Overview Package Class Source Class tree Glossary
previous class      next class frames      no frames

Onslaught.ONSOnslaughtMessage


00001
00002
00003
00004
00005
00006
00007
00008
00009
00010
00011
00012
00013
00014
00015
00016
00017
00018
00019
00020
00021
00022
00023
00024
00025
00026
00027
00028
00029
00030
00031
00032
00033
00034
00035
00036
00037
00038
00039
00040
00041
00042
00043
00044
00045
00046
00047
00048
00049
00050
00051
00052
00053
00054
00055
00056
00057
00058
00059
00060
00061
00062
00063
00064
00065
00066
00067
00068
00069
00070
00071
00072
00073
00074
00075
00076
00077
00078
00079
00080
00081
00082
00083
00084
00085
00086
00087
00088
00089
00090
00091
00092
00093
00094
00095
00096
00097
00098
00099
00100
00101
00102
00103
00104
00105
00106
00107
00108
00109
00110
00111
00112
00113
00114
00115
00116
00117
00118
00119
00120
00121
00122
00123
00124
00125
00126
00127
00128
00129
00130
00131
00132
00133
00134
00135
00136
00137
00138
00139
00140
00141
00142
00143
00144
00145
00146
00147
00148
00149
00150
00151
00152
00153
00154
00155
00156
00157
00158
00159
00160
00161
00162
00163
00164
00165
00166
00167
00168
00169
00170
00171
00172
00173
00174
00175
00176
00177
00178
00179
00180
00181
00182
00183
00184
00185
00186
00187
00188
00189
00190
00191
00192
00193
00194
00195
00196
00197
00198
00199
00200
00201
00202
00203
00204
00205
00206
00207
00208
00209
00210
00211
00212
00213
00214
00215
00216
00217
00218
00219
00220
00221
00222
00223
00224
00225
00226
00227
00228
00229
00230
00231
00232
00233
00234
00235
00236
00237
00238
00239
00240
00241
00242
00243
00244
00245
00246
00247
00248
00249
00250
00251
00252
00253
00254
00255
00256
00257
00258
00259
00260
00261
00262
00263
00264
00265
00266
00267
00268
00269
00270
00271
00272
00273
00274
00275
00276
00277
00278
00279
00280
00281
00282
00283
00284
00285
00286
00287
00288
00289
00290
00291
00292
00293
00294
00295
00296
00297
00298
00299
00300
00301
00302
00303
00304
00305
00306
00307
00308
00309
00310
00311
00312
00313
00314
00315
00316
//-----------------------------------------------------------
//
//-----------------------------------------------------------
class ONSOnslaughtMessage extends CriticalEventPlus;

var(Message) localized string RedTeamDominatesString;
var(Message) localized string BlueTeamDominatesString;
var(Message) localized string RedTeamPowerCoreString;
var(Message) localized string BlueTeamPowerCoreString;
var(Message) localized string VehicleLockedString;
var(Message) localized string InvincibleCoreString;
var(Message) localized string UnattainableNodeString;
var(Message) localized string RedPowerCoreAttackedString;
var(Message) localized string BluePowerCoreAttackedString;
var(Message) localized string RedPowerNodeAttackedString;
var(Message) localized string BluePowerNodeAttackedString;
var(Message) localized string InWayOfVehicleSpawnString;
var(Message) localized string MissileLockOnString;
var(Message) localized string UnpoweredString;
var(Message) localized string RedPowerCoreDestroyedString;
var(Message) localized string BluePowerCoreDestroyedString;
var(Message) localized string RedPowerNodeDestroyedString;
var(Message) localized string BluePowerNodeDestroyedString;
var(Message) localized string RedPowerCoreCriticalString;
var(Message) localized string BluePowerCoreCriticalString;
var(Message) localized string PressUseToTeleportString;
var(Message) localized string RedPowerCoreVulnerableString;
var(Message) localized string BluePowerCoreVulnerableString;
var(Message) localized string RedPowerNodeUnderConstructionString;
var(Message) localized string BluePowerNodeUnderConstructionString;
var(Message) localized string RedPowerCoreDamagedString;
var(Message) localized string BluePowerCoreDamagedString;
var(Message) localized string RedPowerNodeSeveredString;
var(Message) localized string BluePowerNodeSeveredString;
var(Message) localized string PowerCoresAreDrainingString;
var(Message) localized string UnhealablePowerCoreString;
var(Message) localized string AvrilLockOnString;
var(Message) localized string CameraDeploy;
var(Message) localized string MoveReticle;
var(Message) localized string SPMAAcquiredString;

var name MessageAnnouncements[35];
var Sound VictorySound;

var color RedColor;
var color YellowColor;

static simulated function ClientReceive(
    PlayerController P,
    optional int Switch,
    optional PlayerReplicationInfo RelatedPRI_1,
    optional PlayerReplicationInfo RelatedPRI_2,
    optional Object OptionalObject
    )
{
    //yet another tutorial hack
    if (P.bViewingMatineeCinematic)
        return;

    Super.ClientReceive(P, Switch, RelatedPRI_1, RelatedPRI_2, OptionalObject);

    //only play "under attack" announcer messages every 10 seconds
    if (ONSPowerCore(OptionalObject) != None)
    {
        if (P.Level.TimeSeconds < ONSPowerCore(OptionalObject).LastAttackAnnouncementTime + 10)
            return;
        else
            ONSPowerCore(OptionalObject).LastAttackAnnouncementTime = P.Level.TimeSeconds;
    }

    if ( default.MessageAnnouncements[Switch] != '' )
        P.PlayStatusAnnouncement(default.MessageAnnouncements[Switch], 2, true);

    if (P.PlayerReplicationInfo != None && P.PlayerReplicationInfo.Team != None && P.PlayerReplicationInfo.Team.TeamIndex == Switch)
        P.ClientPlaySound(default.VictorySound);
}

static function string GetString(
    optional int Switch,
    optional PlayerReplicationInfo RelatedPRI_1,
    optional PlayerReplicationInfo RelatedPRI_2,
    optional Object OptionalObject
    )
{
    switch (Switch)
    {
        case 0:
            return Default.RedTeamDominatesString;
            break;

        case 1:
            return Default.BlueTeamDominatesString;
            break;

        case 2:
            return Default.RedTeamPowerCoreString;
            break;

        case 3:
            return Default.BlueTeamPowerCoreString;
            break;

        case 4:
            return Default.VehicleLockedString;
            break;

        case 5:
            return Default.InvincibleCoreString;
            break;

        case 6:
            return Default.UnattainableNodeString;
            break;

        case 7:
            return Default.RedPowerCoreAttackedString;
            break;

        case 8:
            return Default.BluePowerCoreAttackedString;
            break;

        case 9:
            return Default.RedPowerNodeAttackedString;
            break;

        case 10:
            return Default.BluePowerNodeAttackedString;
            break;

    case 11:
            return Default.InWayOfVehicleSpawnString;
            break;

        case 12:
            return Default.MissileLockOnString;
            break;

        case 13:
            return Default.UnpoweredString;
            break;

        case 14:
            return Default.RedPowerCoreDestroyedString;
            break;

        case 15:
            return Default.BluePowerCoreDestroyedString;
            break;

        case 16:
            return Default.RedPowerNodeDestroyedString;
            break;

        case 17:
            return Default.BluePowerNodeDestroyedString;
            break;
        case 18:
            return Default.RedPowerCoreCriticalString;
            break;
        case 19:
            return Default.BluePowerCoreCriticalString;
            break;
        case 20:
            return Default.RedPowerCoreVulnerableString;
            break;
        case 21:
            return Default.BluePowerCoreVulnerableString;
            break;
        case 22:
            return Default.PressUseToTeleportString;
            break;
        case 23:
            return Default.RedPowerNodeUnderConstructionString;
            break;
        case 24:
            return Default.BluePowerNodeUnderConstructionString;
            break;
        case 25:
            return Default.RedPowerCoreDamagedString;
            break;
        case 26:
            return Default.BluePowerCoreDamagedString;
            break;
        case 27:
            return Default.RedPowerNodeSeveredString;
            break;
        case 28:
            return Default.BluePowerNodeSeveredString;
            break;
        case 29:
            return Default.PowerCoresAreDrainingString;
            break;
        case 30:
            return Default.UnhealablePowerCoreString;
            break;
        case 31:
            return default.AvrilLockOnString;
            break;
        case 32:
            return default.SPMAAcquiredString;
            break;
        case 33:
            return default.MoveReticle;
            break;
        case 34:
            return default.CameraDeploy;
            break;
    }
    return "";
}

static function color GetColor(
    optional int Switch,
    optional PlayerReplicationInfo RelatedPRI_1,
    optional PlayerReplicationInfo RelatedPRI_2
    )
{
    if ((Switch > 6 && Switch < 11) || Switch == 12 || (Switch > 17 && Switch < 22) || Switch > 24)
        return Default.RedColor;
    else if (Switch == 11)
        return Default.YellowColor;
    else
        return Default.DrawColor;
}

static function GetPos(int Switch, out EDrawPivot OutDrawPivot, out EStackMode OutStackMode, out float OutPosX, out float OutPosY)
{
    Super.GetPos(Switch, OutDrawPivot, OutStackMode, OutPosX, OutPosY);
    if (Switch == 12 || switch == 31 || switch == 32)
        OutPosY = 0.75;
    else if (Switch == 29)
        OutPosY = 0.90;
    else if (Switch == 30)
        OutPosY = 0.30;
}

static function float GetLifeTime(int Switch)
{
    if (Switch == 29)
        return 4.0;

    return default.LifeTime;
}

static function bool IsConsoleMessage(int Switch)
{
    if (Switch < 5 || (Switch > 12 && Switch < 18) || (Switch > 19 && Switch < 24 && Switch != 22) || Switch > 25)
        return true;

    return false;
}

defaultproperties
{
     RedTeamDominatesString="Red Team Achieves Victory!"
     BlueTeamDominatesString="Blue Team Achieves Victory!"
     RedTeamPowerCoreString="Red Team PowerNode Constructed!"
     BlueTeamPowerCoreString="Blue Team PowerNode Constructed!"
     VehicleLockedString="Vehicle is Locked!"
     InvincibleCoreString="You Are Unable To Damage Unlinked PowerNodes!"
     UnattainableNodeString="You Are Unable To Obtain Unlinked PowerNodes!"
     RedPowerCoreAttackedString="Red Team PowerCore is under Attack!"
     BluePowerCoreAttackedString="Blue Team PowerCore is under Attack!"
     RedPowerNodeAttackedString="Red Team PowerNode is under Attack!"
     BluePowerNodeAttackedString="Blue Team PowerNode is under Attack!"
     InWayOfVehicleSpawnString="You are in the way of a vehicle spawning!"
     MissileLockOnString="Missile Lock-On!"
     UnpoweredString="Turret is Unpowered!"
     RedPowerCoreDestroyedString="Red PowerCore Destroyed"
     BluePowerCoreDestroyedString="Blue PowerCore Destroyed"
     RedPowerNodeDestroyedString="Red PowerNode Destroyed"
     BluePowerNodeDestroyedString="Blue PowerNode Destroyed"
     RedPowerCoreCriticalString="Red PowerCore is Critical!"
     BluePowerCoreCriticalString="Blue PowerCore is Critical!"
     PressUseToTeleportString="Press Use to teleport to another node"
     RedPowerCoreVulnerableString="Red PowerCore is Vulnerable!"
     BluePowerCoreVulnerableString="Blue PowerCore is Vulnerable!"
     RedPowerNodeUnderConstructionString="Red PowerNode under Construction!"
     BluePowerNodeUnderConstructionString="Blue PowerNode under Construction!"
     RedPowerCoreDamagedString="Red PowerCore is at 50%!"
     BluePowerCoreDamagedString="Blue PowerCore is at 50%!"
     RedPowerNodeSeveredString="Red PowerNode Isolated!"
     BluePowerNodeSeveredString="Blue PowerNode Isolated!"
     PowerCoresAreDrainingString="PowerCores are draining!"
     UnhealablePowerCoreString="You can't heal your PowerCore!"
     AvrilLockOnString="Incoming Heat-Seeking Missile!"
     CameraDeploy="Press Alt-Fire to deploy camera!"
     MoveReticle="Use Forward and Strafe to Aim Reticle"
     SPMAAcquiredString="SPMA Acquired"
     MessageAnnouncements(7)="Red_Powercore_under_attack"
     MessageAnnouncements(8)="Blue_Powercore_under_attack"
     MessageAnnouncements(14)="Red_Powercore_destroyed"
     MessageAnnouncements(15)="Blue_Powercore_destroyed"
     MessageAnnouncements(16)="Red_powernode_destroyed"
     MessageAnnouncements(17)="Blue_powernode_destroyed"
     MessageAnnouncements(18)="Red_Powercore_critical"
     MessageAnnouncements(19)="Blue_Powercore_critical"
     MessageAnnouncements(20)="Red_PowerCore_vulnerable"
     MessageAnnouncements(21)="Blue_Powercore_vulnerable"
     MessageAnnouncements(23)="Red_powernode_under_construction"
     MessageAnnouncements(24)="Blue_powernode_under_construction"
     MessageAnnouncements(25)="Red_Powercore_damaged"
     MessageAnnouncements(26)="Blue_Powercore_damaged"
     MessageAnnouncements(27)="Red_powernode_isolated"
     MessageAnnouncements(28)="Blue_powernode_isolated"
     VictorySound=Sound'GameSounds.Fanfares.UT2K3Fanfare04'
     RedColor=(R=255,A=255)
     YellowColor=(G=255,R=255,A=255)
     bIsUnique=Falsch
     bIsPartiallyUnique=Wahr
     Lifetime=2
     StackMode=SM_Down
     PosY=0.100000
}

Overview Package Class Source Class tree Glossary
previous class      next class frames      no frames
Class file time: Fr 30.3.2007 08:43:52.000 - Creation time: Mo 16.4.2007 11:20:51.234 - Created with UnCodeX