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-rw-r--r--Game/Code/Screens/UScreenSing.pas14
1 files changed, 4 insertions, 10 deletions
diff --git a/Game/Code/Screens/UScreenSing.pas b/Game/Code/Screens/UScreenSing.pas
index ee4bedc8..d684dc3c 100644
--- a/Game/Code/Screens/UScreenSing.pas
+++ b/Game/Code/Screens/UScreenSing.pas
@@ -1089,18 +1089,12 @@ begin
//Generate Steps 0 to 8
A := Floor(A / (B * Czesci[0].Czesc[S].TotalNotes / Czesci[0].Wartosc) * 8);
+
+ //Generate Text
if A >= 8 then
- Player[I].LineBonus_Text := Language.Translate('LINEBONUS_PERFECT')
- else if (A = 6) or (A = 7) then
- Player[I].LineBonus_Text := Language.Translate('LINEBONUS_BETTER')
- else if A = 5 then
- Player[I].LineBonus_Text := Language.Translate('LINEBONUS_GOOD')
- else if (A = 3) or (A = 4) then
- Player[I].LineBonus_Text := Language.Translate('LINEBONUS_NORMAL')
- else if A = 2 then
- Player[I].LineBonus_Text := Language.Translate('LINEBONUS_BAD')
+ Player[I].LineBonus_Text := Theme.Sing.LineBonusText[8]
else
- Player[I].LineBonus_Text := Language.Translate('LINEBONUS_WORST');
+ Player[I].LineBonus_Text := Theme.Sing.LineBonusText[Floor(A)];
//PhrasenBonus give Points
Player[I].ScoreLine := Player[I].ScoreLine + (1000 / (Length(Czesci[0].Czesc) - NumEmptySentences) * A / 8);