//INTRO TITLES
// All centered for now
$position -1 -1
$effect 2
// This is the final color
$color 100 100 100
// This is the highlight color
$color2 240 110 0
// This is the time it takes to fade each character
$fadein 0.01
// This is the amount of time the highlight lags behind the leading edge of the text
$fxtime 0.25
// How long to hold the message on the screen (after it scans out)
$holdtime 3.5
// How long it takes to fade out the message after holding
$fadeout 1.5

CR27
{
Black Mesa Research Facility
Black Mesa, New Mexico
}


//INTRO CREDITS
// Test values -- JAY
// Lower left
$position 0.1 0.8
$effect 1
// Final fade-in color
$color 128 128 128
// This is the highlight/flash color
$color2 0 0 0
$fadein 1.5
$fadeout 0.5
$holdtime 1.2

CR1
{
Ted Backman
}

CR2
{
TK Backman
}

CR3
{
Kelly Bailey
}

CR4
{
Yahn Bernier
}

CR5
{
Ken Birdwell
}

CR6
{
Steve Bond
}

CR7
{
Dario Casali
}

CR8
{
John Cook
}

CR9
{
Greg Coomer
}

CR10
{
Wes Cumberland
}

CR11
{
John Guthrie
}

CR12
{
Mona Lisa Guthrie
}

CR13
{
Mike Harrington
}

CR14
{
Monica Harrington
}

CR15
{
Brett Johnson
}

CR16
{
Chuck Jones
}

CR17
{
Marc Laidlaw
}

CR18
{
Karen Laur
}

CR19
{
Randy Lundeen
}

CR20
{
Yatsze Mark
}

CR21
{
Lisa Mennet
}

CR22
{
Gabe Newell
}

CR23
{
Dave Riller
}

CR24
{
Aaron Stackpole
}

CR25
{
Jay Stelly
}

CR26
{
Harry Teasley 
}

CR35
{
Steve Theodore
}

CR36
{
Bill Van Buren
}

CR37
{
Robin Walker
}

CR38
{
Douglas R. Wood
}

//END CREDITS
$position -1 -1
$effect 0
// Final fade-in color
$color 128 128 128
// This is the highlight/flash color
$color2 0 0 0
$fadein 0.5
$fadeout 0.5
$holdtime 4

VALVEIS
{
Valve is:
}

END1
{
Ted Backman
TK Backman
Kelly Bailey
Yahn Bernier
Ken Birdwell
Steve Bond
Dario Casali
John Cook
Greg Coomer
Wes Cumberland
}

END2
{
John Guthrie
Mona Lisa Guthrie
Mike Harrington
Monica Harrington
Brett Johnson
Chuck Jones
Marc Laidlaw
Karen Laur
Randy Lundeen
Yatsze Mark
}

END3
{
Lisa Mennet
Gabe Newell
Dave Riller
Aaron Stackpole
Jay Stelly
Harry Teasley
Steve Theodore
Bill Van Buren
Robin Walker
Douglas R. Wood
}

//INTRO TITLES
// All centered for now
$position -1 -1
$effect 2
// This is the final color
$color 100 100 100
// This is the highlight color
$color2 240 110 0
// This is the time it takes to fade each character
$fadein 0.01
// This is the amount of time the highlight lags behind the leading edge of the text
$fxtime 0.25
// How long to hold the message on the screen (after it scans out)
$holdtime 3.5
// How long it takes to fade out the message after holding
$fadeout 1.5


CR28
{
SUBJECT:
Gordon Freeman
Male, age 27
}

CR29
{
EDUCATION:
Ph.D., MIT, Theoretical Physics
}

CR30
{
POSITION:
Weapons Factory Psychopath
}

CR31
{
ASSIGNMENT:
Go totally postal
}

CR32
{
CLEARANCE:
Got a big gun. 
I don't need no stinking clearance.
}

CR33
{
ADMINISTRATIVE SPONSOR:
Classified
}

CR34
{
DISASTER RESPONSE PRIORITY:
Discretionary
}

$fadein 0.03
$holdtime 9

GAMEOVER
{
SUBJECT:  FREEMAN

STATUS:  EVALUATION TERMINATED

POSTMORTEM:
Subject failed to effectively utilize
human assets in achievement of goal.
}

$fadein 0.03
$holdtime 9
TRAITOR
{
SUBJECT:  FREEMAN

STATUS:  HIRED

AWAITING ASSIGNMENT
}


$fadein 0.03
$holdtime 9
LOSER
{
SUBJECT:  FREEMAN

STATUS:  OBSERVATION TERMINATED

POSTMORTEM:
Subject declined offer of employment.
}

//CHAPTER TITLES

$fadein 0.01
$position -1 0.4
$holdtime 3.5
T0A0TITLE
{
HAZARD COURSE
}

$position -1 0.65
C0A0TITLE
{
BLACK MESA INBOUND
}

OPENTITLE3
{

}

OPENTITLE4
{

}

C0A1TITLE
{
ANOMALOUS MATERIALS
}

C1A1TITLE
{
UNFORESEEN CONSEQUENCES
}

C1A2TITLE
{
OFFICE COMPLEX
}

C1A3TITLE
{
"WE'VE GOT HOSTILES"
}

C1A4TITLE
{
BLAST PIT
}

C2A1TITLE
{
POWER UP
}

C2A2TITLE
{
ON A RAIL
}

C2A3TITLE
{
APPREHENSION
}

C2A4TITLE1
{
RESIDUE PROCESSING
}

C2A4TITLE2
{
QUESTIONABLE ETHICS
}

C2A5TITLE
{
SURFACE TENSION
}

C3A1TITLE
{
"FORGET ABOUT FREEMAN!"
}

C3A2TITLE
{
LAMBDA CORE
}

C4A1TITLE
{
XEN
}

C4A1ATITLE
{
INTERLOPER
}

C4A1BTITLE
{

}

C4A1CTITLE
{

}

C4A1ETITLE
{

}

C4A1FTITLE
{

}

C4A2TITLE
{
GONARCH'S LAIR
}

C4A3TITLE
{
NIHILANTH
}

C5TITLE
{
ENDGAME
}


// In-Game messages
$position -1 0.65
$effect 2
// This is the final color
$color 100 100 100
// This is the highlight color
$color2 240 110 0
// This is the time it takes to fade each character
$fadein 0.01
// This is the amount of time the highlight lags behind the leading edge of the text
$fxtime 0.25
// How long to hold the message on the screen (after it scans out)
$holdtime 2.0
// How long it takes to fade out the message after holding
$fadeout 0.5

GAMESAVED
{
Saved...
}

// Game title
// This is a placeholder to hold the effects controls for the "Half-Life" title
$position -1 -1
// Only effect 0 is supported for game title
$effect 0
// This is the final color
$color 180 180 180
// Not used color2
$color2 0 0 0
// This is the time it takes to fade in the title
$fadein 1.0
// How long to hold the message on the screen (after it scans out)
$holdtime 3.0
// How long it takes to fade out the message after holding
$fadeout 1.5

GAMETITLE
{
Half-Life
}

Spec_Mode_Inset0
{
Inset Window Off
}

Spec_Mode_Inset1
{
Inset Chase-Camera Mode
}

Spec_Mode_Inset2
{
Inset First Person Mode
}

Spec_Mode_Inset3
{
Inset Map Mode
}

Spec_Mode1
{
Locked Chase-Camera Mode
}

Spec_Mode2
{
Free Chase-Camera Mode
}

Spec_Mode3
{
Free-Look Mode
}

Spec_Mode4
{
First Person Mode
}

Spec_Mode5
{
Overview Map Mode
}

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

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

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

Spec_Map_Free_Help
{
DUCK to Change Inset Mode  FIRE to Zoom In  ALT-FIRE to Zoom Out  JUMP to Change Modes
}

Spec_Help2
{

}

Map_Description_not_available
{
Map Description not available.
}

Team_AutoAssign
{
Autoselect Team
}

Directed
{
Auto
}

Title_SelectYourClass
{
Select your class
}

Title_SelectYourTeam
{
Select your team
}

Title_none
{

}

Title_CurrentlyOnYourTeam
{
on your team
}

Menu_Spectate
{
Spectator
}

Random
{
Random Class
}

Menu_Cancel
{
Cancel
}

Title_marine
{
Marine
}

Title_sniper
{
Sniper
}

Title_gunner
{
Gunner
}

Title_recon
{
Recon
}

Title_cyborg
{
Cyborg
}

Title_nurse
{
Nurse
}

Title_engineer
{
Engineer
}

Title_demoman
{
Demoman
}

Title_spy
{
Spy
}

Title_randompc
{
Random class
}

Player
{
player
}

Player_plural
{
players
}

Muted
{
You have muted %s.
}

Unmuted
{
You have unmuted %s.
}

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

player
{
Player
}

Player_plural
{
Players
}

Menu_OK
{
Close
}

Muted
{
Muted
}

No_longer_hear_that_player
{
You will no longer hear that player.
}

Unmuted
{
Unmuted
}

Spectators
{
Spectators
}

CLASS
{
Class
}

SCORE
{
Score
}

DEATHS
{
Deaths
}

LATENCY
{
Ping
}

VOICE
{
Voice
}

None
{
None
}

Marine
{
Marine
}

Sniper
{
Sniper
}

Gunner
{
Gunner
}

Recon
{
Recon
}

Cyborg
{
Cyborg
}

Nurse
{
Nurse
}

Engineer
{
Engineer
}

Demoman
{
Demoman
}

Spy
{
Spy
}

Random
{
Random
}

Help_marine
{
Help Marine
}

Help_sniper
{
Help Sniper
}

Help_gunner
{
Help Gunner
}

Help_recon
{
Help Recon
}

Help_cyborg
{
Help Cyborg
}

Help_nurse
{
Help Nurse
}

Help_engineer
{
Help Engineer
}

Help_demoman
{
Help Demoman
}

Help_spy
{
Help Spy
}

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

// All centered for now
$position -1 0.7
$effect 2
// This is the final color
$color 200 200 200
// This is the highlight color
$color2 240 110 0
// This is the time it takes to fade each character
$fadein 0.01
// This is the amount of time the highlight lags behind the leading edge of the text
$fxtime 0.25
// How long to hold the message on the screen (after it scans out)
$holdtime 3.5
// How long it takes to fade out the message after holding
$fadeout 1.5

// CZ2

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

cz_bluedoors
{
You open the Blue doors.
}

cz_reddoors
{
You open the Red doors.
}

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

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

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

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

cz_base_open
{
Your Base is open to attack!
}

cz_blue_base_open
{
Blue base is open to attack!
}

cz_red_base_open
{
Red Base is open to attack!
}

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

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

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

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

cz_b_cc_destroy_2
{
%s destroys the Blue Command Center!
}

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

cz_r_cc_destroy_2
{
%s destroys the Red Command Center!
}

cz_restock
{
Restocking grenades.
}

// 2fort

2fort_you_capped_flag
{
You captured the ENEMY flag!
}

2fort_your_team_capped
{
Your team captured the ENEMY flag!
}

2fort_your_flag_capped
{
YOUR flag was CAPTURED!
}

2fort_your_flag_returned
{
Your FLAG was RETURNED!!
}

2fort_enemy_flag_returned
{
The ENEMY flag was RETURNED!
}

2fort_got_enemy_flag
{
%s GOT the ENEMY flag!
}

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

2fort_enemy_takes_flag
{
%s has TAKEN your flag!
}

2fort_your_flag_taken
{
Your FLAG was taken!
}

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

2fort_enemy_lost_flag
{
The ENEMY lost your FLAG!
}

2fort_lost_red_flag
{
%s LOST the RED flag!
}

2fort_lost_blue_flag
{
%s LOST the BLUE flag!
}

2fort_lost_enemy_flag
{
Your team lost the ENEMY flag!
}

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

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

2fort_flag_in_base
{
Your flag is in your base.
}

2fort_flag_loose
{
Your flag is lying around.
}

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

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

2fort_enemy_flag_loose
{
The enemy flag is lying around.
}

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

// The Well

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

well_enemy_flag_returned
{
The ENEMY FLAG was RETURNED to base!
}

well_your_flag_returned
{
Your FLAG has been RETURNED!
}

well_team_got_enemy_flag
{
Your team has the ENEMY FLAG!
}

well_your_flag_taken
{
Your FLAG has been STOLEN!
}

well_capture
{
Good Capture!
Go For It Again!
}

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

well_blue_scores_2
{
Blue team has captured your flag.
}

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

well_red_scores_2
{
Red team has captured your flag.
}

well_you_det_bgrate
{
You destroyed BLUE'S grate!
}

well_bgrate_destroyed
{
Blue's GRATE has been destroyed.
}

well_you_det_rgrate
{
You destroyed RED'S grate!
}

well_rgrate_destroyed
{
Red's GRATE has been destroyed.
}

well_flag_in_base
{
Your flag is in your base.
}

well_flag_loose
{
Your flag has been dropped somewhere.
}

well_flag_carried
{
Your flag is being carried by %s
}

well_enemy_flag_in_base
{
The enemy flag is in their base.
}

well_enemy_flag_loose
{
The enemy flag has been dropped somewhere.
}

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

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

// Hunted

hunted_target_welcome
{
You must survive!
}

hunted_bodyguard_welcome
{
Protect The Hunted!
}

hunted_assassin_welcome
{
Eliminate The Hunted!
}

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

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

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

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

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

hunted_status_field
{
%s is in the FIELD!
}

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

hunted_status_tower
{
%s is IN THE TOWER!
}

hunted_status_warehouse_tunnel
{
%s is in the WAREHOUSE TUNNEL!
}

hunted_status_warehouse
{
%s is in the WAREHOUSE!
}

hunted_status_approaching_warehouse
{
%s is APPROACHING THE WAREHOUSE RAMP!
}

hunted_status_storage_3
{
%s is in STORAGE AREA 3.
}

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

hunted_status_upper_ruins
{
%s is in the UPPER RUINS!
}

hunted_status_lower_ruins
{
%s is in the LOWER RUINS!
}

hunted_status_ruins_exit
{
%s is by the RUINS EXIT!
}

hunted_status_behind_red
{
%s is BEHIND the RED CONTAINERS!
}

hunted_status_alley
{
%s is in the ALLEY!
}

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

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

hunted_status_main_road
{
%s is on the MAIN ROAD.
}

hunted_status_above_road
{
%s is ABOVE the MAIN ROAD.
}

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

hunted_status_sewers
{
%s is in the SEWERS.
}

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

hunted_status_building1
{
%s is in BUILDING 1.
}

hunted_teams
{
=== Choose Your Team ===

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

// The Rock

rock_falling_death
{
%s fell to his death.
}

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

rock_team_dropped_key
{
Your team dropped the enemy key!
}

rock_enemy_dropped_key
{
The enemy has dropped your key!
}

rock_your_key_returned
{
Your key has been returned.
}

rock_enemy_key_returned
{
The enemy key has been returned.
}

rock_blue_scores
{
Blue team scores!
Nerve gas released!
}

rock_red_scores
{
Red team scores!
Nerve gas released!
}

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

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

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

rock_enemy_key_moved
{
The enemy key has been dropped somewhere.
}

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

rock_your_key_carry
{
Your key is being carried by %s
}

rock_your_key_moved
{
Your key has been dropped somewhere.
}

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

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

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

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

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

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

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

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

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

rock_team_got_key
{
Your team has the enemy key!
}

rock_enemy_got_key
{
The enemy has your key!
}

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

football_blue_scores
{
Blue team scores!
}

football_blue_netname_scores
{
%s [Blue Team] scores!
}

football_red_scores
{
Red team scores!
}

football_red_netname_scores
{
%s [Red Team] scores!
}

football_flag_drop
{
The ball has been dropped!
}

football_flag_netname_drop
{
%s dropped the ball!
}

football_needflag
{
You need the ball to score here.
}

football_wronggoal
{
Take the ball to the ENEMY goal.
}

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

football_flag_moved
{
The ball is loose!
}

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

football_class_list
{
=== Choose Your Class ===

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


0. RandomPC
}

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

dustbowl_you_secure_one
{
You secured
Command Point ONE !!
}

dustbowl_you_secure_two
{
You secured
Command Point TWO !!
}

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

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

dustbowl_take_flag_one
{
Take the flag to
Command Point ONE.
}

dustbowl_take_flag_two
{
Take the flag to
Command Point TWO.
}

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

dustbowl_grenades
{
Grenades!!
}

dustbowl_blue_secures_one
{
Blue Team Secures
Command Point ONE !!
}

dustbowl_blue_secures_two
{
Blue Team Secures
Command Point TWO !!
}

dustbowl_flag_returned
{
Flag has returned to base
}

dustbowl_blue_caps
{
Blue team captured Red's
Headquarters!
}

dustbowl_90_secs
{
90 seconds till gates open.
}

dustbowl_60_secs
{
60 seconds till gates open.
}

dustbowl_30_secs
{
30 seconds till gates open.
}

dustbowl_10_secs
{
10 seconds till gates open.
}

dustbowl_gates_open
{
Gates are open !!.
}

dustbowl_red_defends
{
Red team successfully defended
their Headquarters!
}

dustbowl_five_minutes_left
{
Time remaining:
Five minutes
}

dustbowl_four_minutes_left
{
Time remaining:
Four minutes
}

dustbowl_three_minutes_left
{
Time remaining:
Three minutes
}

dustbowl_two_minutes_left
{
Time remaining:
Two minutes
}

dustbowl_sixty_seconds_left
{
Time remaining:
Sixty seconds
}

dustbowl_thirty_seconds_left
{
Time remaining:
Thirty seconds
}

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

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

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

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

dblmint_enemy_capped_flag
{
The enemy captured the flag!
}

dblmint_team_capped_flag
{
Your team captured the flag!
}

dblmint_flagcage
{
This cage will open within 45 seconds.
}


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

warpath_cap_1_first
{
Your team must capture point 1 first!
}

warpath_cap_2_first
{
Your team must capture point 2 first!
}

warpath_cap_3_first
{
Your team must capture point 3 first!
}

warpath_cap_4_first
{
Your team must capture point 4 first!
}

warpath_cap_5_first
{
Your team must capture point 5 first!
}

warpath_enemy_in_base
{
The enemy is inside your base!
}

warpath_45_secs
{
45 seconds till gates open.
}

warpath_30_secs
{
30 seconds till gates open.
}

warpath_20_secs
{
20 seconds till gates open.
}

warpath_10_secs
{
10 seconds till gates open.
}

warpath_gates_open
{
Gates are open !!
}

warpath_red_wins
{
Red team wins the round!
}

warpath_blue_wins
{
Blue team wins the round!
}

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

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

war_tm_stole_1
{
Your team has stolen FLAG 1!
}

war_en_stole_1
{
The enemy has stolen FLAG 1!
}

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

war_tm_stole_2
{
Your team has stolen FLAG 2!
}

war_en_stole_2
{
The enemy has stolen FLAG 2!
}

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

war_tm_stole_3
{
Your team has stolen FLAG 3!
}

war_en_stole_3
{
The enemy has stolen FLAG 3!
}

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

war_tm_stole_4
{
Your team has stolen FLAG 4!
}

war_en_stole_4
{
The enemy has stolen FLAG 4!
}

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

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

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

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

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

war_tmsec_flag1
{
Your team secured FLAG 1
}

war_tmsec_flag2
{
Your team secured FLAG 2
}

war_tmsec_flag3
{
Your team secured FLAG 3
}

war_tmsec_3
{
Your team secured FLAG 3
}

war_tmsec_flag4
{
Your team secured FLAG 4
}

war_usec_flag1
{
You secured FLAG 1
}

war_usec_flag2
{
You secured FLAG 2
}

war_usec_flag3
{
You secured FLAG 3
}

war_usec_flag4
{
You secured FLAG 4
}

war_uret_flag1
{
You returned FLAG 1
}

war_uret_flag2
{
You returned FLAG 2
}

war_uret_flag3
{
You returned FLAG 3
}

war_uret_flag4
{
You returned FLAG 4
}

war_tret_flag1
{
Your team returned FLAG 1
}

war_tret_flag2
{
Your team returned FLAG 2
}

war_tret_flag3
{
Your team returned FLAG 3
}

war_tret_flag4
{
Your team returned FLAG 4
}

war_eret_flag1
{
The ENEMY returned FLAG 1
}

war_eret_flag2
{
The ENEMY returned FLAG 2
}

war_eret_flag3
{
The ENEMY returned FLAG 3
}

war_eret_flag4
{
The ENEMY returned FLAG 4
}

war_esec_flag1
{
The ENEMY team secured FLAG 1!
}

war_esec_flag2
{
The ENEMY team secured FLAG 2!
}

war_esec_flag3
{
The ENEMY team secured FLAG 3!
}

war_esec_flag4
{
The ENEMY team secured FLAG 4!
}

war_avail
{
Neutral flags are now available!
}

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

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

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


$color 0 225 0

italy_take_flag_to_1
{
Take this flag to Command Point 1.
}

italy_take_flag_to_2
{
Take this flag to Command Point 2.
}

italy_take_flag_to_3
{
Take this flag to Command Point 3.
}

italy_take_flag_to_4
{
Take this flag to the church.
}

$position -1 0.75

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

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

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

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

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

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

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

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

$position -1 0.7

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

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

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

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

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

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

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

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

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

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

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

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

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

Prepare for a counterattack. Defend the town!
}

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

Prepare to counterattack. Take back the town!
}

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

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

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

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

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

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

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

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

italy_hole_text
{
Command Point 4 has been breached!
}



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

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

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

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

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

Dropitems_noroom
{
Not enough room to drop items here.
}

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

Sentry_repair
{
You repair your sentry gun.
}

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

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

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

Build_notenoughmetal
{
You don't have enough metal.
}


bot_menu_1
{
=== Waypoint Tags ===
1. Team Specific
2. Wait for Lift
3. Door
4. Sniper Spot
5. Junction
6. More...
}

bot_menu_2
{
=== Waypoint Tags ===
1. Red Team
2. Blue Team
5. CANCEL
}

bot_menu_3
{
=== Waypoint Tags ===
1. Flag Location
2. Flag Capture
3. Crouch
4. Ladder
5. Ignore Hops
6. CANCEL
}

