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//============================================================================= // ROGameMessage //============================================================================= // Changed message around a little //============================================================================= // Red Orchestra Source // Copyright (C) 2003 Erik Christensen //============================================================================= class ROGameMessage extends GameMessage; //============================================================================= // Variables //============================================================================= var(Message) localized string NewTeamMessageRussian; var(Message) localized string NewTeamMessageGerman; var(Message) localized string FFKillMessage; var(Message) localized string FFViolationMessage; var(Message) localized string FFViolationMessageTrailer; var(Message) localized string FFDamageMessage; var(Message) localized string RoleChangeMsg; var(Message) localized string MaxRoleMsg; var(Message) localized string TypeForgiveMessage; var(Message) localized string HasForgivenMessage; var(Message) localized string YouHaveLoggedInAsAdminMsg; var(Message) localized string YouHaveLoggedOutOfAdminMsg; //============================================================================= // Functions //============================================================================= static function string GetString( optional int Switch, optional PlayerReplicationInfo RelatedPRI_1, optional PlayerReplicationInfo RelatedPRI_2, optional Object OptionalObject ) { switch (Switch) { case 0: return Default.OverTimeMessage; break; case 1: if (RelatedPRI_1 == None) return Default.NewPlayerMessage; return RelatedPRI_1.playername$Default.EnteredMessage; break; case 2: if (RelatedPRI_1 == None) return ""; return RelatedPRI_1.OldName@Default.GlobalNameChange@RelatedPRI_1.PlayerName; break; case 3: if (RelatedPRI_1 == None) return ""; if (OptionalObject == None) return ""; return RelatedPRI_1.playername@Default.NewTeamMessageRussian; break; case 4: if (RelatedPRI_1 == None) return ""; return RelatedPRI_1.playername$Default.LeftMessage; break; case 5: return Default.SwitchLevelMessage; break; case 6: return Default.FailedTeamMessage; break; case 7: return Default.MaxedOutMessage; break; case 8: return Default.NoNameChange; break; case 9: return RelatedPRI_1.playername@Default.VoteStarted; break; case 10: return Default.VotePassed; break; case 11: return Default.MustHaveStats; break; // German team join message HACK - butto 7/17/03 case 12: if (RelatedPRI_1 == None) return ""; if (OptionalObject == None) return ""; return RelatedPRI_1.playername@Default.NewTeamMessageGerman; break; // FF kill message case 13: if (RelatedPRI_1 == None) return ""; return RelatedPRI_1.PlayerName@Default.FFKillMessage; break; // FF boot message case 14: if (RelatedPRI_1 == None) return ""; return Default.FFViolationMessage@RelatedPRI_1.PlayerName@Default.FFViolationMessageTrailer; break; // FF damage message case 15: return Default.FFDamageMessage; break; // Role change message case 16: if (RORoleInfo(OptionalObject) == None) return ""; if( class'ROPlayer'.default.bUseNativeRoleNames ) { return default.RoleChangeMsg $ RORoleInfo(OptionalObject).default.Article $ RORoleInfo(OptionalObject).default.AltName; } else { return default.RoleChangeMsg $ RORoleInfo(OptionalObject).default.Article $ RORoleInfo(OptionalObject).default.MyName; } break; // Unable to change role message case 17: if (OptionalObject == None) return ""; if( class'ROPlayer'.default.bUseNativeRoleNames ) { return default.MaxRoleMsg $ RORoleInfo(OptionalObject).default.AltName; } else { return default.MaxRoleMsg $ RORoleInfo(OptionalObject).default.MyName; } break; // To forgive type "np" or "forgive" message case 18: if (RelatedPRI_1 == None) return "Someone" @ default.TypeForgiveMessage; else return RelatedPRI_1.PlayerName @ default.TypeForgiveMessage; break; // Has forgiven message case 19: if (RelatedPRI_1 == None || RelatedPRI_2 == None) return ""; return RelatedPRI_2.PlayerName @ default.HasForgivenMessage @ RelatedPRI_1.PlayerName; break; // You have logged in as an admin message(used for AdminLoginSilent) case 20: return default.YouHaveLoggedInAsAdminMsg; break; // You have logged out of admin message(used for AdminLoginSilent) case 21: return default.YouHaveLoggedOutOfAdminMsg; break; } return ""; } defaultproperties { NewTeamMessageRussian="has joined the Allied forces." NewTeamMessageGerman="has joined the Axis forces." FFKillMessage="killed a friendly soldier." FFViolationMessage="Removing" FFViolationMessageTrailer="due to a friendly fire violation." FFDamageMessage="You injured a friendly soldier." RoleChangeMsg="You will attempt to respawn as " MaxRoleMsg="Unable to change to " TypeForgiveMessage="has team killed you, type "np" or "forgive" to forgive them." HasForgivenMessage="has forgiven" YouHaveLoggedInAsAdminMsg="You have logged in as an administrator." YouHaveLoggedOutOfAdminMsg="You have given up your adminstrative abilities." LeftMessage=" left the battlefield." EnteredMessage=" entered the battlefield." OvertimeMessage= NewTeamMessage= NewPlayerMessage="A new soldier entered the battlefield." Lifetime=8 } |
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