Refactor Construction Mode to NOT use localized strings as identifiers
authorWuzzy <Wuzzy2@mail.ru>
Sat, 10 Feb 2018 09:32:28 +0100
changeset 12951 37b81c20358b
parent 12950 a260d233cef3
child 12952 eafaada79157
Refactor Construction Mode to NOT use localized strings as identifiers Yes, it actually used strings returned by loc() as identifiers. Crazy!
share/hedgewars/Data/Scripts/Multiplayer/Construction_Mode.lua
--- a/share/hedgewars/Data/Scripts/Multiplayer/Construction_Mode.lua	Sat Feb 10 08:28:22 2018 +0100
+++ b/share/hedgewars/Data/Scripts/Multiplayer/Construction_Mode.lua	Sat Feb 10 09:32:28 2018 +0100
@@ -137,58 +137,58 @@
 -- CRATE DEFINITIONS --
 -----------------------
 -- format:
--- { ammoType, ammoTypeString, unused, cost }
+-- { ammoType, cost }
 
 local costFactor = 20
 
--- WEAPON CRATES 
+-- WEAPON CRATES
 -- Weapons which shouldn't be aded:
 -- Air attack, napalm, drillstrike: Overwritten weapons for the Construction Mode tools
 local atkArray = {
-	{amBazooka, 		"amBazooka",		0, 2*costFactor},
-	--{amBee, 		"amBee",		0, 4*costFactor},
-	{amMortar, 		"amMortar",		0, 1*costFactor},
-	{amDrill, 		"amDrill",		0, 3*costFactor},
-	{amSnowball, 		"amSnowball",		0, 3*costFactor},
+	{amBazooka,	 2*costFactor},
+	--{amBee,	 4*costFactor},
+	{amMortar,	 1*costFactor},
+	{amDrill,	 3*costFactor},
+	{amSnowball,	 3*costFactor},
 
-	{amGrenade,		"amGrenade",		0, 2*costFactor},
-	{amClusterBomb,		"amClusterBomb",	0, 3*costFactor},
-	{amWatermelon, 		"amWatermelon",		0, 25*costFactor},
-	{amHellishBomb,		"amHellishBomb",	0, 25*costFactor},
-	{amMolotov, 		"amMolotov",		0, 3*costFactor},
-	{amGasBomb, 		"amGasBomb",		0, 3*costFactor},
+	{amGrenade,	 2*costFactor},
+	{amClusterBomb,	 3*costFactor},
+	{amWatermelon,	25*costFactor},
+	{amHellishBomb,	25*costFactor},
+	{amMolotov,	 3*costFactor},
+	{amGasBomb,	 3*costFactor},
 
-	{amShotgun,		"amShotgun",		0, 2*costFactor},
-	{amDEagle,		"amDEagle",		0, 2*costFactor},
-	{amSniperRifle,		"amSniperRifle",	0, 3*costFactor},
-	--{amSineGun, 		"amSineGun",		0, 6*costFactor},
-	{amFlamethrower,	"amFlamethrower",	0, 4*costFactor},
-	{amIceGun, 		"amIceGun",		0, 15*costFactor},
+	{amShotgun,	 2*costFactor},
+	{amDEagle,	 2*costFactor},
+	{amSniperRifle,	 3*costFactor},
+	--{amSineGun,	 6*costFactor},
+	{amFlamethrower, 4*costFactor},
+	{amIceGun,	15*costFactor},
 
-	{amFirePunch, 		"amFirePunch",		0, 3*costFactor},
-	{amWhip,		"amWhip",		0, 1*costFactor},
-	{amBaseballBat, 	"amBaseballBat",	0, 7*costFactor},
-	--{amKamikaze, 		"amKamikaze",		0, 1*costFactor},
-	{amSeduction, 		"amSeduction",		0, 1*costFactor},
-	{amHammer,		"amHammer",		0, 1*costFactor},
+	{amFirePunch,	 3*costFactor},
+	{amWhip,	 1*costFactor},
+	{amBaseballBat,	 7*costFactor},
+	--{amKamikaze,	 1*costFactor},
+	{amSeduction,	 1*costFactor},
+	{amHammer,	 1*costFactor},
 
-	{amMine, 		"amMine",		0, 1*costFactor},
-	{amDynamite, 		"amDynamite",		0, 9*costFactor},
-	{amCake, 		"amCake",		0, 25*costFactor},
-	{amBallgun, 		"amBallgun",		0, 40*costFactor},
-	--{amRCPlane,		"amRCPlane",		0, 25*costFactor},
-	{amSMine,		"amSMine",		0, 5*costFactor},
+	{amMine,	 1*costFactor},
+	{amDynamite,	 9*costFactor},
+	{amCake,	25*costFactor},
+	{amBallgun,	40*costFactor},
+	--{amRCPlane,	25*costFactor},
+	{amSMine,	 5*costFactor},
 
-	--{amMineStrike,	"amMineStrike",		0, 15*costFactor},
-	--{amPiano,		"amPiano",		0, 40*costFactor},
+	--{amMineStrike,15*costFactor},
+	--{amPiano,	40*costFactor},
 
-	{amPickHammer,		"amPickHammer",		0, 2*costFactor},
-	{amBlowTorch, 		"amBlowTorch",		0, 4*costFactor},
-	{amKnife,		"amKnife",		0, 2*costFactor},
+	{amPickHammer,	 2*costFactor},
+	{amBlowTorch,	 4*costFactor},
+	{amKnife,	 2*costFactor},
 
-	{amBirdy,		"amBirdy",		0, 7*costFactor},
+	{amBirdy,	 7*costFactor},
 
-	{amDuck,		"amDuck",		0, 2*costFactor}
+	{amDuck,	 2*costFactor}
 }
 
 -- UTILITY CRATES --
@@ -202,20 +202,20 @@
 -- Utilities which might be weird for this mode:
 -- * Tardis: Randomly teleports hog, maybe even into enemy clan's area
 local utilArray = {
-	{amLandGun,		"amLandGun",		0, 5*costFactor},
+ 	{amLandGun,	 5*costFactor},
 
-	{amRope, 		"amRope",		0, 7*costFactor},
-	{amParachute, 		"amParachute",		0, 2*costFactor},
-	{amJetpack,		"amJetpack",		0, 8*costFactor},
-	{amPortalGun,		"amPortalGun",		0, 15*costFactor},
+	{amRope,	 7*costFactor},
+	{amParachute,	 2*costFactor},
+	{amJetpack,	 8*costFactor},
+	{amPortalGun,	 15*costFactor},
 
-	{amInvulnerable,	"amInvulnerable",	0, 5*costFactor},
-	{amLaserSight,		"amLaserSight",		0, 2*costFactor},
-	{amVampiric,		"amVampiric",		0, 6*costFactor},
+	{amInvulnerable, 5*costFactor},
+	{amLaserSight,	 2*costFactor},
+	{amVampiric,	 6*costFactor},
 
-	{amLowGravity, 		"amLowGravity",		0, 4*costFactor},
-	{amExtraDamage, 	"amExtraDamage",	0, 6*costFactor},
-	{amExtraTime,		"amExtraTime",		0, 8*costFactor}
+	{amLowGravity,	 4*costFactor},
+	{amExtraDamage,	 6*costFactor},
+	{amExtraTime,	 8*costFactor}
 }
 
 ----------------------------
@@ -225,35 +225,36 @@
 -- primary placement categories
 local cIndex = 1 -- category index
 local cat = {
-	"Girder Placement Mode",
-	"Rubber Placement Mode",
-	"Mine Placement Mode",
-	"Sticky Mine Placement Mode",
-	"Barrel Placement Mode",
-	"Weapon Crate Placement Mode",
-	"Utility Crate Placement Mode",
-	"Health Crate Placement Mode",
-	"Structure Placement Mode"
+	loc_noop("Girder Placement Mode"),
+	loc_noop("Rubber Placement Mode"),
+	loc_noop("Mine Placement Mode"),
+	loc_noop("Sticky Mine Placement Mode"),
+	loc_noop("Barrel Placement Mode"),
+	loc_noop("Weapon Crate Placement Mode"),
+	loc_noop("Utility Crate Placement Mode"),
+	loc_noop("Health Crate Placement Mode"),
+	loc_noop("Structure Placement Mode"),
 }
+
 local catReverse = {}
 for c=1, #cat do
 	catReverse[cat[c]] = c
 end
 
+-- Track girders in proximity of CurrentHedgehog
 local sProx = {
-	{loc("Girder Placement Mode"),false},
-	{loc("Rubber Placement Mode"),false},
-	{loc("Mine Placement Mode"),false},
-	{loc("Sticky Mine Placement Mode"),false},
-	{loc("Barrel Placement Mode"),false},
-	{loc("Weapon Crate Placement Mode"),false},
-	{loc("Utility Crate Placement Mode"),false},
-	{loc("Health Crate Placement Mode"),false},
-	{loc("Structure Placement Mode"),false},
-	{loc("Teleportation Mode"),false},
+	["Girder Placement Mode"] = false,
+	["Rubber Placement Mode"] = false,
+	["Mine Placement Mode"] = false,
+	["Sticky Mine Placement Mode"] = false,
+	["Barrel Placement Mode"] = false,
+	["Weapon Crate Placement Mode"] = false,
+	["Utility Crate Placement Mode"] = false,
+	["Health Crate Placement Mode"] = false,
+	["Structure Placement Mode"] = false,
+	["Teleportation Mode"] = false,
 }
 
-
 local pMode = {}	-- pMode contains custom subsets of the main categories
 local pIndex = 1
 
@@ -454,7 +455,7 @@
 	local visualSprite = sprTarget
 	local madness = AddVisualGear(GetX(tempG), GetY(tempG), vgtStraightShot, 1, true,1)
 
-	if pType == loc("Reflector Shield") then
+	if pType == "Reflector Shield" then
 		table.insert(strucHealth,255)
 
 	else
@@ -464,41 +465,41 @@
 	table.insert(strucCirc,tempCirc)
 
 	table.insert(strucCircType, 1)
-	if pType == loc("Bio-Filter") then
+	if pType == "Bio-Filter" then
 		table.insert(strucCircCol,colorRed)
 		table.insert(strucCircRadius,1000)
 		frameID = 7
-	elseif pType == loc("Healing Station") then
+	elseif pType == "Healing Station" then
 		table.insert(strucCircCol,0xFF00FF00)
 		table.insert(strucCircRadius,500)
 		frameID = 3
-	elseif pType == loc("Respawner") then
+	elseif pType == "Respawner" then
 		table.insert(strucCircCol,0xFF00FF00)
 		table.insert(strucCircRadius,75)
 		runOnHogs(EnableHogResurrectionForThisClan)
 		frameID = 1
-	elseif pType == loc("Teleportation Node") then
+	elseif pType == "Teleportation Node" then
 		table.insert(strucCircCol,0x0000FFFF)
 		table.insert(strucCircRadius,350)
 		frameID = 6
-	elseif pType == loc("Generator") then
+	elseif pType == "Generator" then
 		table.insert(strucCircCol,0xFFFF00FF)
 		table.insert(strucCircRadius,75)
 		setGearValue(tempG, "power", 0)
 		frameID = 2
-	elseif pType == loc("Support Station") then
+	elseif pType == "Support Station" then
 		table.insert(strucCircCol,0xFFFF00FF)
 		table.insert(strucCircRadius,500)
 		frameID = 4
-	elseif pType == loc("Construction Station") then
+	elseif pType == "Construction Station" then
 		table.insert(strucCircCol,0xFFFFFFFF)
 		table.insert(strucCircRadius,500)
 		frameID = 8
-	elseif pType == loc("Reflector Shield") then
+	elseif pType == "Reflector Shield" then
 		table.insert(strucCircCol,0xffae00ff)
 		table.insert(strucCircRadius,750)
 		frameID = 9
-	elseif pType == loc("Weapon Filter") then
+	elseif pType == "Weapon Filter" then
 		table.insert(strucCircCol,0xa800ffff)
 		table.insert(strucCircRadius,750)
 		frameID = 5
@@ -520,7 +521,7 @@
 	for i = 1, #strucID do
 		if strucID[i] == getGearValue(gear,"uniqueStructureID") then
 
-			if strucType[i] == loc("Respawner") then
+			if strucType[i] == "Respawner" then
 				respawnerDestroyed = true
 			end
 
@@ -564,7 +565,7 @@
 
 	local respawnerList = {}
 	for i = 1, #strucID do
-		if (strucType[i] == loc("Respawner")) and (strucClan[i] == GetHogClan(gear)) then
+		if (strucType[i] == "Respawner") and (strucClan[i] == GetHogClan(gear)) then
 			table.insert(respawnerList, i)
 		end
 	end
@@ -582,7 +583,7 @@
 
 	local respawnerList = {}
 	for i = 1, #strucID do
-		if (strucType[i] == loc("Respawner")) and (strucClan[i] == GetHogClan(gear)) then
+		if (strucType[i] == "Respawner") and (strucClan[i] == GetHogClan(gear)) then
 			table.insert(respawnerList, i)
 		end
 	end
@@ -605,7 +606,7 @@
 
 	for i = 1, #strucID do
 
-		if (strucType[i] == loc("Teleportation Node")) and (strucClan[i] == GetHogClan(CurrentHedgehog)) then
+		if (strucType[i] == "Teleportation Node") and (strucClan[i] == GetHogClan(CurrentHedgehog)) then
 
 			local dist = GetDistFromGearToXY(CurrentHedgehog,GetX(strucGear[i]), GetY(strucGear[i]))
 			local NR
@@ -662,7 +663,7 @@
 	if dist <= NR*NR then
 
 		-- heal clan hogs
-		if strucType[sID] == loc("Healing Station") then
+		if strucType[sID] == "Healing Station" then
 
 			if GetGearType(gear) == gtHedgehog then
 				if GetHogClan(gear) == strucClan[sID] then
@@ -686,7 +687,7 @@
 			end
 
 		-- explode enemy clan hogs
-		elseif strucType[sID] == loc("Bio-Filter") then
+		elseif strucType[sID] == "Bio-Filter" then
 
 			if GetGearType(gear) == gtHedgehog then
 				if (GetHogClan(gear) ~= strucClan[sID]) and (GetHealth(gear) > 0) then
@@ -695,7 +696,7 @@
 			end
 
 		-- were those weapons in your pocket, or were you just happy to see me?
-		elseif strucType[sID] == loc("Weapon Filter") then
+		elseif strucType[sID] == "Weapon Filter" then
 
 			if GetGearType(gear) == gtHedgehog then
 				if (GetHogClan(gear) ~= strucClan[sID]) then
@@ -716,7 +717,7 @@
 			end
 
 		-- BOUNCE! POGO! POGO! POGO! POGO!
-		elseif strucType[sID] == loc("Reflector Shield") then
+		elseif strucType[sID] == "Reflector Shield" then
 
 			-- add check for whose projectile it is
 			if gearCanBeDeflected(gear) == true then
@@ -769,16 +770,12 @@
 			end
 
 		--mark as within range of a teleporter node
-		elseif strucType[sID] == loc("Teleportation Node") then
+		elseif strucType[sID] == "Teleportation Node" then
 
 			if GetGearType(gear) == gtHedgehog then
 				if GetHogClan(gear) == strucClan[sID] then
 
-					for i = 1, #sProx do
-						if sProx[i][1] == loc("Teleportation Mode") then
-							sProx[i][2] = true
-						end
-					end
+					sProx["Teleportation Mode"] = true
 
 				end
 			end
@@ -786,23 +783,17 @@
 		-- mark as within range of construction station
 		-- and thus allow menu access to placement modes
 		-- for girders, mines, sticky mines and barrels
-		elseif strucType[sID] == loc("Construction Station") then
+		elseif strucType[sID] == "Construction Station" then
 
 			if GetGearType(gear) == gtHedgehog then
 				if GetHogClan(gear) == strucClan[sID] then
 					AddVisualGear(GetX(strucGear[sID]), GetY(strucGear[sID]), vgtSmoke, 0, true)
 
-					for i = 1, #sProx do
-						if ((sProx[i][1] == loc("Girder Placement Mode"))
-						or (sProx[i][1] == loc("Rubber Placement Mode"))
-						or (sProx[i][1] == loc("Mine Placement Mode"))
-						or (sProx[i][1] == loc("Sticky Mine Placement Mode"))
-						or (sProx[i][1] == loc("Barrel Placement Mode")))
-						then
-							sProx[i][2] = true
-						end
-					end
-
+					sProx["Girder Placement Mode"] = true
+					sProx["Rubber Placement Mode"] = true
+					sProx["Mine Placement Mode"] = true
+					sProx["Sticky Mine Placement Mode"] = true
+					sProx["Barrel Placement Mode"] = true
 
 				end
 			end
@@ -810,21 +801,15 @@
 		-- mark as within stupport station range
 		-- and thus allow menu access to placement modes
 		-- for weapon, utility, and med crates
-		elseif strucType[sID] == loc("Support Station") then
+		elseif strucType[sID] == "Support Station" then
 
 			if GetGearType(gear) == gtHedgehog then
 				if GetHogClan(gear) == strucClan[sID] then
 					AddVisualGear(GetX(strucGear[sID]), GetY(strucGear[sID]), vgtSmoke, 0, true)
 
-					for i = 1, #sProx do
-						if ((sProx[i][1] == loc("Health Crate Placement Mode"))
-						or (sProx[i][1] == loc("Weapon Crate Placement Mode"))
-						or (sProx[i][1] == loc("Utility Crate Placement Mode")))
-						then
-							sProx[i][2] = true
-						end
-					end
-
+					sProx["Health Crate Placement Mode"] = true
+					sProx["Weapon Crate Placement Mode"] = true
+					sProx["Utility Crate Placement Mode"] = true
 
 				end
 			end
@@ -836,10 +821,10 @@
 
 -- used to check if we need to run through all hogs or just currenthedgehog
 function isAStructureThatAppliesToMultipleGears(pID)
-	if 	strucType[pID] == loc("Healing Station") or
-		strucType[pID] == loc("Reflector Shield") or
-		strucType[pID] == loc("Weapon Filter") or
-		strucType[pID] == loc("Bio-Filter")
+	if 	strucType[pID] == "Healing Station" or
+		strucType[pID] == "Reflector Shield" or
+		strucType[pID] == "Weapon Filter" or
+		strucType[pID] == "Bio-Filter"
 	then
 		return(true)
 	else
@@ -850,13 +835,10 @@
 function HandleStructures()
 
 	if GameTime % 100 == 0 then
-		for i = 1, #sProx do
-			sProx[i][2] = false
-
-			if sProx[i][1] == loc("Structure Placement Mode") then
-				sProx[i][2] = true
+		for k, _ in pairs(sProx) do
+			if k ~= "Structure Placement Mode" then
+				sProx[k] = false
 			end
-
 		end
 	end
 
@@ -878,7 +860,7 @@
 				end
 			end
 
-			if strucType[i] == loc("Generator") then
+			if strucType[i] == "Generator" then
 
 				for z = 0, ClansCount-1 do
 					if z == strucClan[i] then
@@ -899,44 +881,32 @@
 
 	end
 
-
-
-	-- this is kinda messy and gross (even more than usual), fix it up at some point
-	-- it just assumes that if you have access to girders, it works for rubbers
-	-- as that is what the struc implemenation means due to construction station
+	-- Add and remove ammo based on structure proximity
 	if GameTime % 100 == 0 and CurrentHedgehog ~= nil then
-		local anyUIProx = false
-		for i = 1, #sProx do
-
-			if sProx[i][1] == loc("Girder Placement Mode") then
-				if sProx[i][2] == true then
-					AddAmmo(CurrentHedgehog, amGirder, 100)
-					AddAmmo(CurrentHedgehog, amRubber, 100)
-					AddAmmo(CurrentHedgehog, amCMObjectPlacer, 100)
-				else
-					AddAmmo(CurrentHedgehog, amGirder, 0)
-					AddAmmo(CurrentHedgehog, amRubber, 0)
-					AddAmmo(CurrentHedgehog, amCMObjectPlacer, 0) -- new
-				end
-			elseif sProx[i][1] == loc("Teleportation Mode") then
-				if sProx[i][2] == true then
-					AddAmmo(CurrentHedgehog, amTeleport, 100)
-				else
-					AddAmmo(CurrentHedgehog, amTeleport, 0)
-				end
-			elseif sProx[i][1] == loc("Weapon Crate Placement Mode") then
-				-- this is new stuff
-				if sProx[i][2] == true then
-					AddAmmo(CurrentHedgehog, amCMCratePlacer, 100)
-				else
-					AddAmmo(CurrentHedgehog, amCMCratePlacer, 0)
-				end
-			end
-
-			if (sProx[i][2] == true) then
-				anyUIProx = true
-			end
-
+		if sProx["Girder Placement Mode"] then
+			AddAmmo(CurrentHedgehog, amGirder, 100)
+		else
+			AddAmmo(CurrentHedgehog, amGirder, 0)
+		end
+		if sProx["Rubber Placement Mode"] then
+			AddAmmo(CurrentHedgehog, amRubber, 100)
+		else
+			AddAmmo(CurrentHedgehog, amRubber, 0)
+		end
+		if sProx["Mine Placement Mode"] or sProx["Sticky Mine Placement Mode"] or sProx["Barrel Placement Mode"] then
+			AddAmmo(CurrentHedgehog, amCMObjectPlacer, 100)
+		else
+			AddAmmo(CurrentHedgehog, amCMObjectPlacer, 0)
+		end
+		if sProx["Teleportation Mode"] then
+			AddAmmo(CurrentHedgehog, amTeleport, 100)
+		else
+			AddAmmo(CurrentHedgehog, amTeleport, 0)
+		end
+		if sProx["Weapon Crate Placement Mode"] or sProx["Utility Crate Placement Mode"] or sProx["Health Crate Placement Mode"] then
+			AddAmmo(CurrentHedgehog, amCMCratePlacer, 100)
+		else
+			AddAmmo(CurrentHedgehog, amCMCratePlacer, 0)
 		end
 	end
 
@@ -1000,23 +970,18 @@
 			if gear ~= nil then
 				placed = true
 				SetHealth(gear, pMode[pIndex])
-				setGearValue(gear,"caseType","med")
 				clanCratesSpawned[GetHogClan(CurrentHedgehog)] = clanCratesSpawned[GetHogClan(CurrentHedgehog)] +1
 			end
 		elseif cat[cIndex] == "Weapon Crate Placement Mode" then
 			gear = SpawnAmmoCrate(x, y, atkArray[pIndex][1])
 			if gear ~= nil then
 				placed = true
-				setGearValue(gear,"caseType","ammo")
-				setGearValue(gear,"contents",atkArray[pIndex][2])
 				clanCratesSpawned[GetHogClan(CurrentHedgehog)] = clanCratesSpawned[GetHogClan(CurrentHedgehog)] +1
 			end
 		elseif cat[cIndex] == "Utility Crate Placement Mode" then
 			gear = SpawnUtilityCrate(x, y, utilArray[pIndex][1])
 			if gear ~= nil then
 				placed = true
-				setGearValue(gear,"caseType","util")
-				setGearValue(gear,"contents",utilArray[pIndex][2])
 				if utilArray[pIndex][1] == amExtraTime then
 					clanUsedExtraTime[GetHogClan(CurrentHedgehog)] = true
 				end
@@ -1077,10 +1042,10 @@
 
 	if cat[cIndex] == "Girder Placement Mode" then
 		pIndex = currentGirderRotation
-		pMode = {loc("Girder")}
+		pMode = {amGirder}
 	elseif cat[cIndex] == "Rubber Placement Mode" then
 		pIndex = currentGirderRotation
-		pMode = {loc("Rubber")}
+		pMode = {amRubber}
 		placedExpense = 3
 	elseif cat[cIndex] == "Barrel Placement Mode" then
 		pMode = {60}
@@ -1092,16 +1057,16 @@
 		teamLCrateMode[team] = cat[cIndex]
 	elseif cat[cIndex] == "Weapon Crate Placement Mode" then
 		for i = 1, #atkArray do
-			pMode[i] = GetAmmoName(atkArray[i][1])
+			pMode[i] = atkArray[i][1]
 		end
-		placedExpense = atkArray[pIndex][4]
+		placedExpense = atkArray[pIndex][2]
 		teamLCrateMode[team] = cat[cIndex]
 		pIndex = teamLWeapIndex[team]
 	elseif cat[cIndex] == "Utility Crate Placement Mode" then
 		for i = 1, #utilArray do
-			pMode[i] = GetAmmoName(utilArray[i][1])
+			pMode[i] = utilArray[i][1]
 		end
-		placedExpense = utilArray[pIndex][4]
+		placedExpense = utilArray[pIndex][2]
 		teamLCrateMode[team] = cat[cIndex]
 		pIndex = teamLUtilIndex[team]
 	elseif cat[cIndex] == "Mine Placement Mode" then
@@ -1110,21 +1075,21 @@
 		teamLObjectMode[team] = cat[cIndex]
 		pIndex = teamLMineIndex[team]
 	elseif cat[cIndex] == "Sticky Mine Placement Mode" then
-		pMode = {loc("Sticky Mine")}
+		pMode = {amSMine}
 		placedExpense = 20
 		teamLObjectMode[team] = cat[cIndex]
 	elseif cat[cIndex] == "Structure Placement Mode" then
 		pMode = {
-			loc("Support Station"),
-			loc("Construction Station"),
-			loc("Healing Station"),
-			loc("Teleportation Node"),
-			loc("Weapon Filter"),
+			loc_noop("Support Station"),
+			loc_noop("Construction Station"),
+			loc_noop("Healing Station"),
+			loc_noop("Teleportation Node"),
+			loc_noop("Weapon Filter"),
 
-			loc("Bio-Filter"),
-			loc("Reflector Shield"),
-			loc("Respawner"),
-			loc("Generator"),
+			loc_noop("Bio-Filter"),
+			loc_noop("Reflector Shield"),
+			loc_noop("Respawner"),
+			loc_noop("Generator"),
 		}
 		pIndex = teamLStructIndex[team]
 	end
@@ -1257,31 +1222,31 @@
 
 	if CurrentHedgehog == nil or band(GetState(CurrentHedgehog), gstHHDriven) == 0 then return end
 
-	if pMode[pIndex] == loc("Healing Station") then
+	if pMode[pIndex] == "Healing Station" then
 		placedExpense = 50
-	elseif pMode[pIndex] == loc("Weapon Filter") then
+	elseif pMode[pIndex] == "Weapon Filter" then
 		placedExpense = 50
-	elseif pMode[pIndex] == loc("Bio-Filter") then
+	elseif pMode[pIndex] == "Bio-Filter" then
 		placedExpense = 100
-	elseif pMode[pIndex] == loc("Respawner") then
+	elseif pMode[pIndex] == "Respawner" then
 		placedExpense = 300
-	elseif pMode[pIndex] == loc("Teleportation Node") then
+	elseif pMode[pIndex] == "Teleportation Node" then
 		placedExpense = 30
-	elseif pMode[pIndex] == loc("Support Station") then
+	elseif pMode[pIndex] == "Support Station" then
 		placedExpense = 50
-	elseif pMode[pIndex] == loc("Construction Station") then
+	elseif pMode[pIndex] == "Construction Station" then
 		placedExpense = 50
-	elseif pMode[pIndex] == loc("Generator") then
-			placedExpense = 300
-	elseif pMode[pIndex] == loc("Reflector Shield") then
-			placedExpense = 200
+	elseif pMode[pIndex] == "Generator" then
+		placedExpense = 300
+	elseif pMode[pIndex] == "Reflector Shield" then
+		placedExpense = 200
 	elseif cat[cIndex] == "Weapon Crate Placement Mode" then
-		placedExpense = atkArray[pIndex][4]
+		placedExpense = atkArray[pIndex][2]
 	elseif cat[cIndex] == "Utility Crate Placement Mode" then
-		placedExpense = utilArray[pIndex][4]
+		placedExpense = utilArray[pIndex][2]
 	end
 
-	AddCaption(loc("Cost") .. ": " .. placedExpense,0xffba00ff,capgrpAmmostate)
+	AddCaption(string.format(loc("Cost: %d"), placedExpense), 0xffba00ff, capgrpAmmostate)
 
 end
 
@@ -1315,14 +1280,20 @@
 	if cat[cIndex] == "Mine Placement Mode" then
 		-- timer in seconds
 		str = string.format(loc("%d sec"), div(val, 1000))
+	elseif cat[cIndex] == "Structure Placement Mode" then
+		str = loc(val)
 	elseif cat[cIndex] == "Girder Placement Mode" then
-		str = loc("Girder")
+		str = GetAmmoName(amGirder)
 	elseif cat[cIndex] == "Rubber Placement Mode" then
-		str = loc("Rubber")
+		str = GetAmmoName(amRubber)
+	elseif cat[cIndex] == "Weapon Crate Placement Mode"
+	or cat[cIndex] == "Utility Crate Placement Mode"
+	or cat[cIndex] == "Sticky Mine Placement Mode" then
+		str = GetAmmoName(val)
 	else
 		str = tostring(val)
 	end
-	AddCaption(str,0xffba00ff,capgrpMessage2)
+	AddCaption(str, 0xffba00ff, capgrpMessage2)
 end
 
 function rotateMode(pDir)
@@ -1338,19 +1309,19 @@
 		end
 
 		if (GetCurAmmoType() == amCMCratePlacer) then
-			if (sProx[cIndex][1] == loc("Health Crate Placement Mode")) or
-				(sProx[cIndex][1] == loc("Weapon Crate Placement Mode")) or
-				(sProx[cIndex][1] == loc("Utility Crate Placement Mode")) then
+			if (cat[cIndex] == "Health Crate Placement Mode") or
+				(cat[cIndex] == "Weapon Crate Placement Mode") or
+				(cat[cIndex] == "Utility Crate Placement Mode") then
 					foundMatch = true
 			end
 		elseif (GetCurAmmoType() == amCMObjectPlacer) then
-			if (sProx[cIndex][1] == loc("Mine Placement Mode")) or
-				(sProx[cIndex][1] == loc("Sticky Mine Placement Mode")) or
-				(sProx[cIndex][1] == loc("Barrel Placement Mode")) then
+			if (cat[cIndex] == "Mine Placement Mode") or
+				(cat[cIndex] == "Sticky Mine Placement Mode") or
+				(cat[cIndex] == "Barrel Placement Mode") then
 				foundMatch = true
 			end
 		elseif (GetCurAmmoType() == amCMStructurePlacer) then
-			if sProx[cIndex][1] == loc("Structure Placement Mode") then
+			if cat[cIndex] == "Structure Placement Mode" then
 				foundMatch = true
 			end
 		end