[enu default]
//Weapons
//minigun
PICKUP_MINIGUN = "You got the minigun!";
OB_MINIGUN = "%o was drilled by %k's minigun.";
OB_MINIGUN_2 = "%o was pelted by %k's minigun.";

//grenade launcher
PICKUP_GRENADELAUNCHER = "You got the grenade launcher!";

//railgun
PICKUP_RAILGUN = "You got the railgun!";

//bfg10k
PICKUP_BFG10K = "You got the BFG10000!  Hell, yes!";
OB_BFG10K = "%o was blasted by %k's BFG10K.";
OB_BFG10K_RARE = "%o got a blast in the ass from %k's BFG10K.";
OB_BFG10K_SELF = "%o got reckless with %p BFG10K.";


//Monsters
//obituaries
OB_CACODEMON_MELEE_RARE = "%o tried to get friendly with a cacodemon.";
OB_BARON_MELEE_RARE = "%o was bitchslapped by a Baron of Hell.";
OB_DARKIMP_MELEE = "%o was slashed by a dark imp.";
OB_DARKIMP = "%o was burned by a dark imp.";
OB_BLOODDEMON_MELEE = "%o was chomped on by a blood demon.";
OB_SSGGUY = "%o was jacked by a super shotgun guy.";
OB_BELPHEGOR_MELEE = "%o was slain by a Belphegor.";
OB_BELPHEGOR = "%o was slain by a Belphegor.";
OB_CACOLANTERN_MELEE = "%o got too close to a cacolantern.";
OB_CACOLANTERN = "%o was smitten by a cacolantern.";
OB_ABADDON_MELEE = "%o became food for an abaddon.";
OB_ABADDON = "%o was smitten by an abaddon.";
OB_HECTEBUS = "%o was cremated by a hectebus.";

//cast call
CC_SSGGUY = "SUPER SHOTGUN GUY";
CC_DARKIMP = "DARK IMP";
CC_BLOODDEMON = "BLOOD DEMON";
CC_CACOLANTERN = "CACOLANTERN";
CC_HECTEBUS = "HECTEBUS";


//Items
PICKUP_REDARMOR = "Picked up the red armor!";


//Episodes
//cluster strings.
DM1TEXT =
		"CONGRATULATIONS, YOU'VE FOUND WHAT NO\n"
		"ONE PROBABLY WOULD HAVE EVER SUSPECTED:\n"
		"THE SECRET DEATHMATCH LEVEL! PAT YOURSELF\n"
		"ON THE BACK AND GET READY... IT'S FIGHTIN'\n"
		"TIME!";
DM2TEXT =
		"THE GREATEST EVIL THE WORLD HAS EVER\n"
		"KNOWN HAS FINALLY BEEN SLAIN. LINGUICA,\n"
		"THE \"SAUSAGE OF DEATH\", WILL HOLD PLUSH\n"
		"CACODEMONS CAPTIVE NO LONGER. YOU WATCH\n"
		"FROM AFAR AS LINGUICA'S LAIR, WHICH SERVED\n"
		"AS HISSY'S PRISON, CRUMBLES TO THE GROUND.\n"
		"\n"
		"HISSY IS FREE! YOU WATCH WITH DELIGHT\n"
		"AS THE PLUSH CACODEMON KNOWN AS HISSY\n"
		"EMERGES FROM THE RUBBLE, GIVES YOU A\n"
		"\"HISS\" GOODBYE, AND FLOATS AWAY HAPPILY.\n"
		"YOU BREATHE A SIGH OF RELIEF, KNOWING THAT\n"
		"HISSY, AND ALL OTHER PLUSH CACODEMONS,\n"
		"CAN ROAM FREE ONCE AGAIN.";

//	{ str_notchanged, "STSTR_HISSYON", "Fearless Rage Mode ON", NULL },
//	{ str_notchanged, "STSTR_HISSYOFF", "Fearless Rage Mode OFF", NULL },

// Level names.
LEVEL_SP_PRE_1 = "level 1";
LEVEL_SP_PRE_2 = "level 2";
LEVEL_SP_PRE_3 = "level 3";
LEVEL_SP_PRE_4 = "level 4";
LEVEL_SP_PRE_5 = "level 5";
LEVEL_SP_PRE_6 = "level 6";
LEVEL_SP_PRE_7 = "level 7";
LEVEL_SP_PRE_8 = "level 8";
LEVEL_SP_PRE_9 = "level 9";
LEVEL_SP_PRE_10 = "level 10";
LEVEL_SP_PRE_11 = "level 11";
LEVEL_SP_PRE_12 = "level 12";
LEVEL_SP_PRE_13 = "level 13";
LEVEL_SP_PRE_14 = "level 14";
LEVEL_SP_PRE_15 = "level 15";
LEVEL_SP_PRE_16 = "level 16";
LEVEL_SP_PRE_17 = "level 17";
LEVEL_SP_PRE_18 = "level 18";
LEVEL_SP_PRE_19 = "level 19";
LEVEL_SP_PRE_20 = "level 20";
LEVEL_SP_PRE_21 = "level 21";
LEVEL_SP_PRE_22 = "level 22";
LEVEL_SP_PRE_23 = "level 23";
LEVEL_SP_PRE_24 = "level 24";
LEVEL_SP_PRE_25 = "level 25";
LEVEL_SP_PRE_26 = "level 26";
LEVEL_SP_PRE_27 = "level 27";
LEVEL_SP_PRE_28 = "level 28";
LEVEL_SP_PRE_29 = "level 29";
LEVEL_SP_PRE_30 = "level 30";
LEVEL_SP_PRE_31 = "level 31";
LEVEL_SP_PRE_32 = "level 32";



[ita]
//Weapons
//minigun
PICKUP_MINIGUN = "Hai trovato un minigun!";
OB_MINIGUN = "%o e' stato trapanato dal minigun di %k.";
OB_MINIGUN_2 = "%o e' stato colpito dal minigun di %k.";

//grenade launcher
PICKUP_GRENADELAUNCHER = "Hai trovato un lancia granate!!";

//railgun
PICKUP_RAILGUN = "Hai trovato un railgun!";

//bfg10k
PICKUP_BFG10K = "Hai trovato il BFG10000!  Oh, si!";
OB_BFG10K = "%o e' stato annientato dal BFG10K di %k.";
OB_BFG10K_RARE = "%o e' stato inculato dal BFG10K di %k.";
OB_BFG10K_SELF = "%o si e' ucciso col suo BFG10K.";


//Monsters
//obituaries
OB_CACODEMON_MELEE_RARE = "%o ha provato a fare amicizia con un cacodemone.";
OB_BARON_MELEE_RARE = "%o e' stato colpito da un barone dell'inferno.";
OB_DARKIMP_MELEE = "%o e' stato squarciato da un imp oscuro.";
OB_DARKIMP = "%o e' stato bruciato da un imp oscuro.";
OB_BLOODDEMON_MELEE = "%o e' stato mangiato da un demone di sangue.";
OB_SSGGUY = "%o e' stato smembrato da uno zombie con doppietta.";
OB_BELPHEGOR_MELEE = "%o e' stato assassinato da un Belphegor.";
OB_BELPHEGOR = "%o e' stato assassinato da un Belphegor.";
OB_CACOLANTERN_MELEE = "%o si e' avvicinato troppo a un caco-lanterna.";
OB_CACOLANTERN = "%o e' stato abbattuto da un caco-lanterna.";
OB_ABADDON_MELEE = "%o e' diventato cibo per un abaddon.";
OB_ABADDON = "%o e' stato abbattuto da un abaddon.";
OB_HECTEBUS = "%o e' stato cremato da un hectebus.";

//cast call
CC_SSGGUY = "ZOMBIE CON DOPPIETTA";
CC_DARKIMP = "IMP OSCURO";
CC_BLOODDEMON = "DEMONE DI SANGUE";
CC_CACOLANTERN = "CACO-LANTERNA";
CC_HECTEBUS = "HECTEBUS";


//Items
PICKUP_REDARMOR = "Hai trovato un'armatura rossa!";


//Episodes
//Cluster strings.
DM1TEXT =
		"Congratulazioni, Hai trovato qualcosa che\n"
		"nessuno avrebbe probabilente mai sospettato:\n"
		"IL LIVELLO DEATHMATCH SEGRETO! datti un colpo\n"
		"nel di dietro e tieniti pronto... E' tempo di\n"
		"combattere!";
DM2TEXT =
		"Il piu' grande male che il mondo abbia\n"
		"conosciuto e' stato finalmente ucciso. \n"
		"Linguica, la \"salsiccia della morte\", non\n"
		"terra' mai piu' in prigione cacodemoni di lusso.\n"
		"guardi da lontano la tana di Linguica, che serviva\n"
		"come prigione di hissy, sbriciolarsi.\n"
		"\n"
		"HISSY E' LIBERO! guardi con delizia\n"
		"il lussuoso cacodemone conosciuto come hissy\n"
		"che emerge dalle macerie, e da a te un\n"
		"\"HISS\" ADDIO, e galleggia via contento.\n"
		"fai un respiro di sollievo, sapendo che\n"
		"HISSY, e tutti gli altri lussuosi cacodemoni,\n"
		"possono vagabondare liberi di nuovo.";

//	{ str_notchanged, "STSTR_HISSYON", "Modalita' Rabbia senza Paura Attiva", NULL },
//	{ str_notchanged, "STSTR_HISSYOFF", "Modalita' Rabbia senza Paura Disattiva", NULL },

// Level names.
LEVEL_SP_PRE_1 = "livello 1";
LEVEL_SP_PRE_2 = "livello 2";
LEVEL_SP_PRE_3 = "livello 3";
LEVEL_SP_PRE_4 = "livello 4";
LEVEL_SP_PRE_5 = "livello 5";
LEVEL_SP_PRE_6 = "livello 6";
LEVEL_SP_PRE_7 = "livello 7";
LEVEL_SP_PRE_8 = "livello 8";
LEVEL_SP_PRE_9 = "livello 9";
LEVEL_SP_PRE_10 = "livello 10";
LEVEL_SP_PRE_11 = "livello 11";
LEVEL_SP_PRE_12 = "livello 12";
LEVEL_SP_PRE_13 = "livello 13";
LEVEL_SP_PRE_14 = "livello 14";
LEVEL_SP_PRE_15 = "livello 15";
LEVEL_SP_PRE_16 = "livello 16";
LEVEL_SP_PRE_17 = "livello 17";
LEVEL_SP_PRE_18 = "livello 18";
LEVEL_SP_PRE_19 = "livello 19";
LEVEL_SP_PRE_20 = "livello 20";
LEVEL_SP_PRE_21 = "livello 21";
LEVEL_SP_PRE_22 = "livello 22";
LEVEL_SP_PRE_23 = "livello 23";
LEVEL_SP_PRE_24 = "livello 24";
LEVEL_SP_PRE_25 = "livello 25";
LEVEL_SP_PRE_26 = "livello 26";
LEVEL_SP_PRE_27 = "livello 27";
LEVEL_SP_PRE_28 = "livello 28";
LEVEL_SP_PRE_29 = "livello 29";
LEVEL_SP_PRE_30 = "livello 30";
LEVEL_SP_PRE_31 = "livello 31";
LEVEL_SP_PRE_32 = "livello 32";
