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class StartupMessage extends CriticalEventPlus; var localized string Stage[8], NotReady, SinglePlayer; var sound Riff; static simulated function ClientReceive( PlayerController P, optional int Switch, optional PlayerReplicationInfo RelatedPRI_1, optional PlayerReplicationInfo RelatedPRI_2, optional Object OptionalObject ) { Super.ClientReceive(P, Switch, RelatedPRI_1, RelatedPRI_2, OptionalObject); if ( Switch < 7 ) { P.Level.FillPrecacheMaterialsArray(false); P.Level.FillPrecacheStaticMeshesArray(false); P.PrecacheAnnouncements(); } // don't play sound if quickstart=true, so no 'play' voiceover at start of tutorials if ( Switch == 5 && P != none && P.Level != none && P.Level.Game != none && (!P.Level.Game.IsA('Deathmatch') || (!DeathMatch(P.Level.Game).bQuickstart && !DeathMatch(P.Level.Game).bSkipPlaySound)) ) P.PlayStatusAnnouncement('Play',1,true); else if ( (Switch > 1) && (Switch < 5) ) P.PlayBeepSound(); else if ( Switch == 7 ) P.ClientPlaySound(Default.Riff); } static function string GetString( optional int Switch, optional PlayerReplicationInfo RelatedPRI_1, optional PlayerReplicationInfo RelatedPRI_2, optional Object OptionalObject ) { local int i, PlayerCount; local GameReplicationInfo GRI; if ( (RelatedPRI_1 != None) && (RelatedPRI_1.Level.NetMode == NM_Standalone) ) { if ( (DeathMatch(RelatedPRI_1.Level.Game) != None) && DeathMatch(RelatedPRI_1.Level.Game).bQuickstart ) return ""; if ( Switch < 2 ) return Default.SinglePlayer; } else if ( Switch == 0 && RelatedPRI_1 != None ) { GRI = RelatedPRI_1.Level.GRI; if (GRI == None) return Default.Stage[0]; for (i = 0; i < GRI.PRIArray.Length; i++) { if ( GRI.PRIArray[i] != None && !GRI.PRIArray[i].bOnlySpectator && (!GRI.PRIArray[i].bIsSpectator || GRI.PRIArray[i].bWaitingPlayer) ) PlayerCount++; } if (GRI.MinNetPlayers - PlayerCount > 0) return Default.Stage[0]@"("$(GRI.MinNetPlayers - PlayerCount)$")"; } else if ( switch == 1 ) { if ( (RelatedPRI_1 == None) || !RelatedPRI_1.bWaitingPlayer ) return Default.Stage[0]; else if ( RelatedPRI_1.bReadyToPlay ) return Default.Stage[1]; else return Default.NotReady; } return Default.Stage[Switch]; } defaultproperties { Stage(0)="Waiting for other players." Stage(1)="Waiting for ready signals. You are READY." Stage(2)="The match is about to begin...3" Stage(3)="The match is about to begin...2" Stage(4)="The match is about to begin...1" Stage(5)="The match has begun!" Stage(6)="The match has begun!" Stage(7)="OVER TIME!" NotReady="You are NOT READY. Press Fire!" SinglePlayer="Press FIRE to start!" Riff=Sound'GameSounds.Fanfares.UT2K3Fanfare11' bIsConsoleMessage=Falsch DrawColor=(G=64,R=32) } |
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