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//============================================================================= // LocalMessage // // LocalMessages are abstract classes which contain an array of localized text. // The PlayerController event ReceiveLocalizedMessage() is used to send messages // to a specific player by specifying the LocalMessage class and index. This allows // the message to be localized on the client side, and saves network bandwidth since // the text is not sent. Actors (such as the GameInfo) use one or more LocalMessage // classes to send messages. The BroadcastHandler function BroadcastLocalizedMessage() // is used to broadcast localized messages to all the players. // //============================================================================= class LocalMessage extends Info; var bool bComplexString; // Indicates a multicolor string message class. var bool bIsSpecial; // If true, don't add to normal queue. var bool bIsUnique; // If true and special, only one can be in the HUD queue at a time. var bool bIsConsoleMessage; // If true, put a GetString on the console. var bool bFadeMessage; // If true, use fade out effect on message. var bool bBeep; // If true, beep! var bool bOffsetYPos; // If the YPos indicated isn't where the message appears. var int Lifetime; // # of seconds to stay in HUD message queue. var class<LocalMessage> ChildMessage; // In some cases, we need to refer to a child message. // Canvas Variables var bool bFromBottom; // Subtract YPos. var color DrawColor; // Color to display message with. var float XPos, YPos; // Coordinates to print message at. var bool bCenter; // Whether or not to center the message. static function RenderComplexMessage( Canvas Canvas, out float XL, out float YL, optional String MessageString, optional int Switch, optional PlayerReplicationInfo RelatedPRI_1, optional PlayerReplicationInfo RelatedPRI_2, optional Object OptionalObject ); static function string GetString( optional int Switch, optional PlayerReplicationInfo RelatedPRI_1, optional PlayerReplicationInfo RelatedPRI_2, optional Object OptionalObject ) { if ( class<Actor>(OptionalObject) != None ) return class<Actor>(OptionalObject).static.GetLocalString(Switch, RelatedPRI_1, RelatedPRI_2); return ""; } static function string AssembleString( HUD myHUD, optional int Switch, optional PlayerReplicationInfo RelatedPRI_1, optional String MessageString ) { return ""; } static function ClientReceive( PlayerController P, optional int Switch, optional PlayerReplicationInfo RelatedPRI_1, optional PlayerReplicationInfo RelatedPRI_2, optional Object OptionalObject ) { P.myHUD.LocalizedMessage( Default.Class, Switch, RelatedPRI_1, RelatedPRI_2, OptionalObject ); if ( Default.bIsConsoleMessage && (P.Player != None) && (P.Player.Console != None) ) P.Player.Console.Message(Static.GetString( Switch, RelatedPRI_1, RelatedPRI_2, OptionalObject ), 6.0); } static function color GetColor( optional int Switch, optional PlayerReplicationInfo RelatedPRI_1, optional PlayerReplicationInfo RelatedPRI_2 ) { return Default.DrawColor; } static function float GetOffset(int Switch, float YL, float ClipY ) { return Default.YPos; } static function int GetFontSize( int Switch ); defaultproperties { Lifetime=3 DrawColor=(B=255,G=255,R=255,A=255) UseReticleOnEvents(0)="UseReticleText" UseReticleOnEvents(1)="UseReticleCorners" UseReticleOnEvents(2)="UseReticleTopBars" ProximityReticleOnEvents(0)="ProximityReticleCorners" ProximityReticleOnEvents(1)="ProximityReticleTopBars" } |
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