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Use 'ping' instead of 'latency' in the UI

pull/8282/head
staphen 4 months ago committed by Anders Jenbo
parent
commit
02fc3deff6
  1. 4
      Source/DiabloUI/multi/selgame.cpp

4
Source/DiabloUI/multi/selgame.cpp

@ -290,9 +290,9 @@ void selgame_GameSelection_Focus(size_t value)
} }
infoString += '\n'; infoString += '\n';
if (gameInfo.peerIsRelayed.value_or(false)) if (gameInfo.peerIsRelayed.value_or(false))
infoString.append(fmt::format(fmt::runtime(_("Latency: {:d} ms (RELAYED)")), gameInfo.latency.value_or(0))); infoString.append(fmt::format(fmt::runtime(_("Ping: {:d} ms (RELAYED)")), gameInfo.latency.value_or(0)));
else else
infoString.append(fmt::format(fmt::runtime(_("Latency: {:d} ms")), gameInfo.latency.value_or(0))); infoString.append(fmt::format(fmt::runtime(_("Ping: {:d} ms")), gameInfo.latency.value_or(0)));
} else { } else {
infoString.append(GetErrorMessageIncompatibility(gameInfo.gameData)); infoString.append(GetErrorMessageIncompatibility(gameInfo.gameData));
} }

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