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//============================================================================= // LocalMessage // // LocalMessages are abstract classes which contain an array of localized text. // The PlayerController function 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(Message) bool bComplexString; // Indicates a multicolor string message class. var(Message) bool bIsSpecial; // If true, don't add to normal queue. var(Message) bool bIsUnique; // If true and special, only one can be in the HUD queue at a time. var(Message) bool bIsPartiallyUnique; // If true and special, only one can be in the HUD queue with the same switch value var(Message) bool bIsConsoleMessage; // If true, put a GetString on the console. var(Message) bool bFadeMessage; // If true, use fade out effect on message. var(Message) bool bBeep; // If true, beep! var(Message) int Lifetime; // # of seconds to stay in HUD message queue. var(Message) class<LocalMessage> ChildMessage; // In some cases, we need to refer to a child message. enum EStackMode { SM_None, SM_Up, SM_Down, }; var(Message) Color DrawColor; var(Message) EDrawPivot DrawPivot; var(Message) EStackMode StackMode; // Brutal hack! var(Message) float PosX, PosY; var(Message) int FontSize; // 0: Huge, 1: Big, 2: Small ... 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 GetRelatedString( optional int Switch, optional PlayerReplicationInfo RelatedPRI_1, optional PlayerReplicationInfo RelatedPRI_2, optional Object OptionalObject ) { return static.GetString(Switch,RelatedPRI_1,RelatedPRI_2,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 ) { if ( P.myHud != None ) P.myHUD.LocalizedMessage( Default.Class, Switch, RelatedPRI_1, RelatedPRI_2, OptionalObject ); if ( P.DemoViewer != None ) P.DemoViewer.myHUD.LocalizedMessage( Default.Class, Switch, RelatedPRI_1, RelatedPRI_2, OptionalObject ); if ( IsConsoleMessage(Switch) && (P.Player != None) && (P.Player.Console != None) ) P.Player.InteractionMaster.Process_Message( Static.GetString( Switch, RelatedPRI_1, RelatedPRI_2, OptionalObject ), 6.0, P.Player.LocalInteractions); } static function color GetConsoleColor( PlayerReplicationInfo RelatedPRI_1 ) { return Default.DrawColor; } static function color GetColor( optional int Switch, optional PlayerReplicationInfo RelatedPRI_1, optional PlayerReplicationInfo RelatedPRI_2 ) { return Default.DrawColor; } static function GetPos( int Switch, out EDrawPivot OutDrawPivot, out EStackMode OutStackMode, out float OutPosX, out float OutPosY ) { OutDrawPivot = default.DrawPivot; OutStackMode = default.StackMode; OutPosX = default.PosX; OutPosY = default.PosY; } static function int GetFontSize( int Switch, PlayerReplicationInfo RelatedPRI1, PlayerReplicationInfo RelatedPRI2, PlayerReplicationInfo LocalPlayer ) { return default.FontSize; } static function float GetLifeTime(int Switch) { return default.LifeTime; } static function bool IsConsoleMessage(int Switch) { return default.bIsConsoleMessage; } defaultproperties { bIsSpecial=Wahr bIsConsoleMessage=Wahr Lifetime=3 DrawColor=(B=255,G=255,R=255,A=255) DrawPivot=DP_MiddleMiddle PosX=0.500000 PosY=0.830000 } |
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