;     This file should be encoded using the UTF-8 format.

;     Each string (phrase) entry has three parts to it.
;     The first part is the translated version prefixed by a string ID and tab.
;     The second part is the English version, there for reference.
;     The last part shows how in the source code the string is used,
;     and a string is sometimes used multiple places in the source.

;     Note: only translate the first part!  Do not translate anything else.

;     All strings are formatted using C formatting rules.
;     %s is replaced at run-time with other strings
;     %d is replaced at run-time with whole numbers
;     %f is replaced at run-time with real numbers (floating-point numbers)
;     \r\n means go to next line (sometimes shown as just \n)
;     See this link for advanced formatting:
;     http://www.phim.unibe.ch/comp_doc/c_manual/C/FUNCTIONS/format.html

;     Original English:  %s has %d wins and %d losses.
;     In-game English:   Mark has 12 wins and 7 losses.

;     Do not reorder format identifiers or else the game will crash. For example:
;     Original English:  E977D41F     %s has %d wins and %d losses.
;     This will crash:   E977D41F     A total of %d wins %d losses has been achieved by %s.
;     This is okay:      E977D41F     %s tiene %d triunfos y %d pérdidas.


F22813AD	Custom
;		Custom
;		Notes:  Custom as in custom map type
;		GameSettingsINC.cpp: return "Custom";

D0987D4D	Twisted Valleys
;		Twisted Valleys
;		GameSettingsINC.cpp: return "Twisted Valleys";

F06D3BA9	Twisted Canyons
;		Twisted Canyons
;		GameSettingsINC.cpp: return "Twisted Canyons";

89E4C0BD	Mesas
;		Mesas
;		GameSettingsINC.cpp: return "Mesas";

73C353AD	Barren
;		Barren
;		GameSettingsINC.cpp: return "Barren";

E593A49F	Bottleneck
;		Bottleneck
;		GameSettingsINC.cpp: return "Bottleneck";

541E67B9	Wheel of War
;		Wheel of War
;		GameSettingsINC.cpp: return "Wheel of War";

0F53C983	Trenches
;		Trenches
;		GameSettingsINC.cpp: return "Trenches";

83B3FD01	Khyber Pass
;		Khyber Pass
;		GameSettingsINC.cpp: return "Khyber Pass";

DDF9D75B	Ice Gorge
;		Ice Gorge
;		GameSettingsINC.cpp: return "Ice Gorge";

7473475F	Craters
;		Craters
;		GameSettingsINC.cpp: return "Craters";

3EFCE72A	Volcano
;		Volcano
;		GameSettingsINC.cpp: return "Volcano";

7DA5FDC9	Labyrinth
;		Labyrinth
;		GameSettingsINC.cpp: return "Labyrinth";

1197DFE3	Random
;		Random
;		GameSettingsINC.cpp: return "Random";

629B9E5B	Unknown
;		Unknown
;		GameSettingsINC.cpp: return "Unknown";

5D8F8B63	Very random but very fair.
;		Very random but very fair.
;		GameSettingsINC.cpp: return "Very random but very fair.";

CECE4698	Like Twisted Valleys, with expansions on the upper level.
;		Like Twisted Valleys, with expansions on the upper level.
;		GameSettingsINC.cpp: return "Like Twisted Valleys, with expansions on the upper level.";

0F68ECDD	Large map where each mesas has a ramp.
;		Large map where each mesas has a ramp.
;		GameSettingsINC.cpp: return "Large map where each mesas has a ramp.";

65CBEA50	Nothing between you and your enemies.
;		Nothing between you and your enemies.
;		GameSettingsINC.cpp: return "Nothing between you and your enemies.";

3348A4F3	Each side has one ramp to the middle.
;		Each side has one ramp to the middle.
;		GameSettingsINC.cpp: return "Each side has one ramp to the middle.";

D9FB8266	Players are positioned on the wheel.
;		Players are positioned on the wheel.
;		GameSettingsINC.cpp: return "Players are positioned on the wheel.";

6EFF1702	Mountain ranges block passage to enemies.
;		Mountain ranges block passage to enemies.
;		GameSettingsINC.cpp: return "Mountain ranges block passage to enemies.";

9491C965	Limited passages connect enemies through mountain ranges.
;		Limited passages connect enemies through mountain ranges.
;		GameSettingsINC.cpp: return "Limited passages connect enemies through mountain ranges.";

5847B266	Inner ring allows access to enemies.
;		Inner ring allows access to enemies.
;		GameSettingsINC.cpp: return "Inner ring allows access to enemies.";

3AAD888A	Each player starts in a crater.
;		Each player starts in a crater.
;		GameSettingsINC.cpp: return "Each player starts in a crater.";

C9B6A842	Two teams battle around a volcano.
;		Two teams battle around a volcano.
;		GameSettingsINC.cpp: return "Two teams battle around a volcano.";

EF366B89	It is suggested the teammates together button be unchecked for this map type.
;		It is suggested the teammates together button be unchecked for this map type.
;		GameSettingsINC.cpp: return "It is suggested the teammates together button be unchecked for this map type.";

62E8BF1F	The game will randomly choose which map type to use.
;		The game will randomly choose which map type to use.
;		GameSettingsINC.cpp: return "The game will randomly choose which map type to use.";

AD3DD7AA	a team has more than one cpu player
;		a team has more than one cpu player
;		GameSettingsINC.cpp: *pstrReasonNotRated = "a team has more than one cpu player";

9C02D414	a team has no human players
;		a team has no human players
;		GameSettingsINC.cpp: *pstrReasonNotRated = "a team has no human players";

5F75705E	a team has more than one human player
;		a team has more than one human player
;		GameSettingsINC.cpp: *pstrReasonNotRated = "a team has more than one human player";

49E91B37	practice mode enabled
;		practice mode enabled
;		GameSettingsINC.cpp: *pstrReason = "practice mode enabled";

E0395EB2	not a normal game
;		not a normal game
;		Notes:  is the game mode the normal game mode or a special game mode?
;		GameSettingsINC.cpp: *pstrReason = "not a normal game";

6EC810F9	map is not official
;		map is not official
;		Notes:  map type chosen is not official
;		GameSettingsINC.cpp: *pstrReason = "map is not official";

BEC3C5BE	not enough teams
;		not enough teams
;		GameSettingsINC.cpp: *pstrReason = "not enough teams";

9DAE4D16	too many teams for clan match
;		too many teams for clan match
;		GameSettingsINC.cpp: *pstrReason = "too many teams for clan match";

8995682F	teams not same size
;		teams not same size
;		GameSettingsINC.cpp: *pstrReason = "teams not same size";

DA2743DB	CPU%d
;		CPU%d
;		Notes:  name of CPU player.  For multiplayer it will always be CPU to reduce chance of clients going out-of-sync.
;		GameSettingsINC.cpp: player.strName = Base::CString("CPU%d", (i+1));
;		GameSettingsINC.cpp: str = CString("CPU%d", iCPU);

327EAA12	This map type is only available in full version.
;		This map type is only available in full version.
;		GameSettingsINC.cpp: *pstrWhyNot = "This map type is only available in full version.";

D9F914F3	Map type not available--no full version players in game.
;		Map type not available--no full version players in game.
;		GameSettingsINC.cpp: *pstrWhyNot = "Map type not available--no full version players in game.";

9E11FC47	The full version is required to play with this many CPUs.
;		The full version is required to play with this many CPUs.
;		GameSettingsINC.cpp: *pstrWhyNot = "The full version is required to play with this many CPUs.";

89701209	%s must play as Human (Demo restriction).
;		%s must play as Human (Demo restriction).
;		GameSettingsINC.cpp: *pstrWhyNot = CString("%s must play as Human (Demo restriction).", aPlayers[iDemoPlayerNotHuman].strName.Data());

0AF6D62B	Must have two or more teams.
;		Must have two or more teams.
;		GameSettingsINC.cpp: *pstrWhyNot = "Must have two or more teams.";

E9517EEB	Map type requires Teammates Together be checked.
;		Map type requires Teammates Together be checked.
;		GameSettingsINC.cpp: *pstrWhyNot = "Map type requires Teammates Together be checked.";

21F675A8	No valid map is selected.
;		No valid map is selected.
;		GameSettingsINC.cpp: *pstrWhyNot = "No valid map is selected.";

B08A53E3	Too many players for map.
;		Too many players for map.
;		GameSettingsINC.cpp: *pstrWhyNot = "Too many players for map.";

5D17EB42	Map requires more players.
;		Map requires more players.
;		GameSettingsINC.cpp: *pstrWhyNot = "Map requires more players.";

F92EA2ED	Too many teams for map.
;		Too many teams for map.
;		GameSettingsINC.cpp: *pstrWhyNot = "Too many teams for map.";

0C458E93	Map requires more teams.
;		Map requires more teams.
;		GameSettingsINC.cpp: *pstrWhyNot = "Map requires more teams.";

60C8459B	1V1 game
;		1V1 game
;		Notes:  game type: one player versus one opponent
;		GameSettingsINC.cpp: return "1V1 game";

7F3ACF7A	small team game
;		small team game
;		Notes:  normal team game
;		GameSettingsINC.cpp: return "small team game";

364BA797	med team game
;		med team game
;		Notes:  normal team game
;		GameSettingsINC.cpp: return "med team game";

4637521A	large team game
;		large team game
;		Notes:  normal team game
;		GameSettingsINC.cpp: return "large team game";

AAA14C1D	FFA game
;		FFA game
;		Notes:  game type: FFA is short for free-for-all.  FFA is a game mode where there are three more more teams (normal games have exactly two teams).
;		GameSettingsINC.cpp: return "FFA game";

063497A0	TFFA game
;		TFFA game
;		Notes:  game type: FFA is short for free-for-all.  FFA is a game mode where there are three more more teams (normal games have exactly two teams).
;		GameSettingsINC.cpp: return "TFFA game";

D832F4D4	clan game
;		clan game
;		Notes:  game type with "clans"
;		GameSettingsINC.cpp: return "clan game";

6954354B	overall
;		overall
;		GameSettingsINC.cpp: return "overall";

DDBFD54F	1V1 bot game
;		1V1 bot game
;		Notes:  bot game type: one player versus one opponent
;		GameSettingsINC.cpp: return "1V1 bot game";

F45CE38E	small team bot game
;		small team bot game
;		Notes:  normal team bot game
;		GameSettingsINC.cpp: return "small team bot game";

AFA95170	med team bot game
;		med team bot game
;		Notes:  normal team bot game
;		GameSettingsINC.cpp: return "med team bot game";

D01AC96B	large team bot game
;		large team bot game
;		Notes:  normal team bot game
;		GameSettingsINC.cpp: return "large team bot game";

D5D2FC67	FFA bot game
;		FFA bot game
;		Notes:  bot game type: FFA is short for free-for-all.  FFA is a bot game mode where there are three more more teams (normal bot games have exactly two teams).
;		GameSettingsINC.cpp: return "FFA bot game";

FB2414CA	overall bot
;		overall bot
;		GameSettingsINC.cpp: return "overall bot";

C9344E7E	AFK
;		AFK
;		Notes:  AFK is short for away-from-keyboard
;		GameSettingsINC.cpp: return "AFK";

34DB6262	Peeking
;		Peeking
;		GameSettingsINC.cpp: return "Peeking";

A1204B8F	Ready-To-Start
;		Ready-To-Start
;		GameSettingsINC.cpp: return "Ready-To-Start";

C96FD294	Not Ready
;		Not Ready
;		GameSettingsINC.cpp: return "Not Ready";

01EE4532	Launching
;		Launching
;		GameSettingsINC.cpp: return "Launching";

1C440A7E	Playing
;		Playing
;		GameSettingsINC.cpp: return "Playing";

52BD2573	Observing
;		Observing
;		GameSettingsINC.cpp: return "Observing";

6076D3D4	Exited
;		Exited
;		GameSettingsINC.cpp: return "Exited";

1D3B302D	Dropped
;		Dropped
;		GameSettingsINC.cpp: return "Dropped";

97E6ADD0	Map Version Mismatch
;		Map Version Mismatch
;		GameSettingsINC.cpp: return "Map Version Mismatch";

E3DAB6F2	Map Missing
;		Map Missing
;		GameSettingsINC.cpp: return "Map Missing";

FB997A80	invalid
;		invalid
;		GameSettingsINC.cpp: return "invalid";

1DBBF84D	Private
;		Private
;		GameSettingsINC.cpp: case PR_PRIVATE: return "Private";

0C244690	Corporal
;		Corporal
;		GameSettingsINC.cpp: case PR_CORPORAL: return "Corporal";

E3061AB3	Sergeant
;		Sergeant
;		GameSettingsINC.cpp: case PR_SERGEANT: return "Sergeant";

4E0C8C35	Lieutenant
;		Lieutenant
;		GameSettingsINC.cpp: case PR_LIEUTENANT: return "Lieutenant";

618886C7	Captain
;		Captain
;		GameSettingsINC.cpp: case PR_CAPTAIN: return "Captain";

FCF5D20D	Major
;		Major
;		GameSettingsINC.cpp: case PR_MAJOR: return "Major";

306D24B7	Colonel
;		Colonel
;		GameSettingsINC.cpp: case PR_COLONEL: return "Colonel";

0256DEE2	Brigadier
;		Brigadier
;		GameSettingsINC.cpp: case PR_BRIGADIER: return "Brigadier";

01940FD6	General
;		General
;		GameSettingsINC.cpp: case PR_GENERAL: return "General";

AD26A7C7	unknown
;		unknown
;		GameSettingsINC.cpp: return "unknown";

6DC9F7BA	Unknown Order
;		Unknown Order
;		OrderType.cpp: "Unknown Order",
;		OrderType.cpp: {"Unknown Order", ""},

4F0C9846	Move
;		Move
;		OrderType.cpp: "Move", // MOVE_TO_ORDER = 0,

A79CF093	Move and Engage
;		Move and Engage
;		OrderType.cpp: "Move and Engage", //MOVE_AND_ENGAGE

21F1F4DB	Teleport
;		Teleport
;		OrderType.cpp: "Teleport", //TELEPORT

F900E2AB	Harvest
;		Harvest
;		OrderType.cpp: "Harvest",// HARVEST_RESOURCE_ORDER
;		OrderType.cpp: {"Harvest", ""},// HARVEST_RESOURCE_ORDER

DFD613F3	Recruit
;		Recruit
;		OrderType.cpp: "Recruit", //RECRUIT_PEOPLE_ORDER
;		OrderType.cpp: {"Recruit", ""}, //RECRUIT_PEOPLE_ORDER

CFC1CACA	Unload
;		Unload
;		OrderType.cpp: "Unload", //UNLOAD_ORDER
;		OrderType.cpp: {"Unload", ""}, //UNLOAD_ORDER

CFA89054	Build Siteplan and Yard
;		Build Siteplan and Yard
;		OrderType.cpp: "Build Siteplan and Yard", //BUILD_SITEPLAN_YARD_ORDER
;		OrderType.cpp: {"Build Siteplan and Yard", ""}, //BUILD_SITEPLAN_YARD_ORDER

BA219932	Build Yard
;		Build Yard
;		OrderType.cpp: "Build Yard", //BUILD_YARD_ORDER
;		OrderType.cpp: {"Build Yard", ""}, //BUILD_YARD_ORDER

9B873F5B	Build Siteplan
;		Build Siteplan
;		OrderType.cpp: "Build Siteplan", //BUILD_SITEPLAN_ORDER
;		OrderType.cpp: {"Build Siteplan", ""}, //BUILD_SITEPLAN_ORDER

55FF82AE	Place Siteplan
;		Place Siteplan
;		OrderType.cpp: "Place Siteplan", //PLACE_SITEPLAN_ORDER
;		OrderType.cpp: {"Place Siteplan", ""}, //PLACE_SITEPLAN_ORDER

E107187B	Shift Building Order
;		Shift Building Order
;		OrderType.cpp: "Shift Building Order", //SHIFT_BUILDING_ORDER

406C280D	Attack
;		Attack
;		OrderType.cpp: "Attack", //ATTACK_ORDER
;		OrderType.cpp: {"Attack", ""}, //ATTACK_ORDER

AF523DCF	Attack Low
;		Attack Low
;		OrderType.cpp: "Attack Low",//ATTACK_LOW_ORDER
;		OrderType.cpp: {"Attack Low", "Aim the weapon low"}, //ATTACK_LOW_ORDER

5B32724F	Attack High
;		Attack High
;		OrderType.cpp: "Attack High",//ATTACK_HIGH_ORDER
;		OrderType.cpp: {"Attack High", "Aim the weapon high"}, //ATTACK_HIGH_ORDER

3BD1D50A	Select Weapon
;		Select Weapon
;		OrderType.cpp: "Select Weapon", // SELECT_WEAPON_TYPE
;		OrderType.cpp: {"Select Weapon", "Switch To Weapon"}, //SELECT_WEAPON_TYPE

7C61DDDF	Build
;		Build
;		OrderType.cpp: "Build", //BUILD_ORDER
;		OrderType.cpp: {"Build", ""}, //BUILD_ORDER

89483117	Repair
;		Repair
;		OrderType.cpp: "Repair", //REPAIR_UNIT_ORDER
;		OrderType.cpp: {"Repair", ""}, //REPAIR_UNIT_ORDER

82E06706	Disassemble
;		Disassemble
;		OrderType.cpp: "Disassemble", //DISASSEMBLE_ORDER
;		OrderType.cpp: {"Disassemble", "Disassemble a building. Any sites will be left intact."}, //DISASSEMBLE_ORDER

6F984146	Follow
;		Follow
;		OrderType.cpp: "Follow", //FOLLOW_ORDER
;		OrderType.cpp: {"Follow", ""}, //FOLLOW_ORDER

5EC2EABA	Stand Ground
;		Stand Ground
;		OrderType.cpp: "Stand Ground", //STAND_GROUND_ORDER
;		OrderType.cpp: {"Stand Ground", "Stand ground and hold position"}, //STAND_GROUND_ORDER

48154E73	Enter Transport
;		Enter Transport
;		OrderType.cpp: "Enter Transport", //ENTER_TRANSPORT
;		OrderType.cpp: {"Enter Transport", ""}, //   ENTER_TRANSPORT,

42588CA9	Exit Transport
;		Exit Transport
;		OrderType.cpp: "Exit Transport", //EXIT_TRANSPORT
;		OrderType.cpp: {"Exit Transport", ""},  //  EXIT_TRANSPORT,

8D80615E	Load Transport
;		Load Transport
;		OrderType.cpp: "Load Transport", //LOAD_TRANSPORT
;		OrderType.cpp: {"Load Transport", ""},  //  LOAD_TRANSPORT,

60A963F0	Unload Transport
;		Unload Transport
;		OrderType.cpp: "Unload Transport", //UNLOAD_ALL_TRANSPORT
;		OrderType.cpp: {"Unload Transport", ""}, //  UNLOAD_ALL_TRANSPORT,

95295398	Defend
;		Defend
;		OrderType.cpp: "Defend", //DEFEND_ORDER
;		OrderType.cpp: {"Defend", ""}, //DEFEND_ORDER

0C572647	Patrol
;		Patrol
;		OrderType.cpp: "Patrol", //PATROL_ORDER
;		OrderType.cpp: {"Patrol", ""}, //PATROL_ORDER

8756A0C6	Explore
;		Explore
;		OrderType.cpp: "Explore", //EXPLORE_ORDER
;		OrderType.cpp: {"Explore", ""}, //EXPLORE_ORDER

41B88BF1	Make Warp Gate
;		Make Warp Gate
;		OrderType.cpp: "Make Warp Gate", //MAKE_GATE_ORDER
;		OrderType.cpp: {"Make Warp Gate", //MAKE_GATE_ORDER,

BCE0F238	Repair Structure
;		Repair Structure
;		OrderType.cpp: "Repair Structure", //REPAIR_BUILDING_ORDER
;		OrderType.cpp: {"Repair Structure", ""}, //REPAIR_BUILDING_ORDER

4F2ABA49	Build Unit
;		Build Unit
;		OrderType.cpp: "Build Unit", //CONSTRUCT_UNIT_ORDER
;		OrderType.cpp: {"Build Unit", ""}, //CONSTRUCT_UNIT_ORDER

2E20A34E	Service
;		Service
;		OrderType.cpp: "Service", //ATTEND_TO_ORDER
;		OrderType.cpp: "Service",// HEAL_ORDER
;		OrderType.cpp: {"Service", ""}, //ATTEND_TO_ORDER

14C9AE22	EMP Grenade
;		EMP Grenade
;		OrderType.cpp: "EMP Grenade",// LAUNCH_EMP_GRENADE,

BEF9DDAB	Sticky Bomb
;		Sticky Bomb
;		OrderType.cpp: "Sticky Bomb",// LAUNCH_STICK_BOMB,

F58F645A	Throw Smoke Grenade
;		Throw Smoke Grenade
;		OrderType.cpp: "Throw Smoke Grenade", //THROW_SMOKE_GRENADE,
;		OrderType.cpp: {"Throw Smoke Grenade",

A7F38A39	Throw Flashbang
;		Throw Flashbang
;		OrderType.cpp: "Throw Flashbang", //THROW_FLASHBANG,
;		OrderType.cpp: {"Throw Flashbang",

5187BFE4	Throw HE Grenade
;		Throw HE Grenade
;		OrderType.cpp: "Throw HE Grenade", //THROW_HEGRENADE,
;		OrderType.cpp: {"Throw HE Grenade",

3EE282F9	Throw Molotov Cocktail
;		Throw Molotov Cocktail
;		OrderType.cpp: "Throw Molotov Cocktail", //THROW_MOLOTOVCOCKTAIL,
;		OrderType.cpp: {"Throw Molotov Cocktail",

5801DB2F	Place Land Mine
;		Place Land Mine
;		OrderType.cpp: "Place Land Mine", //PLACE_LAND_MINE,
;		OrderType.cpp: {"Place Land Mine",

F47355D9	Throw Slowness Grenade
;		Throw Slowness Grenade
;		OrderType.cpp: "Throw Slowness Grenade", // CAST_SLOWNESS
;		OrderType.cpp: {"Throw Slowness Grenade",

0C6A4E3C	Throw Madness Grenade
;		Throw Madness Grenade
;		OrderType.cpp: "Throw Madness Grenade", // CAST_MADNESS
;		OrderType.cpp: {"Throw Madness Grenade",

4FB637D9	Invoke Taunt
;		Invoke Taunt
;		OrderType.cpp: "Invoke Taunt",//INVOKE_TAUNT,
;		OrderType.cpp: {"Invoke Taunt",

E82C5081	Sprint
;		Sprint
;		OrderType.cpp: "Sprint",//SPRINT_ORDER
;		OrderType.cpp: {"Sprint",

CCA03870	Stop Sprint
;		Stop Sprint
;		OrderType.cpp: "Stop Sprint", //STOP_SPRINT
;		OrderType.cpp: {"Stop Sprint",

0EBEE5F5	Attack Ground
;		Attack Ground
;		OrderType.cpp: "Attack Ground", //ATTACK_GROUND_ORDER
;		OrderType.cpp: {"Attack Ground", ""}, //ATTACK_GROUND_ORDER

C5E34B58	Attack Ground Once
;		Attack Ground Once
;		OrderType.cpp: "Attack Ground Once", //ATTACK_GROUND_ONCE_ORDER
;		OrderType.cpp: {"Attack Ground Once", ""}, //ATTACK_GROUND_ONCE_ORDER

572866D7	Attack Grayed Target
;		Attack Grayed Target
;		OrderType.cpp: "Attack Grayed Target", // ATTACK_GRAYED_TARGET
;		OrderType.cpp: {"Attack Grayed Target", ""},//ATTACK_GRAYED_TARGET

7C42BCC2	Stop Attacking
;		Stop Attacking
;		OrderType.cpp: "Stop Attacking",//STOP_ATTACKING_ORDER
;		OrderType.cpp: {"Stop Attacking", ""}, //STOP_ATTACKING_ORDER

68B90B49	Clear Orders
;		Clear Orders
;		OrderType.cpp: "Clear Orders", //STOP_CURRENT_ACTION_ORDER
;		OrderType.cpp: {"Clear Orders",

3A7CA00C	Review Build Priorities
;		Review Build Priorities
;		OrderType.cpp: "Review Build Priorities",//REVIEW_BUILD_PRIORITIES_ORDER
;		OrderType.cpp: {"Review Build Priorities", ""},//REVIEW_BUILD_PRIORITIES_ORDER

83C3F555	Arm Hut
;		Arm Hut
;		OrderType.cpp: "Arm Hut", // ARM_HUT_ORDER
;		OrderType.cpp: {"Arm Hut", ""}, // ARM_HUT_ORDER

6DD5E167	Make Generator
;		Make Generator
;		OrderType.cpp: "Make Generator", // MAKE_GENERATOR_ORDER
;		OrderType.cpp: {"Make Generator", ""}, // MAKE_GENERATOR_ORDER

720E2C25	Place Tunnel
;		Place Tunnel
;		OrderType.cpp: "Place Tunnel",// PLACE_TUNNEL_ENTRANCE_ORDER
;		OrderType.cpp: {"Place Tunnel", ""},// PLACE_TUNNEL_ENTRANCE_ORDER

7A3A041C	Enter Tunnel
;		Enter Tunnel
;		OrderType.cpp: "Enter Tunnel",//ENTER_TUNNEL_ORDER
;		OrderType.cpp: {"Enter Tunnel", ""},//ENTER_TUNNEL_ORDER

ACFC8AAB	Use
;		Use
;		OrderType.cpp: "Use", //ENABLE_TELEPORT,
;		OrderType.cpp: {"Use",

508E8016	Avoid
;		Avoid
;		OrderType.cpp: "Avoid", //DISABLE_TELEPORT,
;		OrderType.cpp: {"Avoid",

5C0FAF8B	Activate Levitation Aura
;		Activate Levitation Aura
;		OrderType.cpp: "Activate Levitation Aura", //ACTIVATE_LEVITATION,
;		OrderType.cpp: {"Activate Levitation Aura", //ACTIVATE_LEVITATION,

158FDBCE	Deactivate Levitation Aura
;		Deactivate Levitation Aura
;		OrderType.cpp: "Deactivate Levitation Aura", //DEACTIVATE_LEVITATION,
;		OrderType.cpp: {"Deactivate Levitation Aura", //DEACTIVATE_LEVITATION,

3C7451EC	Set Metal Drop-Off Point
;		Set Metal Drop-Off Point
;		OrderType.cpp: "Set Metal Drop-Off Point", //SET_DROP_OFF_POINT_FOR_METAL
;		OrderType.cpp: {"Set Metal Drop-Off Point",

517C50DC	Set Salvage Drop-Off Point
;		Set Salvage Drop-Off Point
;		OrderType.cpp: "Set Salvage Drop-Off Point", //SET_DROP_OFF_POINT_FOR_SALVAGE
;		OrderType.cpp: {"Set Salvage Drop-Off Point",

2D0B0BB1	Set Ammo Drop-Off Point
;		Set Ammo Drop-Off Point
;		OrderType.cpp: "Set Ammo Drop-Off Point", //SET_DROP_OFF_POINT_FOR_AMMO
;		OrderType.cpp: {"Set Ammo Drop-Off Point",

CFCBD61E	Set Rally Point
;		Set Rally Point
;		OrderType.cpp: "Set Rally Point", //SET_RALLY_POINT
;		OrderType.cpp: {"Set Rally Point",

E7412D51	Set Flee Point
;		Set Flee Point
;		OrderType.cpp: "Set Flee Point", // SET_FLEE_POINT
;		OrderType.cpp: {"Set Flee Point",

D17E7509	Flee Unit
;		Flee Unit
;		OrderType.cpp: "Flee Unit", // FLEE_UNITS
;		OrderType.cpp: {"Flee Unit",
;		OrderType.cpp: aStrs.Add("Flee Unit");

F1349406	Grab Specific Drop
;		Grab Specific Drop
;		OrderType.cpp: "Grab Specific Drop", //GRAB_DROP
;		OrderType.cpp: {"Grab Specific Drop",

F43B4E70	Grab Nearby Drops
;		Grab Nearby Drops
;		OrderType.cpp: "Grab Nearby Drops", // GRAB_NEARBY_DROPS
;		OrderType.cpp: {"Grab Nearby Drops",

A3DFD250	Rescue Prisoner
;		Rescue Prisoner
;		OrderType.cpp: "Rescue Prisoner", // RESCUE_PRISONER
;		OrderType.cpp: {"Rescue Prisoner",

262850A0	Remote View
;		Remote View
;		OrderType.cpp: "Remote View",//REMOTE_VIEW

11492311	Invoke Hindsight
;		Invoke Hindsight
;		OrderType.cpp: "Invoke Hindsight", // CAST_HINDSIGHT
;		OrderType.cpp: {"Invoke Hindsight", // CAST_HINDSIGHT

3BD58EB1	Drop Tech
;		Drop Tech
;		OrderType.cpp: "Drop Tech", // DROP_TECH,
;		OrderType.cpp: {"Drop Tech",

C0C06B2E	Drop Weapon
;		Drop Weapon
;		OrderType.cpp: "Drop Weapon", // DROP_WEAPON
;		OrderType.cpp: {"Drop Weapon",

D027AA1C	Drop
;		Drop
;		OrderType.cpp: "Drop", // DROP_SPECIAL_OBJ,

2D608E38	Drop Resource
;		Drop Resource
;		OrderType.cpp: "Drop Resource", // DROP_RESOURCE_ORDER,
;		OrderType.cpp: {"Drop Resource",

1D9A503B	Ascend
;		Ascend
;		OrderType.cpp: "Ascend", // ASCEND_ORDER,
;		OrderType.cpp: {"Ascend",

1D4D38AC	Descend
;		Descend
;		OrderType.cpp: "Descend", // DESCEND_ORDER,
;		OrderType.cpp: {"Descend",

720F6634	Fire at Will
;		Fire at Will
;		OrderType.cpp: "Fire at Will", // FIRE_AT_WILL
;		OrderType.cpp: {"Fire at Will",

4D923A92	Hold Fire
;		Hold Fire
;		OrderType.cpp: "Hold Fire", // HOLD_FIRE
;		OrderType.cpp: {"Hold Fire",

7528DEC6	Crawl
;		Crawl
;		OrderType.cpp: "Crawl", // CRAWL_ORDER
;		OrderType.cpp: {"Crawl",

92BC4D5E	Prone Unit
;		Prone Unit
;		OrderType.cpp: "Prone Unit", // PRONE_POSITION_UNIT
;		OrderType.cpp: {"Prone Unit",

D4474E40	Stand Unit
;		Stand Unit
;		OrderType.cpp: "Stand Unit", // STAND_POSITION_UNIT
;		OrderType.cpp: {"Stand Unit",

50D1633A	Set Direction
;		Set Direction
;		OrderType.cpp: "Set Direction", // SET_DIRECTION
;		OrderType.cpp: {"Set Direction",

8266E798	Deploy Structure
;		Deploy Structure
;		OrderType.cpp: "Deploy Structure", // DEPLOY_STRUCTURE
;		OrderType.cpp: {"Deploy Structure",

DF4E72F2	Repair Grayed Corpse
;		Repair Grayed Corpse
;		OrderType.cpp: "Repair Grayed Corpse", // REPAIR_GRAYED_CORPSE
;		OrderType.cpp: {"Repair Grayed Corpse",

1ED128C0	Enter Grayed Holder
;		Enter Grayed Holder
;		OrderType.cpp: "Enter Grayed Holder", // ENTER_GRAYED_HOLDER
;		OrderType.cpp: {"Enter Grayed Holder",

4EF92C9C	Self Heal
;		Self Heal
;		OrderType.cpp: "Self Heal", // SELF_HEAL_ORDER

51BC10B7	First Aid
;		First Aid
;		OrderType.cpp: "First Aid", // FIRST_AID_ORDER

E6F1B759	Self Repair
;		Self Repair
;		OrderType.cpp: "Self Repair", // SELF_REPAIR_ORDER
;		OrderType.cpp: {"Self Repair",

F292736D	Repair Vehicle
;		Repair Vehicle
;		OrderType.cpp: "Repair Vehicle", //REPAIR_ORDER
;		OrderType.cpp: {"Repair Vehicle",

003E9428	Enable Share Salvage For Teammates
;		Enable Share Salvage For Teammates
;		OrderType.cpp: "Enable Share Salvage For Teammates", // ENABLE_SHARE_SALVAGE
;		OrderType.cpp: {"Enable Share Salvage For Teammates",

5AA542C1	Disable Share Salvage For Teammates
;		Disable Share Salvage For Teammates
;		OrderType.cpp: "Disable Share Salvage For Teammates", // DISABLE_SHARE_SALVAGE_FOR_TEAMMATES
;		OrderType.cpp: {"Disable Share Salvage For Teammates",

68B9E139	Enable Share Ammo
;		Enable Share Ammo
;		OrderType.cpp: "Enable Share Ammo", // ENABLE_SHARE_AMMO
;		OrderType.cpp: {"Enable Share Ammo",

335C88D5	Disable Share Ammo For Teammates
;		Disable Share Ammo For Teammates
;		OrderType.cpp: "Disable Share Ammo For Teammates", // DISABLE_SHARE_AMMO_FOR_TEAMMATES
;		OrderType.cpp: {"Disable Share Ammo For Teammates",

23BE5EC3	Disable Share Ammo
;		Disable Share Ammo
;		OrderType.cpp: "Disable Share Ammo", // DISABLE_SHARE_AMMO
;		OrderType.cpp: {"Disable Share Ammo",

390FBF46	Enable Share Gas
;		Enable Share Gas
;		OrderType.cpp: "Enable Share Gas", // ENABLE_SHARE_GAS
;		OrderType.cpp: {"Enable Share Gas",

8D4BB6A6	Disable Share Gas For Teammates
;		Disable Share Gas For Teammates
;		OrderType.cpp: "Disable Share Gas For Teammates", // DISABLE_SHARE_GAS_FOR_TEAMMATES
;		OrderType.cpp: {"Disable Share Gas For Teammates",

3A640263	Disable Share Gas
;		Disable Share Gas
;		OrderType.cpp: "Disable Share Gas", // DISABLE_SHARE_GAS
;		OrderType.cpp: {"Disable Share Gas",

5B343A9A	Set Ammo Share Ratio
;		Set Ammo Share Ratio
;		OrderType.cpp: "Set Ammo Share Ratio", // SET_RES_SHARE_RATIO_AMMO
;		OrderType.cpp: {"Set Ammo Share Ratio",

D82188A1	Set Gas Share Ratio
;		Set Gas Share Ratio
;		OrderType.cpp: "Set Gas Share Ratio", // SET_RES_SHARE_RATIO_GAS
;		OrderType.cpp: {"Set Gas Share Ratio",

50733EFF	Enable Ammo Transfer
;		Enable Ammo Transfer
;		OrderType.cpp: "Enable Ammo Transfer", // ENABLE_AMMO_TRANSFER
;		OrderType.cpp: {"Enable Ammo Transfer",

1519EF66	Disable Ammo Transfer
;		Disable Ammo Transfer
;		OrderType.cpp: "Disable Ammo Transfer", // DISABLE_AMMO_TRANSFER
;		OrderType.cpp: {"Disable Ammo Transfer",

DFE268F3	Enable Salvage Transfer
;		Enable Salvage Transfer
;		OrderType.cpp: "Enable Salvage Transfer", // ENABLE_SALVAGE_TRANSFER
;		OrderType.cpp: {"Enable Salvage Transfer",

186497D1	Disable Salvage Transfer
;		Disable Salvage Transfer
;		OrderType.cpp: "Disable Salvage Transfer", // DISABLE_SALVAGE_TRANSFER
;		OrderType.cpp: {"Disable Salvage Transfer",

041506FA	Cancel Construction Order
;		Cancel Construction Order
;		OrderType.cpp: "Cancel Construction Order", //CANCEL_CONSTRUCTION_ORDER

4E246961	Work in Metal Site
;		Work in Metal Site
;		OrderType.cpp: "Work in Metal Site", //WORK_IN_METALSITE
;		OrderType.cpp: {"Work in Metal Site",

88E7011C	Request Resource
;		Request Resource
;		OrderType.cpp: "Request Resource", //REQUEST_RESOURCE_ORDER
;		OrderType.cpp: {"Request Resource",

6D9CBBEC	Purchase Resource
;		Purchase Resource
;		OrderType.cpp: "Purchase Resource", //PURCHASE_RESOURCE_ORDER
;		OrderType.cpp: {"Purchase Resource",

86E61F38	Purchase Research
;		Purchase Research
;		OrderType.cpp: "Purchase Research", //PURCHASE_RESEARCH_ORDER
;		OrderType.cpp: {"Purchase Research",

E718A351	Upgrade Structure
;		Upgrade Structure
;		OrderType.cpp: "Upgrade Structure", //UPGRADE_STRUCTURE_ORDER
;		OrderType.cpp: {"Upgrade Structure",

BBD0E68E	Add Armor
;		Add Armor
;		OrderType.cpp: "Add Armor", //UPGRADE_UNITDEF_ORDER
;		OrderType.cpp: {"Add Armor",

BBC29317	Research Tech
;		Research Tech
;		OrderType.cpp: "Research Tech", // RESEARCH_TECH
;		OrderType.cpp: {"Research Tech",

03EECE5A	Total
;		Total
;		OrderType.cpp: "Total",  // TOTAL_ORDERS
;		OrderType.cpp: {"Total", ""},  // TOTAL_ORDERS

6A896FC8	Moves unit to specified location.
;		Moves unit to specified location.
;		OrderType.cpp: {"Moves unit to specified location.", ""}, // MOVE_TO_ORDER = 0,

EDF773B0	Move towards area, engage enemies if found
;		Move towards area, engage enemies if found
;		OrderType.cpp: {"Move towards area, engage enemies if found", ""}, // MOVE_AND_ENGAGE

C18A6D87	Teleport to another location
;		Teleport to another location
;		OrderType.cpp: {"Teleport to another location", ""},//TELEPORT

D3D3EFFA	Shift Building
;		Shift Building
;		OrderType.cpp: {"Shift Building", ""}, //SHIFT_BUILDING_ORDER

E914DAD7	Aim the weapon low
;		Aim the weapon low
;		OrderType.cpp: {"Attack Low", "Aim the weapon low"}, //ATTACK_LOW_ORDER

4818ACFE	Aim the weapon high
;		Aim the weapon high
;		OrderType.cpp: {"Attack High", "Aim the weapon high"}, //ATTACK_HIGH_ORDER

04A2D6D9	Switch To Weapon
;		Switch To Weapon
;		OrderType.cpp: {"Select Weapon", "Switch To Weapon"}, //SELECT_WEAPON_TYPE

34B4A650	Disassemble a building. Any sites will be left intact.
;		Disassemble a building. Any sites will be left intact.
;		OrderType.cpp: {"Disassemble", "Disassemble a building. Any sites will be left intact."}, //DISASSEMBLE_ORDER

A3A1930D	Stand ground and hold position
;		Stand ground and hold position
;		OrderType.cpp: {"Stand Ground", "Stand ground and hold position"}, //STAND_GROUND_ORDER

E2007066	Warp gates link two points on the map. Units can travel instantly between these points.
;		Warp gates link two points on the map. Units can travel instantly between these points.
;		OrderType.cpp: "Warp gates link two points on the map. Units can travel instantly between these points."

6EC9D63B	Throw EMP Grenade
;		Throw EMP Grenade
;		OrderType.cpp: {"Throw EMP Grenade",

7DCE52DE	Temporarily disables power a group of structures.
;		Temporarily disables power a group of structures.
;		OrderType.cpp: "Temporarily disables power a group of structures."

BCE9959B	Attach Sticky Bomb
;		Attach Sticky Bomb
;		OrderType.cpp: {"Attach Sticky Bomb",

0E322ECD	Sticky Bomb sticks to a target and eventually explodes.  Good vs vehicles.
;		Sticky Bomb sticks to a target and eventually explodes.  Good vs vehicles.
;		OrderType.cpp: "Sticky Bomb sticks to a target and eventually explodes.  Good vs vehicles."

4CFE923C	Temporarily create smoke.
;		Temporarily create smoke.
;		OrderType.cpp: "Temporarily create smoke."

65C1D312	Temporarily create flash.
;		Temporarily create flash.
;		OrderType.cpp: "Temporarily create flash."

35CB0331	make an explosion.
;		make an explosion.
;		OrderType.cpp: "make an explosion."

B5D7CE57	places land mine on the ground.
;		places land mine on the ground.
;		OrderType.cpp: "places land mine on the ground."

BBD841FA	Temporarily slows down of a group of units.
;		Temporarily slows down of a group of units.
;		OrderType.cpp: "Temporarily slows down of a group of units."

4E76066B	Hallucinogenic gas causes temporarily insanity.
;		Hallucinogenic gas causes temporarily insanity.
;		OrderType.cpp: "Hallucinogenic gas causes temporarily insanity."

238BCB60	Temporarily forces enemies to engage your brawler.
;		Temporarily forces enemies to engage your brawler.
;		OrderType.cpp: "Temporarily forces enemies to engage your brawler."

CB930B88	Temporarily allows unit sprint.
;		Temporarily allows unit sprint.
;		OrderType.cpp: "Temporarily allows unit sprint."

DC10A491	Order the unit to stop sprinting.
;		Order the unit to stop sprinting.
;		OrderType.cpp: "Order the unit to stop sprinting."

B0714F8E	Clears all orders.
;		Clears all orders.
;		OrderType.cpp: "Clears all orders."}, // STOP_CURRENT_ACTION_ORDER

091AD190	Heal
;		Heal
;		OrderType.cpp: {"Heal", ""},// HEAL_ORDER

314A2C39	Instruct your units to automatically use this warp gate.
;		Instruct your units to automatically use this warp gate.
;		OrderType.cpp: "Instruct your units to automatically use this warp gate."

5BDCC1AE	Instruct your units to ignore this warp gate.
;		Instruct your units to ignore this warp gate.
;		OrderType.cpp: "Instruct your units to ignore this warp gate."

D6407A02	Create a levitation field around the Chieftain so that other units traverse steep terrain.
;		Create a levitation field around the Chieftain so that other units traverse steep terrain.
;		OrderType.cpp: "Create a levitation field around the Chieftain so that other units traverse steep terrain."

BF962B74	Deactivate the levitation field surrounding the Chieftain.
;		Deactivate the levitation field surrounding the Chieftain.
;		OrderType.cpp: "Deactivate the levitation field surrounding the Chieftain."

459D6695	Units will deliver metal into their assigned drop-off building or target location.
;		Units will deliver metal into their assigned drop-off building or target location.
;		OrderType.cpp: "Units will deliver metal into their assigned drop-off building or target location."

5474249A	Units will deliver resources into their assigned drop-off building or target location.\nAt least two soldiers need to be assigned to the source.
;		Units will deliver resources into their assigned drop-off building or target location.\nAt least two soldiers need to be assigned to the source.
;		OrderType.cpp: "Units will deliver resources into their assigned drop-off building or target location.\nAt least two soldiers need to be assigned to the source."

5D60C3E6	Units will deliver resources into their assigned drop-off building or target location.\nAt least two soldiers need to be assigned to the source.\nAmmo Factory can transfer to any friendly building.
;		Units will deliver resources into their assigned drop-off building or target location.\nAt least two soldiers need to be assigned to the source.\nAmmo Factory can transfer to any friendly building.
;		OrderType.cpp: "Units will deliver resources into their assigned drop-off building or target location.\nAt least two soldiers need to be assigned to the source.\nAmmo Factory can transfer to any friendly building."

428C43B5	New units will move to selected point upon creation.
;		New units will move to selected point upon creation.
;		OrderType.cpp: "New units will move to selected point upon creation."

D411BC56	When units are ordered to flee, they will move to their assigned flee point.
;		When units are ordered to flee, they will move to their assigned flee point.
;		OrderType.cpp: "When units are ordered to flee, they will move to their assigned flee point."

43AF2F86	Tell units to move to their assigned flee point and removes them from selection control groups.
;		Tell units to move to their assigned flee point and removes them from selection control groups.
;		OrderType.cpp: "Tell units to move to their assigned flee point and removes them from selection control groups."

D07D8D83	Grab a specific drop, moving there if needed.
;		Grab a specific drop, moving there if needed.
;		OrderType.cpp: "Grab a specific drop, moving there if needed."

5A708E3C	Grab any drops near unit.
;		Grab any drops near unit.
;		OrderType.cpp: "Grab any drops near unit."

1A17E712	Rescue a prisoner captured by enemy.
;		Rescue a prisoner captured by enemy.
;		OrderType.cpp: "Rescue a prisoner captured by enemy."

57D88CD2	Interrogate Prisoner
;		Interrogate Prisoner
;		OrderType.cpp: {"Interrogate Prisoner",

B88C86C1	Reveals enemy locations on the map.\nPut captured soldier in Shelter to interrogate him.
;		Reveals enemy locations on the map.\nPut captured soldier in Shelter to interrogate him.
;		OrderType.cpp: "Reveals enemy locations on the map.\nPut captured soldier in Shelter to interrogate him."

E6BDA040	Hindsight will rewind the game time ninety seconds. This building will be destroyed in the process.
;		Hindsight will rewind the game time ninety seconds. This building will be destroyed in the process.
;		OrderType.cpp: "Hindsight will rewind the game time ninety seconds. This building will be destroyed in the process."

26AA9EA7	Drop specific tech to the ground.
;		Drop specific tech to the ground.
;		OrderType.cpp: "Drop specific tech to the ground."

4047E9E7	Drop specific weapon to the ground.
;		Drop specific weapon to the ground.
;		OrderType.cpp: "Drop specific weapon to the ground."

3F3BF09D	Drop Special Obj
;		Drop Special Obj
;		OrderType.cpp: {"Drop Special Obj",

B721270A	Move to higher altitude.
;		Move to higher altitude.
;		OrderType.cpp: "Move to higher altitude."

0A987C12	Move to ground level.
;		Move to ground level.
;		OrderType.cpp: "Move to ground level."

4E3E70E0	Make unit fire at will.
;		Make unit fire at will.
;		OrderType.cpp: "Make unit fire at will."

9DDFC145	Make unit hold fire.
;		Make unit hold fire.
;		OrderType.cpp: "Make unit hold fire."

D7B20852	Crawl to location.
;		Crawl to location.
;		OrderType.cpp: "Crawl to location."

C5B214FD	Make unit Prone.
;		Make unit Prone.
;		OrderType.cpp: "Make unit Prone."

35A2D581	Make unit Stand.
;		Make unit Stand.
;		OrderType.cpp: "Make unit Stand."

57F66719	Units will orient to a set direction
;		Units will orient to a set direction
;		OrderType.cpp: "Units will orient to a set direction"

75F7F4A8	Unit deploys a structure at location
;		Unit deploys a structure at location
;		OrderType.cpp: "Unit deploys a structure at location"

599EE1E9	Repair a grayed out structure corpse
;		Repair a grayed out structure corpse
;		OrderType.cpp: "Repair a grayed out structure corpse"

3BAA9D3B	Enter a grayed out unit holder
;		Enter a grayed out unit holder
;		OrderType.cpp: "Enter a grayed out unit holder"

06B65C2A	Self First-Aid
;		Self First-Aid
;		OrderType.cpp: {"Self First-Aid",

6304748A	Use First-Aid
;		Use First-Aid
;		OrderType.cpp: "Use First-Aid"

A3D6C86A	First-Aid
;		First-Aid
;		OrderType.cpp: {"First-Aid",

3CB2E332	Use First-Aid on other units
;		Use First-Aid on other units
;		OrderType.cpp: "Use First-Aid on other units"

F5D75951	Use Spare Parts
;		Use Spare Parts
;		OrderType.cpp: "Use Spare Parts"

F9989174	Use Spare Parts on other vehicles
;		Use Spare Parts on other vehicles
;		OrderType.cpp: "Use Spare Parts on other vehicles"

1EB8B869	Teammates can use your salvage from your base to make structures and to upgrade their cars.
;		Teammates can use your salvage from your base to make structures and to upgrade their cars.
;		OrderType.cpp: "Teammates can use your salvage from your base to make structures and to upgrade their cars."

4AA8E0A1	Teammates cannot use your salvage in your base.
;		Teammates cannot use your salvage in your base.
;		OrderType.cpp: "Teammates cannot use your salvage in your base."

0E23C69D	Instruct your units to automatically share the ammo.
;		Instruct your units to automatically share the ammo.
;		OrderType.cpp: "Instruct your units to automatically share the ammo."

739D896B	Instruct your units to ignore sharing ammo among teammates.
;		Instruct your units to ignore sharing ammo among teammates.
;		OrderType.cpp: "Instruct your units to ignore sharing ammo among teammates."

50B65810	Instruct your units to ignore sharing ammo.
;		Instruct your units to ignore sharing ammo.
;		OrderType.cpp: "Instruct your units to ignore sharing ammo."

0ECF3761	Instruct your units to automatically share the gas.
;		Instruct your units to automatically share the gas.
;		OrderType.cpp: "Instruct your units to automatically share the gas."

E3ABE72C	Instruct your units to ignore sharing gas among teammates.
;		Instruct your units to ignore sharing gas among teammates.
;		OrderType.cpp: "Instruct your units to ignore sharing gas among teammates."

45A8B419	Instruct your units to ignore sharing gas.
;		Instruct your units to ignore sharing gas.
;		OrderType.cpp: "Instruct your units to ignore sharing gas."

E90BF63E	Instruct your resource sender to set the maximum amount of resources for sharing.
;		Instruct your resource sender to set the maximum amount of resources for sharing.
;		OrderType.cpp: "Instruct your resource sender to set the maximum amount of resources for sharing."

B11A4947	Instruct your resource factory to transfer ammo to the target building.
;		Instruct your resource factory to transfer ammo to the target building.
;		OrderType.cpp: "Instruct your resource factory to transfer ammo to the target building."

B5CD1BDE	Instruct your resource factory to ignore transfer ammo to the target building.
;		Instruct your resource factory to ignore transfer ammo to the target building.
;		OrderType.cpp: "Instruct your resource factory to ignore transfer ammo to the target building."

BB81C535	Instruct your resource factory to transfer salvage to the target building.
;		Instruct your resource factory to transfer salvage to the target building.
;		OrderType.cpp: "Instruct your resource factory to transfer salvage to the target building."

C51D1AD2	Cancel Construction
;		Cancel Construction
;		OrderType.cpp: {"Cancel Construction",

92922AA5	Unit requests for a particular resource. It receives or harvests resource from building providing that resource.
;		Unit requests for a particular resource. It receives or harvests resource from building providing that resource.
;		OrderType.cpp: "Unit requests for a particular resource. It receives or harvests resource from building providing that resource."

620309DA	Flee Units
;		Flee Units
;		OrderType.cpp: aStrs.Add("Flee Units");

8EEACD01	Tell units inside to move to their assigned flee point and removes them from selection control groups.
;		Tell units inside to move to their assigned flee point and removes them from selection control groups.
;		OrderType.cpp: aStrs.Add("Tell units inside to move to their assigned flee point and removes them from selection control groups.");

E5BA083D	Tells unit to move to their assigned flee point and removes them from selection control groups.
;		Tells unit to move to their assigned flee point and removes them from selection control groups.
;		OrderType.cpp: aStrs.Add("Tells unit to move to their assigned flee point and removes them from selection control groups.");

AB0EFE6D	Heal Infantry
;		Heal Infantry
;		OrderType.cpp: aStrs.Add("Heal Infantry");

C2281605	Heal hit points of infantry units.
;		Heal hit points of infantry units.
;		OrderType.cpp: aStrs.Add("Heal hit points of infantry units.");

28FF409D	Repair Vehicles
;		Repair Vehicles
;		OrderType.cpp: aStrs.Add("Repair Vehicles");

68180DA3	Repair hit points of vehicles.
;		Repair hit points of vehicles.
;		OrderType.cpp: aStrs.Add("Repair hit points of vehicles.");

D179BB67	Service Unit
;		Service Unit
;		OrderType.cpp: aStrs.Add("Service Unit");

1E859982	Heal unit, or upgrade with any recently acquired upgrades or research.
;		Heal unit, or upgrade with any recently acquired upgrades or research.
;		OrderType.cpp: aStrs.Add("Heal unit, or upgrade with any recently acquired upgrades or research.");

7F27C499	Research %s
;		Research %s
;		Notes:  %s is the type of research, like "Research Combustive Damage"
;		OrderType.cpp: aStrs.Insert(CString("Research %s", strName.Data()), 0);
;		OrderType.cpp: return CString("Research %s",  CGameTechDesign::GetGameTechName(tech, bTranslate));

C4FE4F23	performance bug in game module
;		performance bug in game module
;		Worker.cpp: assert_warning(!"performance bug in game module");

8A0E6614	30 minutes
;		30 minutes
;		GameSettings.h: #define c_szMinMinsForDemo "30 minutes"

7D64F1C6	30 mins
;		30 mins
;		GameSettings.h: #define c_szMinMinsForDemoTightSpace "30 mins"

F9FFF4C7	two seconds
;		two seconds
;		GameSettings.h: const char  c_szMinDurationRatedGame[] = "two seconds";

7642B782	two minutes
;		two minutes
;		GameSettings.h: const char  c_szMinDurationRatedGame[] = "two minutes";

