Reintroduced EID.LanguageMap for backwards compatibility and bettergame language handling
closes #878
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@@ -51,6 +51,17 @@ EID.BreakUtf8CharsLanguage = {
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---| "zh_cn" @Simplified Chinese
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---| "zh_cn" @Simplified Chinese
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--#endregion
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--#endregion
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-- Map the game's built-in language option strings to EID's
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EID.LanguageMap = {
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["jp"] = "ja",
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["es"] = "es",
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["de"] = "de",
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["fr"] = "fr",
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["ru"] = "ru",
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["kr"] = "ko",
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["zh"] = "zh_cn",
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}
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---Get the current Language. Defaults to english if none is set.
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---Get the current Language. Defaults to english if none is set.
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---@return EID_LanguageCode
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---@return EID_LanguageCode
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function EID:getLanguage()
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function EID:getLanguage()
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@@ -61,7 +72,7 @@ function EID:getLanguage()
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lang = "auto"
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lang = "auto"
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end
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end
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if lang == "auto" then
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if lang == "auto" then
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local langToReturn = Options and Options.Language or "en" -- Use game language, if available.
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local langToReturn = Options and EID.LanguageMap[Options.Language] or "en" -- Use game language, if available.
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-- don't do any updating if on a Repentance version before v1.7.9b
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-- don't do any updating if on a Repentance version before v1.7.9b
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if Isaac.RunCallback ~= nil then
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if Isaac.RunCallback ~= nil then
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for _, callbackData in pairs(Isaac.GetCallbacks("EID_EVALUATE_AUTO_LANG")) do
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for _, callbackData in pairs(Isaac.GetCallbacks("EID_EVALUATE_AUTO_LANG")) do
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