//TITLES FOR HALF-LIFE
// Position command $position x y
// x & y are from 0 to 1 to be screen resolution independent
// -1 means center in each dimension
// Effect command $effect <effect number>
// effect 0 is fade in/fade out
// effect 1 is flickery credits
// effect 2 is write out (training room)
// effect -1 is print center (normal text in center of screen)
// effect -2 is print notify (normal text in top left of screen)
// effect -3 is print center (text piped straight into console)
// effect -4 is print talk (normal text in lower middle of screen)
// Text color r g b command $color
// fadein time fadeout time / hold time
// $fadein (message fade in time - per character in effect 2)
// $fadeout (message fade out time)
// $holdtime (stay on the screen for this long)

// the only flags TFC uses are the effect value -4 through -1, for screen positions

$effect 0

// Menus
Menu_OK
{
OKEJ
}

Menu_Cancel
{
Anuluj
}

Menu_Yes
{
Tak
}

Menu_No
{
Nie
}

Menu_Spectate
{
Obserwuj
}

// MOTD/Mission window
Textwindow_Mission_Briefing
{
Odprawa Misji
}

Textwindow_Button_Mission_Briefing
{
Odprawa Misji >>
}

Textwindow_Button_MOTD
{
<< Wiadomość Dnia
}

// Vote menu
Votemenu_Topcaption
{
Sven Co-op      Głosowanie
}

Votemenu_Topnoplayer
{
Nie wybrano gracza!
}

Votemenu_Topnomap
{
Nie wybrano mapy!
}

Button_Votekick
{
Wyrzucenie
}

Button_Voteban
{
Zbanowanie
}

Button_Votekill
{
Zabicie
}

Button_Votemap
{
Zmiana mapy
}

// Inventory menu
Invmenu_Topcaption
{
Ekwipunek
}

Invmenu_NoInventory
{
Nie masz zadnego ekwipunku
}

Invmenu_NoItemSelected
{
Nie wybrano przedmiotu
}

Invmenu_NoItemName
{
Bezimmienny przedmiot
}

Invmenu_NoItemDescription
{
Przedmiot bez opisu
}

Invmenu_Activate
{
Aktywuj przemiot
}

Invmenu_Drop
{
Pusc przedmiot
}

Invmenu_DropAll
{
Upusc WSZYSTKIE przedmioty
}

// Spectator menu
Spec_Mode1
{
Locked Chase-Camera Mode
}

Spec_Mode2
{
Free Chase-Camera Mode
}

Spec_Mode3
{
Free Roaming Mode
}

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

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

Spec_Help2
{
Your text messages can only be seen by other Spectators
}

Spectators
{
Obserwatorzy
}

Unassigned
{
Nieprzydzielony
}

// Scoreboard
TEAMS
{
DRUZYNY
}

PLAYERS
{
GRACZE
}

CLASS
{
KLASA
}

HEALTH
{
ZDROWIE
}

ARMOR
{
ZBROJA
}

SCORE
{
WYNIK
}

DEATHS
{
SMIERCI
}

LATENCY
{
PING
}

VOICE
{
GLOS
}

Muted
{
Wyciszony gracz
}

Unmuted
{
Odciszony gracz
}

//INTRO CREDITS
// Test values -- JAY
// Lower left
$position 0.1 0.6
$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 to:
}

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
SUPgent
}

//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
{
OBJEKT:
Gordon Freeman
Mezczyzna, lat 27
}

CR29
{
WYKSZTALCENIE:
Doktorat, MIT, Fizyka Teoretyczna
}

CR30
{
POZYCJA:
Pracownik Naukowy
}

CR31
{
PRZYNALEZNOSC:
Laboratorium Materialow Anomalnych 
}

CR32
{
WYLUZOWANIE:
Poziom 3
}

CR33
{
SPONSOR ADMINISTRACYJNY:
Sklasyfikowany
}

CR34
{
PRIORYTET REAKCJI W PRZYPADKU KATASTROFY:
Uznaniowy
}

$fadein 0.03
$holdtime 9

GAMEOVER
{
OBJEKT:  FREEMAN

STATUS:  OCENA ZAKOŃCZONA

PS:
Objekt nie potrafi poprawnie
wykorzystywac zasoby ludzkie.
}

$fadein 0.03
$holdtime 9
TRAITOR
{
OBJEKT:  FREEMAN

STATUS:  ZATRUDNIONY

GOTOWY NA ZADANIE
}


$fadein 0.03
$holdtime 9
LOSER
{
OBJEKT:  FREEMAN

STATUS:  PORAZKA

PS:
Objekt przez swa glupote odrzucil oferte.
}

//CHAPTER TITLES

$fadein 0.01
$position -1 0.4
$holdtime 3.5
T0A0TITLE
{
KURS SZKOLENIOWY
}


$position -1 0.65

OPENTITLE3
{
Witaj w Sven Co-op Pol Zycia
}

OPENTITLE4
{
Witaj w Sven Co-op Poł Zycia
}

C0A0TITLE
{
ROZPOCZECIE PRACY
}

C0A1TITLE
{
SPOZNIONY ALE GOTOWY
}

C1A1TITLE
{
NIEPRZEWIDZIANE KONSEKWENCJE
}

C1A2TITLE
{
BIURA I MROZ
}

C1A3TITLE
{
"MAMY WROGA"
}

C1A4TITLE
{
WYSTRZAL
}

C2A1TITLE
{
DOLADOWANIE
}

C2A2TITLE
{
NIEBEZPIECZNE TORY
}

C2A3TITLE
{
STRACH I STRATA
}

C2A4TITLE1
{
POWROT NA WLASCIWA DROGE
}

C2A4TITLE2
{
ROBI SIE NIE CIEKAWIE
}

C2A5TITLE
{
NA ZEWNATRZ NIE LEPIEJ
}

C3A1TITLE
{
"ZAPOMNIJ O FREEMANIE!"
}

C3A2TITLE
{
RDZEN LAMBDA
}

C4A1TITLE
{
WITAMY W XENIE
}

C4A1ATITLE
{
UWAGA! INTRUZ!
}

C4A2TITLE
{
SIEDZISKO GONARCHA
}

C4A3TITLE
{
NIHILANTH JUZ CZEKA
}

C5TITLE
{
ZAKONCZENIE?
}


// 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
{
Zapisano...
}

// 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
}

//SVENCOOP TEXT

// Test values -- JAY
$position -1 0.65
// Scan-out text effect
$effect 2
// This is the final color
$color 220 220 220
// This is the highlight color
$color2 250 250 250
$fadein 0.01
// This is the amount of time the highlight lags behind the leading edge of the text
$fxtime 0.5
// How long to hold the message on the screen (after it scans out)
$holdtime 4
// How long it takes to fade out the message after holding
$fadeout 1.5

$position -1 0.9

TOR1
{
Tor:  "Tor been waiting. Come!"
}

TOR2
{
Tor:  "Master want this. You get. Bring here."
}

TOR3
{
Tor:  "Tor eat now."
}

TOR4
{
Tor think: humans die now. Master say "No". Tor like not.
}

TOR22
{
Tor:  Master say: Humans wait here... minute...
Master open door soon, so humans stop power.
}

CHUBBY1
{
Chubby:  "POMOCY!"
}

FRIENDLYGRUNT1
{
Grunt: Hey! I don't know who you are, but
I'm glad you showed up. I can get you
through this door if you want...
You'd better stand back, this area's
supposed to be sealed off.
}

// Test values -- JAY
$position -1 -1


SVENCONT1
{
Ciąg dalszy nastąpi...
}


// Scan-out text effect
$effect 2
// This is the final color
$color 255 0 0
// This is the highlight color
$color2 255 50 50
// This is the time it takes to fade each character
$fadein 0.005
// This is the amount of time the highlight lags behind the leading edge of the text
$fxtime 0.5
// How long to hold the message on the screen (after it scans out)
$holdtime 11
// How long it takes to fade out the message after holding
$fadeout 1.5

SVENCOOPONE
{
Warning: The following map, "SvenCoop 1",
contains scenes of graphic strangeness and
map design that may cause eye-pain and/or
severe headaches. We advise discretion.

SvenCoop is completely and utterly
fictional. Any similarities to ANYTHING
that could POSSIBLY exist in reality is
entirely accidental.

Please visit the Official SvenCo-op site at:
http://www.svencoop.com
}

SVENCOOPTWO
{
If you know the Chubby-Code, enter it and
press the "Start" button.

If you don't know the code, just press Start.
}



// GUT REACTION 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

CORETITLE
{
INFESTED CORE
}

KDTITLE
{
WASTE TUNNELS
}

RCTITLE
{
REACTOR COMPLEX
}

starttitle
{
GUT REACTION
}


endtitle1
{
OBIEKT:  GORDON FREEMAN
}

//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 6
// How long it takes to fade out the message after holding
$fadeout 3

endtitle2
{
STATUS:  ZAGINIONY W AKCJI?
}


//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 4
// How long it takes to fade out the message after holding
$fadeout 1.5

credit1
{
Concepted, Designed and Programmed
by Tim Johnston (AKA Slingblade)
}


credit2
{
Thanks to the following groups and
their respective individuals
}


credit3
{
id Software
}

credit4
{
Valve Software
}

credit5
{
The Halflife Editing
Resource Center
}

credit6
{
Planethalflife
}

credit7
{
Wavelength
}

credit8
{
The Halflife Workshop
}

credit9
{
RUST
}

credit10
{
All closet level designers who
have created add-on levels for HL
}

credit11
{
Nostromo and Zigzang for
encouragement and beta testing
}

credit12
{
To Be Continued...
}


intro1
{
SUBJECT:  GORDON FREEMAN
}

intro2
{
STATUS:  HIRED
}

$position -1 -1
$effect 2

$color 100 100 100

$color2 240 110 0

$fadein 0.01

$fxtime 0.25

$holdtime 3.5

$fadeout .5

core2access
{
MAINTENANCE HATCH TO
REACTOR CORE #2 OPENED
}

poweron
{
POWER TO RESEARCH FACILITY
HAS BEEN REESTABLISHED
}

poweron2
{
LOCATE ENTRANCE TO WASTE TUNNELS
}

core1shutdowntitle
{
REACTOR CORE #1:
SUCCESSFULLY SHUT DOWN
}

core1shutdowntitle2
{
PROCEED TO REACTOR CORE #2...
}

$position -1 -1
$effect 2

$color 100 100 100

$color2 240 110 0

$fadein 0.01

$fxtime 0.25

$holdtime 4.5

$fadeout 1.5


intro3
{
CONTINGENCIES FOR
FURTHER CONSIDERATION:

COMPLETION OF OBJECTIVES
***MANDATORY***
}

YOULOSE
{
SUBJECT:  FREEMAN

STATUS:  ASSIGNMENT TERMINATED

POSTMORTEM:
Subject did not protect medical staff
member vital to gain access to test lab.
}

$position -1 -1
$effect 2

$color 100 100 100

$color2 240 110 0

$fadein 0.01

$fxtime 0.25

$holdtime 6.5

$fadeout 1.5

intro4
{
OBJECTIVES:

RESTORE POWER TO RESEARCH COMPLEX

LOCATE ENTRANCE TO REACTOR COMPLEX
VIA WASTE TUNNELS

INITIATE CORE SHUT DOWN SEQUENCE:
REACTORS 1 AND 2
}

//
// DELIVERANCE
//

$holdtime 5

THEEND
{
THE END
}
// Chapter Objectives

$position -1 -1
$holdtime 5

DELIVER1OBJ
{
OBJECTIVE:

Penetrate defensive systems and gain
access to the Freight Facility.
}

DELIVER2OBJ
{
OBJECTIVE:

Make your way to Central Command via the
Freight Elevator and Freight Storage Facility.
}

DELIVER3OBJ
{
OBJECTIVE:

Locate and free two scientists being held captive and
escape together via elevator on opposite side of level.
}

DELIVER4OBJ
{
OBJECTIVE:

Help the scientists start the portal generator. Once
the portal is open, get them through it to safety and
then make the jump yourself.
}

DELIVER5OBJ
{
OBJECTIVE:

Get yourself and the scientists to the nearby landing pad.
An Osprey is enroute to pick up the remaining troops. Take
out the troops and get everyone onboard the aircraft.
}

INGAME4
{
You have reached a fork in the road ...
The path before you goes to the left and to the right.
Choose your destiny ...
}
INGAME5
{
Scientist 1 Rescued!
}

INGAME6
{
Scientist 2 Rescued!
}

INGAME7
{
You have found the Security Card!
}

INGAME8
{
Security Card Not Valid for this Door
}

INGAME9
{
Access Permitted with Security Card
}

// Opposing Force
//INTRO TITLES
$position -1 -1
$effect 2
$color 100 100 100
$color2 240 110 0
$fadein 0.01
$fxtime 0.25
$holdtime 3.5
$fadeout 1.5

CR27
{
Osrodek badawczy Black Mesa
Black Mesa, Nowy Meksyk
}

//INTRO CREDITS
$position 0.8 0.8
$effect 1
$color 128 128 128
$color2 0 0 0
$fadein 1
$fadeout 1.5
$holdtime 1

//edited CR#

OFCR1
{
Stephen Bahl
}

OFCR2
{
Patrick Deupree
}

OFCR3
{
John Faulkenbury
}

OFCR4
{
Rob Heironimus
}

OFCR5
{
Steve Jones
}

OFCR6
{
Brian Martel
}

OFCR7
{
David Mertz
}

OFCR8
{
Landon Montgomery
}

OFCR9
{
Tollbooth Willy
}

OFCR10
{
Randy Pitchford
}

OFCR11
{
Sean Reardon
}

OFCR12
{
Mike Wardwell
}

//END CREDITS
$position -1 -1
$effect 0
$color 128 128 128
$color2 0 0 0
$fadein 0.5
$fadeout 0.5
$holdtime 4

GEARBOXIS
{
Gearbox to:
}

THANKSTO
{
Specialne podziekowania do:
}

$holdtime 10

//self credit at end
SELF
{
Svencoop Opposing-force editor:
Guardian-tpf-
jasonleyva@gmail.com
Edman747
}

THEEND
{
Dziekujemy za zagranie!
}

//Svencoop Credit
SVEN
{
Specialne podziekowania do zespołu SvenCo-op!
}

//edited END1
OFEND1
{
Stephen Bahl
Patrick Deupree
John Faulkenbury
Rob Heironimus
Steve Jones
Brian Martel
David Mertz
Landon Montgomery
Randy Pitchford
Sean Reardon
Mike Wardwell
}

//edited END2
OFEND2
{
Matt Armstrong
Kristy Junio
Joe Kennebec
Doug Lombardi
Eli Luna
Gabe Newell
Frank Nuccio
Genevieve Ostergard
Stephen Palmer
Jeff Pobst
}

//edited END3
OFEND3
{
Dustin Porter
Danny Richardson
Harry S. Robins
David Sawyer
John Shaffstall
Mike Shapiro
Jon St. John
Valve Software
Sierra Studios
}

//INTRO TITLES
$position -1 -1
$effect 2
$color 100 100 100
$color2 0 250 0
$fadein 0.01
$fxtime 0.25
$holdtime 4
$fadeout 1.5

OF0A0TITLE
{
HALF-LIFE
OPPOSING FORCE CO-OP
}

//edited CR28
OFCR28
{
SUBJECT:
Adrian Shephard
Male, age 22
}

//edited CR29
OFCR29
{
TRAINING:
United States Marine Corps,
Special Forces
}

//edited CR30
OFCR30
{
RANK:
Corporal
}

//edited CR31
OFCR31
{
Commanding Officer:
Sergeant Dwight T. Barnes
}

//edited CR32
OFCR32
{
CURRENT ASSIGNMENT:
Hazardous Environment Combat Unit
Santego Military Base, Arizona
}

//edited CR33
OFCR33
{
MISSION:
Classified
}


$fadein 0.03
$holdtime 9
GFOLLOW_LOSER
{
SUBJECT:  SHEPHARD

STATUS:  EVALUATION TERMINATED

POSTMORTEM:
Subject attempted to create
temporal paradox.
}

//edited game over
$fadein 0.03
$holdtime 9
OFGAMEOVER2
{
SUBJECT:  SHEPHARD

STATUS:  DETAINED

FURTHER EVALUATION PENDING
}

$fadein 0.03
$holdtime 9
BC_FAILURE
{
SUBJECT:  SHEPHARD

STATUS:  AWAITING COURT MARTIAL
}

//edited traitor
$fadein 0.03
$holdtime 9
OFTRAITOR
{
x
}

//edited loser
$fadein 0.03
$holdtime 9
LOSER
{
x
}

$fadein 0.03
$holdtime 9
OFGAMEOVER
{
SUBJECT:  CPL. SHEPHARD

STATUS:  EVALUATION DECLINED

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

$fadein 0.03
$holdtime 9
DISP_LOSER
{
SUBJECT:  SHEPHARD

STATUS:  ACCIDENTAL DEATH

POSTMORTEM:
DISPLACER SELF-TELEPORT MISHAP
}

//CHAPTER TITLES
$fadein 0.01
$position -1 0.8
$holdtime 3.5

OF_BOOT0TITLE
{
SZKOLENIE
}

OF0A0
{
SILA PRZECIWNA
}

OF1A1TITLE
{
NADCHODZA...
}

OF1A3TITLE
{
WITAMY W BLACK MESA
}

OF1A5TITLE
{
"WYCOFUJEMY SIE"
}

OF2A1TITLE
{
ZAGINIONY ZOLNIERZ
}

OF2A4TITLE
{
BRATOBOJCZY OGIEN
}

OF3A1TITLE
{
JEST TU KTOS JESZCZE
}

OF3A3TITLE
{
GLEBOKIE ZMIAZDZENIE
}

OF4A1TITLE
{
ZMIESZANA RZECZYWISTOSC
}

OF4A4TITLE
{
GNIAZDO PIT WORMA
}

OF5A1TITLE
{
JESTESMY W D....
}

OF6A1TITLE
{
"PRZESYLKA"
}

OF6A4TITLE
{
ZDERZENIE SWIATOW
}

OF7A0TITLE
{
KONKLUZJA
}

// In-Game messages
$position -1 0.65
$effect 2
$color 100 100 100
$color2 240 110 0
$fadein 0.01
$fxtime 0.25
$holdtime 2.0
$fadeout 0.5

// Game title
$position -1 -1
$effect 0
$color 180 180 180
$color2 0 0 0
$fadein 1.0
$holdtime 3.0
$fadeout 1.5

//edited game title
OFGAMETITLE
{
Sven Co-op: Sila Przeciwna

//Half-Life Demo text.
}
DEMOTXT1
{
OBIEKT:
GORDON FREEMAN, Ph.D.
}

DEMOTXT2
{
OBECNA LOKALIZACJA:
KOMPLEX REAKTOROW LAMBDA
OSRODEK BADAWCZY BLACK MESA
}

DEMOTXT3
{
CZAS:
MOMENT KATASTROFY + 48.00 GODZ
}

DEMOTXT4
{
STATUS:
DO OCENIENIA
}


$holdtime 7.5

DEMOTXT6
{
OBECNA OCENA:
ZAKONCZONO LACZE NADRZEDNE.
}

DEMOTXT7
{
WYMAGANE WIECEJ INFORMACJI.
}

//Blue Shift

holdtime 6.5
BSTITLE
{
Pol Zycia: Niebieska Zmiana
}

//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 1.3

BAINTRO1
{
OBIEKT:
B. Calhoun
}

BACR29
{
WYKSZTALCENIE:
2 lata w Martinson College
Kierunek nie sprecyzowany
}

BACR30
{
ZATRUDNIENIE:
Osrodek badawczy Black Mesa
}

BACR31
{
POZYCJA:
Ochrona Personelu
}

BACR32
{
PRZYNALENOSC:
Ochrona strefy 3
}

BACR33
{
DOSTEP:
Poziom 3
}

BACR34
{
PRIORYTETY W PRZYPADKU KATASTROFY:
Zabezpieczenie sprzetu
i materialow obiektu.
}

BACR35
{
MNIEJ WAZNE:
Bezpieczenstwo personelu badawczego.
}

BACR36
{
NAJNIZSZY PRIORYTET:
Wlasne bezpieczenstwo.
}

// CHAPTER TITLES
$fadein 0.01
$position -1 0.4
$holdtime 4

$position -1 0.65
BA_TRAMTITLE
{
PRZESTRZEN MIESZKALNA
}

BA_SECURITYTITLE
{
NIEBEZPIECZENSTWO
}

BA_CANALSTITLE
{
OBOWIAZKI WZYWAJA
}

BA_YARDTITLE
{
PRZEJETY LADUNEK
}

BA_XENTITLE
{
OGNISKO
}

BA_POWERTITLE
{
PRZYWRACANIE ZASILANIA
}

BA_TELEPORTTITLE
{
SKOK WIARY
}

$fadein 0.04
$holdtime 2

CHUMTOAD
{
CHUMTOAD'S LAIR
}

//HAZARD COURSE TEXT

// Test values -- JAY
$position -1 0.65
// Scan-out text effect
$effect 2
// This is the final color
$color 100 100 100
// This is the highlight color
$color2 0 200 50
// This is the time it takes to fade each character
$fadein 0.005
// This is the amount of time the highlight lags behind the leading edge of the text
$fxtime 0.5
// 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

$position -1 0.3
HZBUTTON1
{
NACISNIJ PRZYCISK (UZYCIE) BY SKORZYSTAC Z PRZYCISKU
}

$position -1 0.65
HZBUTTON2
{
NACISNIJ PRZYCISK (UZYCIE) BY SKORZYSTAC Z PRZYCISKU
}

HZMOVE
{
IDZ DO PRZODU ZA POMOCA (PRZYCISK DO PRZODU)
IDZ DO TYLU ZA POMOCA (PRZYCISK DO TYLU)
IDZ W LEWO ZA POMOCA (PRZYCISK W LEWO)
IDZ W PRAWO ZA POMOCA (PRZYCISK W PRAWO)
}

HZJUMP
{
IDZ DO PRZODU ZA POMOCA (PRZYCISK DO PRZODU)
NACISNIJ PRZYCISK (SKOK) DO SKAKANIA
}

HZDUCK
{
IDZ DO PRZODU ZA POMOCA (PRZYCISK DO PRZODU)
NACISNIEJ PRZYCISK (KUCANIE) BY PRZYKUCNAC
NACISNIJ NARAZ PRZYCISKI: DO PRZODU, KUCANIE
BY PORUSZAC SIE W TRYBIE SKRADANIA
}

HZCOMBO
{
IDZ DO PRZODU ZA POMOCA (PRZYCISK DO PRZODU)
NACISNIEJ PRZYCISK (SKOK) DO SKAKANIA
NACISNIEJ PRZYCISK (KUCANIE) BY PRZYKUCNAC
NACISNIEJ PRZYCISK (SKOK) DO SKAKANIA
}

HZDUCKJUMP
{
NACISNIJ NARAZ PRZYCISKI: DO PRZODU, SKOK, KUCANIE
BY MOC PRZESKOCZYC NISKIE PRZESZKODY
}

HZLADDER
{
WCISNIJ (PRZYCISK DO PRZODU) BY WEJSC NA GORE DRABINY
WCISNIJ (PRZYCISK DO TYLU) BY ZEJSC NA DOL DRABINY
}

HZLJUMP
{
IDZ DO PRZODU
NACISNIEJ PRZYCISK (KUCANIE)--
NASTEPNIE NACISNIEJ PRZYCISK (SKOK) DO SKAKANIA
}

$position -1 0.3
HZLMOD
{
UPEWNIJ SIE ZE ZABRANO MODUL DLUGIEGO SKOKU
NA POCZATKU TEGO TESTU
}

$position -1 0.65
HZMEDKIT
{
UZYJ APTECZKI ZA POMOCA PRZYCISK (UZYCIA)
TRZYMAJ PRZYCISK (UZYCIA)
DOPOKI PUNKTY ZYCIA NIE BEDA WYNOSILY 100
}

HZMOMENT
{
AKTYWUJ KOLA ITP. 
ZA POMOCA (PRZYCISK UZYCIA)
TRZYMAJ (PRZYCISK UZYCIA) DOPOKI NIE BEDZIESZ MOGL PRZEJSC
}

HZPUSH
{
NACISNIJ NARAZ: PRZYCISK (DO PRZODU) I (UZYCIE)
BY PCHAC PUDLO PRZED SIEBIE
}

HZPULL
{
NACISNIJ NARAZ: PRZYCISK (DO TYLU) I (UZYCIE)
BY CIAGNAC PUDLO DO SIEBIE
}

HZCROWBAR
{
PODEJDZ DO LOMU
NACISNIJ PRZYCISK (ATAK 1) BY ZNISZYC KRUCHE OBJEKTY
}

HZLITEON
{
NACISNIJ (PRZYCISK LATARKI) BY WLACZYC LATARKE

}

HZLITEOFF
{
NACISNIJ (PRZYCISK LATARKI) BY WYLACZYC LATARKE 

}

HZWEAPON
{
PODEJDZ DO BRONI BY JA PODNIESC
}

HZFIREWEAP
{
NACISNIJ PRZYCISK (ATAK 1) DLA  ATAKU PODSTAWOWEGO
NACISNIJ PRZYCISK (ATAK 2) DLA  ATAKU ALTERNATYWNEGO
NACISNIJ PRZYCISK (PRZELADOWANIE) BY PRZELADOWAC
}

HZARMOR
{
TRZYMAJ (PRZYCISK UZYCIA)
DOPOKI NIE NALADUJESZ W PELNI KOSTIUMU

}

HZSWIM
{
NACISNIJ (PRZYCISK DO PRZODU) BY PLYWAC
PATRZ TAM GDZIE CHCESZ PLYNAC
WYNORZ SIE KIEDY ZABRAKNIE CI POWIETRZA
POCZEKAJ NA POWIEZCHNI BY SIE ZREGENEROWAC

}

HZDAMAGE
{
NIEKTORE TYPY OBRAZEN SA WYKRYWANE PRZEZ KOSTIUM
I SA NA JEGO INTERFEJSIE WYSWIETLANE.
KIERUNEK DOSTAWANIA OBRAZEN JEST POKAZYWANY
POPRZEZ CZERWONE SWIATLO NA INTERFEJSIE
}

HZHAZARD
{
ZAGROZENIE RADIOAKTYWNE
ZALECANA  AKTYWACJA LICZNIKA GEIGERA
}

HZSCIENTIST
{
PODEJDZ DO NAUKOWCA
NACISNIJ (PRZYCISK UZYCIA) BY POPROSIC GO O POMOC
}

HZBARNEY
{
PODEJDZ DO STRAZNIKA
NACISNIJ (PRZYCISK UZYCIA) BY POPROSIC GO O POMOC
IDZ DO DRZWI
STRAZNIK OTWORZY CI ZAMKNIETE DRZWI
}

HZTRAIN
{
NACISNIJ (PRZYCISK UZYCIA) BY URUCHOMIC SILNIK
NACISNIJ (PRZYCISK DO PRZODU) BY PRZYSPIESZYC
NACISNIJ (PRZYCISK DO TYLU) BY ZWOLNIC
NACISNIJ (PRZYCISK UZYCIA) PONOWNIE BY ZGASIC SILNIK
}

HZDONE
{
GRATULACJE!
WLASNIE UKONCZYLES 
KURS SZKOLENIOWY BLACK MESY.
WROC GDY BEDZIESZ POTRZEBOWAL POMCY PONOWNIE.
}