updated Portuguese (Brazil) translation
This commit is contained in:
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86c87ef3d4
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2 changed files with 89 additions and 136 deletions
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@ -9,7 +9,7 @@ msgstr ""
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"Project-Id-Version: Battle for Wesnoth 0.8.2-CVS\n"
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"Report-Msgid-Bugs-To: https://bugs.wesnoth.org/\n"
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"POT-Creation-Date: 2022-05-08 04:42+0300\n"
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"PO-Revision-Date: 2022-09-13 18:12-0300\n"
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"PO-Revision-Date: 2022-10-30 11:00-0300\n"
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"Last-Translator: Andrei Machado <andreisp.machado@yahoo.com>\n"
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"Language-Team: Portuguese - Brasil\n"
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"Language: pt_BR\n"
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@ -931,7 +931,7 @@ msgstr ""
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#. [topic]: id=editor_terrain_overlays
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#: data/core/editor/help.cfg:127
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msgid "Editor Terrain-Overlay Graphics"
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msgstr ""
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msgstr "Editor de Sopreposição de gráficos de Terreno"
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#. [topic]: id=editor_terrain_overlays
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#: data/core/editor/help.cfg:128
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@ -941,6 +941,10 @@ msgid ""
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"editor; all the overlays described here are found in the terrain palette’s "
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"“special” group."
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msgstr ""
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"Mapas geralmente possuem a mesma aparência no editor e dentro do jogo. "
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"Existem algumas excessões onde gráficos diferentes são usados no editor; "
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"todas as sobreposições de terreno são descritas aqui e podem ser encontradas "
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"na paleta de terreno no grupo \"especial\"."
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#. [topic]: id=editor_terrain_overlays
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#. The images here have text, while they could be translated I assume editor-only images won’t be.
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@ -959,6 +963,17 @@ msgid ""
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"mixed terrain with the movement costs set to “impassable” or “unwalkable” "
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"respectively."
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msgstr ""
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"editor^<bold>text='Sobreposição de Movimento'</bold>\n"
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"\n"
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"<img>src='terrain/grass/green.png~BLIT(terrain/impassable-editor."
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"png~O(0.5))' align=here box=yes</img> <img>src='terrain/grass/green."
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"png~BLIT(terrain/unwalkable-editor.png~O(0.5))' align=here box=yes</img> "
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"Impassável e Intransponível\n"
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"\n"
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"Embora no editor seja fácil de vê-los, dentro do jogo são invisíveis, "
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"fazendo com que a mistura do terreno que eles criam pareça com um terreno "
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"comum. O terreno misturado que eles criam possuem o custo de movimento de "
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"impassável e intransponível respectivamente."
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#. [topic]: id=editor_terrain_overlays
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#. The images here have text, while they could be translated I assume editor-only images won’t be.
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@ -981,6 +996,21 @@ msgid ""
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"this requires the connecting hexes to be occupied or blocked to prevent "
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"units being recruited onto them."
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msgstr ""
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"editor^<bold>text='Sobreposições de Castelo'</bold>\n"
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"\n"
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"<img>src='terrain/grass/green.png~BLIT(terrain/castle/castle-overlay-editor."
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"png~O(0.5))' align=here box=yes</img> <img>src='terrain/grass/green."
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"png~BLIT(terrain/castle/keep-overlay-editor.png~O(0.5))' align=here box=yes</"
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"img>\n"
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"\n"
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"Adicionar uma destas sobreposições para um hexágono de terreno transponível "
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"permite que unidades sejam recrutadas nesse hexágono.\n"
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"\n"
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"Podem ser adicionados a um hexágono impassável para conectar um castelo a "
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"uma torre de menagem separada por uma barreira impassável. Também é possível "
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"criar um castelo que aparenta ter um campo entre a torre de menagem e as "
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"torres. Para tanto, os hexágonos que conectam um ao outro precisam estar "
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"ocupados ou bloqueados para evitar que unidades sejam recrutadas neles."
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#. [topic]: id=editor_terrain_overlays
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#. The image here has text, while it could be translated I assume editor-only images won’t be.
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@ -994,6 +1024,13 @@ msgid ""
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"\n"
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"This turns any base terrain into a village, providing income and healing."
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msgstr ""
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"editor^<bold>text='Sobreposição de Aldeia'</bold>\n"
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"\n"
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"<img>src='terrain/grass/green.png~BLIT(terrain/village/village-overlay-"
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"editor.png~O(0.5))' align=here box=yes</img>\n"
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"\n"
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"Isto transforma qualquer tereno base em uma aldeia, concedendo receita e "
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"cura."
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#. [topic]: id=editor_terrain_overlays
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#. The image is an “S” on a solid black background.
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@ -1006,6 +1043,13 @@ msgid ""
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"Fake Shroud looks like an unexplored area, even in scenarios that have "
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"shroud disabled and even when the player’s units can see the hex."
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msgstr ""
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"editor^<bold>text='Escuridão Falsa'</bold>\n"
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"\n"
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"<img>src=terrain/void/shroud-editor.png align=left box=yes</img>\n"
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"\n"
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"Escuridão Falsa se aparenta com uma área não explorada, mesmo em mapas com "
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"escuridão desabilitada e mesmo quando as unidades de um jogador são capazes "
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"de ver um hexâgono."
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#
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# File: src/help.cpp, line: 1606
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@ -1033,6 +1077,17 @@ msgid ""
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"The help pages for these terrains may have additional text that’s only shown "
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"in the editor, describing the deprecation and the recommended replacements."
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msgstr ""
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"<img>src='terrain/grass/green.png~BLIT(terrain/deprecated-editor.png)' "
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"align=left box=yes</img>O ‘D’ magenta (de “Descontinuado”).\n"
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"\n"
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"Aparece no editor sobre terrenos descontinuados. Exemplos:\n"
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"• o <ref>dst='terrain_fungus_grove_old' text='“^Uf” terreno de cogumelo'</"
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"ref>,\n"
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"• a “Xol” Parede de Pedra Acesa, a qual é descontinuada porque muitos "
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"terrenos de parede agora suportam“^Efs” Sconce embellishment.\n"
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"\n"
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"As páginas de ajuda para esses terrenos podem conter exto adicional que só "
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"aparece no editor, descrevendo a descontinuação e recomendando substitutos."
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#. [topic]: id=editor_tool_label
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#: data/core/editor/help.cfg:186
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@ -1425,22 +1480,6 @@ msgstr ""
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#. [topic]: id=..editor_mode_scenario
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#: data/core/editor/help.cfg:342
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#, fuzzy
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#| msgid ""
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#| "<header>text='The files: .map and .cfg'</header>\n"
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#| "\n"
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#| "The map editor saves exactly one file, either a .map (for terrain mode) "
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#| "or a .cfg (for scenario mode). In scenario mode the terrain map is saved "
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#| "inside the .cfg file; there is no separate .map file. If you start "
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#| "editing in terrain mode and then switch to scenaro mode then an old .map "
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#| "file might remain, but this is not updated by the scenario editor.\n"
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#| "\n"
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#| "Loading a .cfg file has different results depending on the contents of "
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#| "the .cfg file. For .cfg files that were created by the scenario editor, "
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#| "it will open the .cfg in the scenario editor. However, for .cfg files "
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#| "that use a separate .map file (which can't be created by the scenario "
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#| "editor), the editor may follow the link and open the corresponding .map "
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#| "in terrain-only mode, as if the .map file was chosen in the file selector."
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msgid ""
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"<header>text='The files: .map and .cfg'</header>\n"
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"\n"
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@ -4324,32 +4363,6 @@ msgstr ""
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#. [topic]: id=orbs
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#. The help page has a set of images above this paragraph, in the same order as the bullet points
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#: data/core/help.cfg:395
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#, fuzzy
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#| msgid ""
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#| "The orbs show whether the unit can move or attack. The statuses and their "
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#| "standard colors are:\n"
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#| "• <bold>text='Green'</bold> if it has neither moved nor attacked this "
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#| "turn.\n"
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#| "• <bold>text='Yellow'</bold> if it has moved (or attacked), and can still "
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#| "attack. It might still be able to move further too.\n"
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#| "• <bold>text='Red'</bold> if it can neither move further nor attack again "
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#| "this turn.\n"
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#| " • Red is also used after the ‘end unit turn’ command, and,\n"
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#| " • when a unit is in the middle of a multi-turn move (has been told to "
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#| "move further than it can in the current turn).\n"
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#| "• <bold>text='Red and yellow'</bold> if it has moved (or attacked), can "
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#| "still move further, but it can no longer attack.\n"
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#| " • This can happen due to campaign-specific events or abilities, for "
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#| "example the <italic>text='disengage'</italic> ability in the campaign "
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#| "<italic>text='Under the Burning Suns'</italic>.\n"
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#| "• <bold>text='Blue'</bold> for allied units, except during that ally’s "
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#| "own turn.\n"
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#| " • During the ally’s own turn, their units will be shown with the "
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#| "green/yellow/red/white colors; however their moves, and the corresponding "
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#| "orb changes, are delayed as explained in <ref>dst='shroud_and_fog' "
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#| "text='Shroud and Fog of War'</ref>.\n"
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#| "• Enemy units normally don’t have orbs, however these can be enabled in "
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#| "the advanced preference “Customize orb colors”."
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msgid ""
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"The orbs show whether the unit can move or attack. The statuses and their "
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"standard colors are:\n"
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@ -5659,6 +5672,9 @@ msgid ""
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"of only things that have changed.\n"
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"\n"
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msgstr ""
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"\n"
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"Similar ao comando 'fps', mas também força tudo a rearregar ao invés de "
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"apenas as coisas que foram mudadas.\n"
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#
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# File: data/core/help.cfg, line: 864
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@ -6423,6 +6439,11 @@ msgid ""
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"All adjacent lower-level units from the same side deal 25% more damage for "
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"each difference in level."
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msgstr ""
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"Esta unidade pode liderar outras tropas em combate.\n"
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"\n"
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"Todas as unidades adjacentes do mesmo lado de menor nível causarão 25% de "
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"dano adicional para cada nível de diferença entre esta unidade e a unidade "
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"sendo liderada."
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#
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# File: data/core/macros/abilities.cfg, line: 338
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@ -8546,73 +8567,6 @@ msgstr "Draconatos"
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#. [race]: id=drake
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#: data/core/units.cfg:54
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#, fuzzy
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#| msgid ""
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#| "Drakes are large, winged and fire-breathing creatures, reminiscent of "
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#| "true dragons. On average, an adult drake stands around three meters tall "
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#| "and easily weighs more than a man and a horse combined. Their skin is "
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#| "made up of hard scales, resistant to most physical strikes except "
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#| "piercing and cold damage. Most drakes are capable of true flight and can "
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#| "travel long distances quickly. However, their sheer weight and bulk "
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#| "limits their flight ability somewhat, making them ungainly in the air. "
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#| "Where possible, they make use of terrain features such as hills, "
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#| "mountains and trees as launch points in order to gain greater height and "
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#| "speed. Fortunately for their enemies, they are still quite clumsy "
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#| "creatures and surprisingly slow in combat. This, combined with their "
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#| "large size, renders them easy targets for those who dare attack them.\n"
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#| "\n"
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#| "Drakes are inherently magical creatures, with a mysterious internal fire "
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#| "fueling their very lives. This can easily be witnessed when one of their "
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#| "kind perishes in combat; its internal fire is released, burning their "
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#| "remains in to ashes. Their internal fire is also their greatest weakness; "
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#| "it makes them extremely vulnerable to cold attacks. Despite their magical "
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#| "nature, drakes are incapable of channeling magic in a controlled manner. "
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#| "While the magic imbued within a drake’s body enables it to spit fire and "
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#| "gives it life, they have no willful control over the functions of this "
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#| "magic.\n"
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#| "\n"
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#| "<header>text='Society'</header>\n"
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#| "Drakes are a relatively warlike race and their societies can be best "
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#| "described as cultured martial societies. The core of a drake tribe is a "
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#| "small group of veteran warriors headed by a mutually respected — or "
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#| "simply feared — dominant who rules the society with an iron fist. Every "
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#| "drake is expected to earn their place in the strict hierarchy, to obey "
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#| "their superiors and command their inferiors. Entry to the ruling elite is "
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#| "only possible through challenging and defeating a superior in single "
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#| "combat, which is the way the hierarchy within the elite itself is "
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#| "established. The use of deception of any kind towards any fellow drake "
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#| "is, without exception, seen as cowardly and unacceptable.\n"
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#| "\n"
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#| "While their warlike nature and sense of territory drives them to defend "
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#| "their territories savagely, drakes rarely invade or trespass on areas "
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#| "already occupied by the other major races. Instead, they settle in "
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#| "unpopulated areas to establish their own territory there. They primarily "
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#| "feed on large game they hunt in the lowlands around their homes, but "
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#| "hatchlings and lower caste drakes are known to feed also on certain kinds "
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#| "of moss and fungi they cultivate deep in their caverns. Drakes value "
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#| "armor- and weapon-smithing, but neither know nor need other science and "
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#| "culture besides this. Nonetheless, the few implements they do fashion are "
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#| "almost unrivaled in quality, only matched by those produced in the finest "
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#| "Dwarvish foundries.\n"
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#| "\n"
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#| "Drakes hatch from eggs and usually live naturally between 20 to 30 years. "
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#| "Death in battle is the most preferred way for a drake to leave this "
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#| "world. Unlike the elder members of other races, drakes naturally grow "
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#| "more aggressive and reckless towards the ends of their natural lives, "
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#| "perhaps to help ensure their place in the heroic legends of their kind.\n"
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#| "\n"
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#| "<header>text='Geography'</header>\n"
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#| "Drakes originated from an archipelago of volcanic islands called "
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#| "<ref>dst='morogor' text='Morogor'</ref> in the <ref>dst='great_ocean' "
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#| "text='Great Ocean'</ref>. A combination of population pressure and the "
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#| "subsidence of many of their home islands has caused colonies of drakes to "
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#| "spread to the <ref>dst='great_continent' text='Great Continent'</ref>. "
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#| "Drakes tend to make their homes in mountain caverns near volcanoes to "
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#| "protect their eggs, hatchings and forges. While drakes naturally prefer "
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#| "warmth, their internal fire is more than capable of sustaining them even "
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#| "in a relatively cold climate, a feature which has allowed them to "
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#| "populate even some of the mountains of the far north of the Great "
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#| "Continent."
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msgid ""
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"Drakes are large, winged and fire-breathing creatures, reminiscent of true "
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"dragons. On average, an adult drake stands around three meters tall and "
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#. [race]: id=horse
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#: data/core/units.cfg:186
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#, fuzzy
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#| msgid ""
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#| "Domesticated horses come in many shapes and sizes, from mighty war "
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#| "chargers, to sturdy draught horses or agile stock horses. While they are "
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#| "more fragile than many beasts, their speed and cunning allow feral horses "
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#| "to thrive in the wild, alongside their wild brethren.\n"
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#| "\n"
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#| "Horses have been an important part of many civilizations, so it is not "
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#| "surprising that there are many myths and stories centered around them. "
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#| "Winged horses, man-horse hybrids, and ghost horses have made their way "
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#| "into written history, though few can honestly claim to have seen such "
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#| "things."
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msgid ""
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"Domesticated horses come in many shapes and sizes, from mighty war chargers, "
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"to sturdy draught horses or agile stock horses. While they are more fragile "
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@ -9246,13 +9188,14 @@ msgid ""
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"Winged horses, man-horse hybrids, and ghost horses have made their way into "
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"written history, though few can honestly claim to have seen such things."
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msgstr ""
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"Existem muitos tipos de cavalos domesticados, desde os poderosos XXX, até os "
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"resistentes cavalos de tração e os ágeis cavalos de trabalho. Embora eles "
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"sejam mais rápidos do que a maioria dos animais, a sua velocidade e astúcia "
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"permite que os cavalos selvagens prosperem em seu habitat natural.\n"
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"Existem muitos tipos de cavalos domesticados, desde os poderosos corceis "
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"usados em batalhas, até os resistentes cavalos de tração e os ágeis cavalos "
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"de trabalho. Embora eles sejam mais rápidos do que a maioria dos animais, a "
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"sua velocidade e astúcia permite que os cavalos selvagens prosperem em seu "
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"habitat natural.\n"
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"\n"
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"Cavalos são uma parte crucial de muitas civilizações, então não é de se "
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"surpreender que eles figurem em muitas histórias e mitos. Cavalos alados, "
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"surpreender que eles figurem em muitas histórias e mitos. Cavalos alados, "
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"híbridos de homem e cavalo, e cavalos fantasmas sempre aparecem em histórias "
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"escritas, mas poquíssimas são as pessoas que podem afirmar terem visto algum "
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"deles."
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@ -10462,6 +10405,8 @@ msgstr "Pior de"
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msgid ""
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"Villages allow any unit stationed therein to heal, or to be cured of poison."
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msgstr ""
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"Aldeis permitem que unidades que ocupem o seu espaço se curem ou removam "
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"envenenamento."
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#. TRANSLATORS: special note for terrains such as the oasis; the only terrain in core with this property heals 8 hp just like a village.
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#. For the single-hitpoint variant, the wording is different because I assume the player will be more interested in the curing-poison part than the minimal healing.
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@ -10473,13 +10418,19 @@ msgid_plural ""
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"This terrain allows units to heal $amount hitpoints, or to be cured of "
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"poison, as if stationed in a village."
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msgstr[0] ""
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"Este terreno permite que a unidade seja curada do efeito de envenenamento ou "
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"que recupere um ponto de vida."
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msgstr[1] ""
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"Este terreno permite que unidades curem $amoun pontos de vida ou sejam "
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"curadas do efeito de envenenamento como se estivessem em uma aldeia."
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#: src/help/help_topic_generators.cpp:174
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msgid ""
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"This terrain is a castle — units can be recruited onto it from a connected "
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"keep."
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msgstr ""
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"Este terreno é um castelo — unidades podem ser recrutadas nele de uma torre "
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"de menagem conectada."
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#. TRANSLATORS: The "this terrain is a castle" note will also be shown directly above this one.
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#: src/help/help_topic_generators.cpp:178
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@ -10487,6 +10438,8 @@ msgid ""
|
|||
"This terrain is a keep — a leader can recruit from this hex onto connected "
|
||||
"castle hexes."
|
||||
msgstr ""
|
||||
"Este terreno é uma torre de menagem — um líder pode recrutar deste hexágono "
|
||||
"para hexágonos de castelo conectados."
|
||||
|
||||
#. TRANSLATORS: Special note for a terrain, but none of the terrains in mainline do this.
|
||||
#: src/help/help_topic_generators.cpp:181
|
||||
|
@ -10494,6 +10447,9 @@ msgid ""
|
|||
"This unusual keep allows a leader to recruit while standing on it, but does "
|
||||
"not allow a leader on a connected keep to recruit onto this hex."
|
||||
msgstr ""
|
||||
"Esta torre de menagem diferente permite que um líder recrute enquanto "
|
||||
"estiver nela, mas não permite que um líder em uma torre de menagem conectada "
|
||||
"recrute neste espaço."
|
||||
|
||||
#
|
||||
# File: src/help.cpp, line: 1606
|
||||
|
|
|
@ -7,8 +7,8 @@ msgid ""
|
|||
msgstr ""
|
||||
"Project-Id-Version: Battle for Wesnoth 1.3-svn\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2022-08-20 19:37-0500\n"
|
||||
"PO-Revision-Date: 2022-08-04 10:08-0300\n"
|
||||
"POT-Creation-Date: 2022-09-04 19:14-0500\n"
|
||||
"PO-Revision-Date: 2022-10-15 12:05-0300\n"
|
||||
"Last-Translator: Andrei Machado <andreisp.machado@yahoo.com>\n"
|
||||
"Language-Team: Brazilian Portuguese <gnome-l10n-br@listas.cipsga.org.br>\n"
|
||||
"Language: pt_BR\n"
|
||||
|
@ -16,7 +16,7 @@ msgstr ""
|
|||
"Content-Type: text/plain; charset=UTF-8\n"
|
||||
"Content-Transfer-Encoding: 8bit\n"
|
||||
"Plural-Forms: nplurals=2; plural=(n > 1);\n"
|
||||
"X-Generator: Poedit 2.4.3\n"
|
||||
"X-Generator: Poedit 3.1.1\n"
|
||||
|
||||
# type: TH
|
||||
#. type: TH
|
||||
|
@ -29,7 +29,7 @@ msgstr "WESNOTH"
|
|||
#: doc/man/wesnoth.6:16 doc/man/wesnothd.6:16
|
||||
#, no-wrap
|
||||
msgid "2022"
|
||||
msgstr ""
|
||||
msgstr "2022"
|
||||
|
||||
# type: TH
|
||||
#. type: TH
|
||||
|
@ -1590,12 +1590,9 @@ msgstr "COPYRIGHT"
|
|||
# type: Plain text
|
||||
#. type: Plain text
|
||||
#: doc/man/wesnoth.6:535 doc/man/wesnothd.6:277
|
||||
#, fuzzy
|
||||
#| msgid ""
|
||||
#| "Copyright \\(co 2003-2021 David White E<lt>davidnwhite@verizon.netE<gt>"
|
||||
msgid "Copyright \\(co 2003-2022 David White E<lt>davidnwhite@verizon.netE<gt>"
|
||||
msgstr ""
|
||||
"Copyright \\(co 2003-2021 David White E<lt>davidnwhite@verizon.netE<gt>"
|
||||
"Copyright \\(co 2003-2022 David White E<lt>davidnwhite@verizon.netE<gt>"
|
||||
|
||||
# type: Plain text
|
||||
#. type: Plain text
|
||||
|
|
Loading…
Add table
Reference in a new issue