteditor_configurable_clip = "Configurable clip size"

-- 2024-04-06
--L.help_locational_voice_range = [[This option constrains the maximum range at which players can hear each other. It does not change how the volume decreases with distance but rather sets a hard cut-off point.
--
--Set to 0 to disable this cut-off.]]

-- 2024-04-07
--L.help_voice_activation = [[Changes the way your microphone is activated for global voice chat. These all use your 'Global Voice Chat' keybinding. Team voice chat is always push-to-talk.
--
--Push-to-Talk: Hold down the key to talk.
--Push-to-Mute: Your mic is always on, hold down the key to mute yourself.
--Toggle: Press the key to toggle your mic on/off.
--Toggle (Activate on Join): Like 'Toggle' but your mic gets activated when joining the server.]]
--L.label_voice_activation = "Voice Chat Activation Mode"
--L.label_voice_activation_mode_ptt = "Push to Talk"
--L.label_voice_activation_mode_ptm = "Push to Mute"
--L.label_voice_activation_mode_toggle_disabled = "Toggle"
--L.label_voice_activation_mode_toggle_enabled = "Toggle (Activate on Join)"

-- 2024-04-08
--L.label_inspect_credits_always = "Allow all players to see credits on dead bodies"
--L.help_inspect_credits_always = [[
--When shopping roles die, their credits can be picked up by other players with shopping roles.
--
--When this option is disabled, only players that can pick up credits can see them on a body.
--When enabled, all players can see credits on a body.]]

-- 2024-05-13
--L.menu_commands_title = "Admin Commands"
--L.menu_commands_description = "Change maps, spawn bots and edit player roles."

--L.submenu_commands_maps_title = "Maps"

--L.header_maps_prefixes = "Enable/Disable Maps by their Prefix"
--L.header_maps_select = "Select and Change Maps"

--L.button_change_map = "Change Map"

-- 2024-05-20
--L.submenu_commands_commands_title = "Commands"

--L.header_commands_round_restart = "Round Restart"
--L.header_commands_player_slay = "Slay Player"
--L.header_commands_player_teleport = "Teleport Player to Focused Point"
--L.header_commands_player_respawn = "Respawn Player at Focused Point"
--L.header_commands_player_add_credits = "Add Equipment Credits"
--L.header_commands_player_set_health = "Set Health"
--L.header_commands_player_set_armor = "Set Armor"

--L.label_button_round_restart = "round restart"
--L.label_button_player_slay = "slay player"
--L.label_button_player_teleport = "teleport player"
--L.label_button_player_respawn = "respawn player"
--L.label_button_player_add_credits = "add credits"
--L.label_button_player_set_health = "set health"
--L.label_button_player_set_armor = "set armor"

--L.label_slider_add_credits = "Set credit amount"
--L.label_slider_set_health = "Set health"
--L.label_slider_set_armor = "Set armor"

--L.label_player_select = "Select affected player"
--L.label_execute_command = "Execute command"

-- 2024-05-22
--L.tip38 = "You can pick up focused weapons by pressing {usekey}. It will automatically drop you blocking weapon."
--L.tip39 = "You can change your key bindings in the bindings menu, located in the Settings menu opened with {helpkey}."
--L.tip40 = "On the left side of your screen are icons showing current equipment or status effects applied to you."
--L.tip41 = "If you open your scoreboard, the sidebar and key helper show additional information."
--L.tip42 = "The key helper at the bottom of your screen shows relevant bindings available to you at that moment."
--L.tip43 = "The icon next to the name of a confirmed corpse shows the role of the deceased player."

--L.header_loadingscreen = "Loading Screen"

--L.help_enable_loadingscreen = "The loading screen is shown when the map refreshes after a round. It is introduced to hide the visible and audible lag that appears on big maps. It is also used to show gameplay tips."

--L.label_enable_loadingscreen = "Enable the loading screen"
--L.label_enable_loadingscreen_tips = "Enable tips on loading screen"

-- 2024-05-25
--L.help_round_restart_reset = [[
--Restart a round or reset the level.
--
--Restarting a round only restarts the current round so you can start over. Resetting the level clears everything so that the game starts new as if it is fresh after a map change.]]

--L.label_button_level_reset = "reset level"

--L.loadingscreen_round_restart_title = "Starting new round"
--L.loadingscreen_round_restart_subtitle_limits_mode_0 = "you're playing on {map}"
--L.loadingscreen_round_restart_subtitle_limits_mode_1 = "you're playing on {map} for another {rounds} round(s) or {time}"
--L.loadingscreen_round_restart_subtitle_limits_mode_2 = "you're playing on {map} for {time}"
--L.loadingscreen_round_restart_subtitle_limits_mode_3 = "you're playing on {map} for another {rounds} round(s)"

-- 2024-06-23
--L.header_roles_derandomize = "Role Derandomization"

--L.help_roles_derandomize = [[
--Role derandomization can be used to make role distribution feel more fair over the course of a session.
--
--In essence, when it is enabled, a player's chance of receiving a role increases while they have not been assigned that role. While this can feel more fair, this also enables metagaming, where a player can guess that another will be traitor-aligned based on the fact that they have not been traitor aligned in several rounds. Do not enable this option if this is undesirable.
--
--There are 4 modes:
--
--mode 0: Disabled - No derandomization is done.
--
--mode 1: Base roles only - Derandomization is performed for base roles only. Subroles will be selected randomly. These are roles like Innocent and Traitor.
--
--mode 2: Subroles only - Derandomization is performed for subroles only. Base roles will be selected randomly. Note that subroles are only assigned to players which have already been selected for their base role.
--
--mode 3: Base roles AND subroles - Derandomization is performed for both base roles and subroles.]]
--L.label_roles_derandomize_mode = "Derandomization mode"
--L.label_roles_derandomize_mode_none = "mode 0: Disabled"
--L.label_roles_derandomize_mode_base_only = "mode 1: Base roles only"
--L.label_roles_derandomize_mode_sub_only = "mode 2: Subroles only"
--L.label_roles_derandomize_mode_base_and_sub = "mode 3: Base roles AND subroles"

--L.help_roles_derandomize_min_weight = [[
--Derandomization is performed by making the random player selections during role distribution use a weight associated with each role for each player, and that weight increases by 1 each time the player does not get assigned that role. These weights are not persisted between connections, or across maps.
--
--Each time a player is assigned a role, the corresponding weight is reset to this minimum weight. This weight does not have any absolute meaning; it can only be interpreted with respect to other weights.
--
--For example, given player A with a weight of 1, and player B with a weight of 5, player B is 5 times more likely than player A to be selected. However, if player A had a weight of 4, player B is only 5/4 times more likely to be selected.
--
--The minimum weight, therefore, effectively controls how much each round affects a player's chance at being selected, with higher values causing it to be affected less. The default value of 1 means that each round causes a fairly significant increase in chance, and conversely, that it is extremely unlikely that a player will get the same role twice in a row.
--
--Changes to this value will not take effect until players reconnect or the map changes.]]
--L.label_roles_derandomize_min_weight = "Derandomization minimum weight"

-- 2024-08-17
--L.name_button_default = "Button"
--L.name_button_rotating = "Lever"

--L.button_default = "Press [{usekey}] to trigger"
--L.button_rotating = "Press [{usekey}] to flip"

--L.undefined_key = "???"

-- 2024-08-18
--L.header_commands_player_force_role = "Force Player Role"

--L.label_button_player_force_role = "force role"

--L.label_player_role = "Select role"

-- 2024-09-16
--L.help_enable_loadingscreen_server = [[
--The loading screen settings also exist on the client. They are hidden if disabled on the server.
--
--The minimum display time is there to give the player time to read the tips. If the reload of the map takes longer than the minimum time, the loading screen is shown as long as it needs to be. In general a reload time of 0.5 to 1 second is to be expected.]]

--L.label_enable_loadingscreen_server = "Enable the loading screen serverwide"
--L.label_loadingscreen_min_duration = "Minimum loading screen display time"

-- 2024-09-18
--L.label_keyhelper_leave_vehicle = "leave vehicle"
--L.name_vehicle = "Vehicle"
--L.vehicle_enter = "Press [{usekey}] to enter vehicle"

-- 2024-11-27
--L.corpse_hint_without_confirm = "Press [{usekey}] to search."

-- 2025-01-05
--L.help_session_limits_mode = [[
--There are four different session limit modes you can choose from:
--
--mode 0: No session limits. TTT2 will not end the session and will not trigger a map change.
--
--mode 1: Default TTT2 mode. A map change will trigger if either the session time or session round count runs out.
--
--mode 2: Only time limit. A map change will only trigger if the session time runs out.
--
--mode 3: Only round limit. A map change will only trigger if the session round count runs out.]]
--L.label_session_limits_mode = "Set session limit mode"
--L.choice_session_limits_mode_0 = "mode 0: no session limits"
--L.choice_session_limits_mode_1 = "mode 1: time and round limit"
--L.choice_session_limits_mode_2 = "mode 2: only time limit"
--L.choice_session_limits_mode_3 = "mode 3: only round limit"

-- 2024-12-30
--L.searchbar_roles_placeholder = "Search roles..."
--L.label_menu_search_no_items = "No items matched your search."

--L.submenu_roles_overview_title = "Roles Overview (READ ME)"

-- Is there a way to ahve some sort of external file that's possibly-localized?
--L.roles_overview_html = [[
--<h1>Overview</h1>
--
--One of TTT2's core mechanics are <em>roles</em>. They control what your
--goals are, who your teammates are, and what you can do. The way that they
--are distributed to players is thus very important. The role distribution
--system is very complicated, and submenus in this menu control almost every
--aspect of that system. For many of the options available, understanding how
--the distribution system as a whole works can be crucial to being able to make
--the changes you want for your server.
--
--<h2>Terminology</h2>
--
--<ul>
--<li><em>Role</em> &mdash; The role assigned to a player at round start,
--e.g. <em>Traitor</em>, <em>Innocent</em>, <em>Necromancer</em>, etc.</li>
--<li><em>Base role</em> &mdash; A <em>role</em>
--selected first, that acts as a kind of high-level template for the final
--role a player will recieve. <em>Base roles</em> can be final roles. Ex.
--<em>Innocent</em>, <em>Traitor</em>, <em>Pirate</em></li>
--<li><em>Subrole</em> &mdash; A <em>role</em> assigned as a
--refinement of a <em>base role</em>. Each possible <em>subrole</em> is
--associated with a <em>base role</em>, such that a player must have been
--assigned the appropriate <em>base role</em> for them to end up with a
--<em>subrole</em>. Ex. <em>Detective</em> (Innocent subrole), <em>Hitman</em>
--(Traitor subrole), <em>Survivalist</em> (Innocent subrole), etc.</li>
--</ul>
--
--<h2>The Algorithm</h2>
--
--<em>Implementation is</em> <code>roleselection.SelectRoles</code>
--
--<ol>
--
--<li>
--<p>
--Determine the number of players that can be given each role.
--<em>Innocent</em> and <em>Traitor</em> always have available slots.
--</p>
--<p>
--All roles (both base and subroles) get the computed here. Subroles
--only have selectable slots if their corresponding base roles do.
--</p>
--<p>
--Each role is assigned a chance that it's distributed. If that chance
--fails, this step sets the possible number of players with this role to zero.
--</p>
--<p>
--<em>Implemented in</em>
--<code>roleselection.GetAllSelectableRolesList</code>
--</p>
--</li>
--
--<li>
--<p>
--Select the roles that will actually be distributed, limited by the
--layer configuration and configured maximum number of roles. This process
--is sufficiently complicated to be worthy of its own section; details
--are in the next section.
--</p>
--<p>
--<em>Implemented in</em>
--<code>roleselection.GetSelectableRolesList</code>
--</p>
--</li>
--
--<li>
--<p>
--Assign forced roles (those that were asked by some external code or addon).
--There is also some extra logic to deal with the case where a player was assigned
--multiple forced roles. This is not commonly used, but is included for completeness.
--</p>
--</li>
--
--<li>
--<p>
--Randomly shuffle the list of players. Though this likely doesn't
--meaningfully impact the role distribution, it guarantees that there is no
--dependence on player join order.
--</p>
--</li>
--
--<li>
--<p>
--For each selectable base role (in order <em>Traitor</em>,
--<em>Innocent</em>, remaining base roles):
--</p>
--<ol type="a">
--<li>
--<p>
--Assign up to the allowed number of players to the base role. (this
--will be detailed later)
--</p>
--<p><em>Implemented in</em> <code>SelectBaseRolePlayers</code></p>
--</li>
--<li>
--<p>
--If the base role is not <em>Innocent</em>, try to "upgrade" players
--with that base role to possible subroles. (this will also be detailed
--later)
--</p>
--<p><em>Implemented in</em> <code>UpgradeRoles</code></p>
--</li>
--</ol>
--</li>
--
--<li>
--<p>
--All players not yet assigned a role are assigned <em>Innocent</em>.
--</p>
--</li>
--
--<li>
--<p>
--All players with the <em>Innocent</em> base role have their role
--"upgraded" exactly as in step 5b.
--</p>
--</li>
--
--<li>
--<p>
--The hook <code>TTT2ModifyFinalRoles</code> is called to allow other
--addons to affect final roles.
--</p>
--</li>
--
--<li>
--<p>
--Role weights for each player are updated according to their final role.
--(if the player's final role is a subrole, their corresponding base role
--is also updated)
--</p>
--</li>
--
--</ol>
--
--<h3>
--Role Layering (a.k.a. <code>roleselection.GetSelectableRolesList</code>)
--</h3>
--
--<p>Role layering is the most controllable part of role distribution, and
--historically the worst explained. In short, <em>role layering</em>
--determines <em>what</em> roles can be distributed, but NOT <em>how</em>.</p>
--
--<p>The algorithm is as follows:</p>
--<ol>
--<li>
--<p>For each base role layer configured (as long as there are enough
--players that more roles are needed):</p>
--<ol type="a">
--<li>
--<p>
--Remove all roles in the layer with no available player slots.
--(this will remove roles which were previously randomly decided
--to not be distributed)
--</p>
--</li>
--<li>
--<p>
--Select one role from what's left of the layer at random.
--</p>
--</li>
--<li>
--<p>
--Add the role to the final list of candidate base roles.
--</p>
--</li>
--</ol>
--</li>
--<li>
--<p>Randomly iterate non-layered base roles. For each such base role,
--add the role to the final candidate list.</p>
--</li>
--<li>
--<p>Modify each candidate base role's available slots so that the sum is the
--total number of players, preferring candidates added first.</p>
--</li>
--<li>
--<p>Now, subroles. Evaluate once per selectable subrole (including all
--layered and unlayered subroles for all base roles in the base role
--candidate list):</p>
--<ol type="a">
--<li>
--<p>Randomly select a base role candidate.</p>
--</li>
--<li>
--<p>
--If there are any layers defined for that base role: Select a random
--subrole from the first available layer. Remove the layer.
--</p>
--<p>
--If there are no layers defined for that base role: Select a random
--subrole from the unlayered subroles. Remove that subrole from the
--unlayered list.
--</p>
--</li>
--<li>
--<p>Add the selected subrole to the final candidate list.</p>
--</li>
--<li>
--<p>
--If the base role has no more subrole layers or subroles: Remove the
--base role from further consideration (for this loop ONLY. It stays
--in the candidate list.)
--</p>
--</li>
--</ol>
--</li>
--<li>
--<p>The base role and subrole candidate lists now contain the roles which
--will be assigned.</p>
--</li>
--</ol>
--
--<h3>Base role Selection (a.k.a. <code>SelectBaseRolePlayers</code>)</h3>
--
--<p>Recall that we assign ALL players to ONE base role.</p>
--<p>As long as there are players to assign, and more available slots to
--assign:</p>
--<ol>
--<li>
--<p>Select a player to assign the role to.</p>
--<p>
--If <em>role derandomization</em> (see <em>Role Derandomization</em>
--section in <em>General Role Settings</em> submenu) is set to "base roles
--only" or "base roles AND subroles": Select a random player from the
--available ones taking into account the weight associated with this base
--role. (think of it as if each player occurs multiple times in the list,
--according to the weight)
--</p>
--<p>
--If <em>role derandomization</em> is set to "disabled" or "subroles
--only": Select a random player from the available onse, with equal
--probability.
--</p>
--</li>
--
--<li>
--<p>
--If the selected player has enough karma for the role, there are not
--enough players to fill all slots, a 1/3 chance passes, or the target
--base role is <em>Innocent</em>: Remove the player from the list of
--available players and assign the player the base role.
--</p>
--</li>
--</ol>
--
--<h3>Subrole Selection (a.k.a. <code>UpgradeRoles</code>)</h3>
--
--<p>This is <em>very</em> similar to base role selection.</p>
--<p>When upgrading roles, ALL subroles associated with a base role are
--processed together, and the same so goes to all players with that base role.</p>
--<p>Only subroles that have assignable slots that are not filled are
--considered. (this is relevant in the presence of forced subroles)</p>
--
--<p>As long as there are players to assign, and more subroles which
--are assignable:</p>
--<ol>
--<li>
--<p>Select a player to assign the role to.</p>
--<p>
--If <em>role derandomization</em> is set to "subroles only" or
--"base roles AND subroles": Select a random player from the available ones
--taking into account the weight associated with this subrole.
--</p>
--<p>
--If <em>role derandomization</em> is set to "disabled" or "base roles
--only": Select a random player from the available ones, with equal
--probability.
--</p>
--</li>
--
--<li>
--<p>
--If the selected player has enough karma for the role, there are not
--enough players to fill all slots, or a 1/3 chance passes (this is the
--same condition as above, and in the code, is a shared function): Remove
--the player from the list of available players and assign the player the
--subrole. If the subrole has had all available slots filled, remove it
--from consideration.
--</p>
--</li>
--</ol>
--
--]]

-- 2025-01-07
--L.graph_sort_mode_none = "No Sorting"
--L.graph_sort_mode_highlight_order = "Highlighted First"
--L.graph_sort_mode_value_asc = "Ascending"
--L.graph_sort_mode_value_desc = "Descending"
--L.graph_sort_mode_player_name = "Player Name"

--L.submenu_roles_roleinspect = "Role Distribution Inspection"
--L.header_roleinspect_info = "Role Distribution Inspection"
--L.help_roleinspect = [[When this is enabled, information about the decisions made during role distribution is collected. If any such information is available, it is displayed on this page.
--
--This information is only ever available for the last round which was started on this map with the option enabled.
--
--Must be enabled when role distribution happens (when the round starts) to take effect.]]
--L.label_roleinspect_enable = "Enable capturing role distribution inspection information"
--L.label_roleinspect_no_data = "No role inspection data is available."
--L.help_roleinspect_unknown_stage = "Unknown stage when rendering UI. Please open an issue."

-- Decisions
--L.roleinspect_decision_none = "No decision was made."
--L.roleinspect_decision_consider = "The role will be considered."
--L.roleinspect_decision_no_consider = "The role will not be considered."
--L.roleinspect_decision_role_assigned = "The role is assigned."
--L.roleinspect_decision_role_not_assigned = "The role is not assigned."

-- ROLEINSPECT_STAGE_PRESELECT
--L.header_roleinspect_stage_preselect = "Stage 1: Preselection"
--L.help_roleinspect_stage_preselect = [[
--This stage determines the number of players that can be assigned each role. Roles with 0 possible players are not considered further.
--
--Hover over each role icon for details about that role.
--
--Max players: {maxPlayers}]]
--L.tooltip_preselect_role_desc = [[
--Role: {name}
--Decision: {decision}
--Reason: {reason}
--# of Players: {finalCount}]]

-- Reasons
-- REASON_FORCED for a CONSIDER decision in PRESELECT == Role is a builtin
--L.roleinspect_reason_forced_d_consider_s_preselect = "This is a builtin role, and will always be considered."
--L.roleinspect_reason_passed_d_consider_s_preselect = "All requirements are met and all checks passed."
--L.roleinspect_reason_not_selectable_d_no_consider_s_preselect = "The role is not selectable."
--L.roleinspect_reason_not_enabled_d_no_consider_s_preselect = "The role is not enabled."
--L.roleinspect_reason_role_chance_d_no_consider_s_preselect = "The random check for whether the role should appear failed."
--L.roleinspect_reason_no_players_d_no_consider_s_preselect = "There are not enough players for this role to be considered."
--L.roleinspect_reason_role_decision_d_no_consider_s_preselect = "The role distribution decided it was not selectable, and provided no more detailed information."

-- ROLEINSPECT_STAGE_LAYERING
--L.header_roleinspect_stage_layering = "Stage 2: Layering"
--L.help_roleinspect_stage_layering = [[
--This stage distributes candidate roles among player slots. This is also where Role Layering is applied.
--
--The layers shown here will be different than those configured:
--- Roles that did not pass the previous stage are not shown
--- Layers with no candidate roles are not shown (and layers are renumbered)
--
--Hover over each role for details about that role.
--
--Max roles: {maxRoles}
--Max base roles: {maxBaseroles}]]
--L.header_inspect_layers_baseroles = "Base role layers"
--L.header_inspect_layers_subroles = "{baserole} subrole layers"
--L.tooltip_layering_role_desc = [[
--Role: {name}
--Decision: {decision}
--Reason: {reason}
--# of Players: {finalCount}]]
--L.header_inspect_layers_order = "Subrole selection order"
--L.help_inspect_layers_order = [[
--When selecting available subroles, first a base role is selected (shown as the large icon). Then, a subrole is selected according to layering (shown as the small icon).
--
--This is important because there is a maximum number of roles (either explicitly, or because of player count). Once player slots or role slots are filled, assignment stops and all remaining roles are not used.]]
--L.tooltip_inspect_layers_baserole = "Base role: {name}"
--L.tooltip_inspect_layers_subrole = "Selected subrole: {name}"

-- Reasons

--L.roleinspect_reason_layer_d_consider_s_layering = "This is the selected role for this layer."
--L.roleinspect_reason_layer_d_no_consider_s_layering = "Another role from this layer was selected."
--L.roleinspect_reason_not_layered_d_consider_s_layering = "This role was selected after all layers were."
--L.roleinspect_reason_no_players_d_no_consider_s_layering = "Other roles filled all player slots."
--L.roleinspect_reason_too_many_roles_d_no_consider_s_layering = "Other roles filled all role slots."

-- ROLEINSPECT_STAGE_BASEROLES
--L.header_roleinspect_stage_baseroles = "Stage 3: Base role Assignment"
--L.help_roleinspect_stage_baseroles = [[
--This stage assigns base roles to players. If derandomization is enabled, players' role weights are considered, and displayed below in a chart.
--
--Each section shows all players which were considered for that base role, with the highlighted ones being the ones actually selected.]]
--L.header_inspect_baseroles_order = "{name} assignment"

-- ROLEINSPECT_STAGE_SUBROLES
--L.header_roleinspect_stage_subroles = "Stage 4: Subrole Upgrading"
--L.help_roleinspect_stage_subroles = [[
--This stage upgrades players to subroles, from previously assigned base roles.
--
--Information is presented as in the base roles stage above. Each base role is upgraded separately.]]
--L.header_inspect_upgrade_order = "Upgrading from {name}"
--L.header_inspect_subroles_order = "Subrole {name}"
--L.label_inspect_no_subroles = "No subroles were selectable."

-- ROLEINSPECT_STAGE_FINAL
--L.header_roleinspect_stage_final = "Final Roles"
--L.help_roleinspect_stage_final = [[
--This shows the final role assignments. These may have been modified by a hook after subroles were assigned.]]

-- 2025-01-19
--L.help_rolelayering_enable = "The red and green border around the icon shows if the role is currently enabled. Right click on an icon to quickly enable/disable that role."

-- 2025-01-20
--L.label_hud_show_team_name = "Enable showing team name next to role name"

-- 2025-01-31
--L.radio_desc = [[
--Plays sounds to distract or deceive.
--
--Place the radio somewhere, and then remotely interact with it to choose sounds to play.]]

-- 2025-02-13
--L.help_c4_radius = [[
--C4 uses two different zones to calculate the damage of its explosion:
--
--Players within the "kill zone" will receive the full damage of the devastating explosion.
--
--Players within the "damage zone" (and outside the "kill zone") will receive a percentage of the damage based on their position between the borders of both zones.]]

--L.label_c4_radius_inner = "C4 Kill Zone radius"
--L.label_c4_radius = "C4 Damage Zone radius"

-- 2025-02-21
--L.length_in_meters = "{length}m"
--L.length_in_yards = "{length}yd"
--L.length_in_feet = "{length}ft"

--L.label_distance_unit = "Preferred unit of length for distance displays"
--L.choice_distance_unit_0 = "Inches"
--L.choice_distance_unit_1 = "Meters"
--L.choice_distance_unit_2 = "Yards"
--L.choice_distance_unit_3 = "Feet"

-- 2025-03-06
--L.label_armor_block_clubdmg = "Enable armor blocking crowbar damage"

-- 2025-03-10
--L.label_sprint_stamina_cooldown = "Stamina cooldown time"
--L.label_sprint_stamina_forwards_only = "Disallow sprinting backwards or laterally"
