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class TribesGameMessage extends Engine.GameMessage; var localized string ReadyMessage; var localized string NotReadyMessage; var localized string AwaitingSingleReadyMessage; var localized string AwaitingDoubleReadyMessage; var localized string AwaitingTripleReadyMessage; var localized string UnbalancedMessage; static function string GetString(optional int Switch, optional Core.Object Related1, optional Core.Object Related2, optional Core.Object OptionalObject, optional String OptionalString) { local PlayerReplicationInfo PRI1, PRI2, PRI3; PRI1 = PlayerReplicationInfo(Related1); switch (Switch) { case 3: // overriding team switching because we use our own TeamInfo if (Related1 == None) return ""; if (OptionalObject == None) return ""; return PRI1.PlayerName@Default.NewTeamMessage@TeamInfo(OptionalObject).GetHumanReadableName()$Default.NewTeamMessageTrailer; break; case 20: return replaceStr(default.ReadyMessage, PRI1.PlayerName); break; case 21: return replaceStr(default.NotReadyMessage, PRI1.PlayerName); break; case 22: PRI2 = PlayerReplicationInfo(Related2); PRI3 = PlayerReplicationInfo(OptionalObject); if (PRI1 == None) return ""; if (PRI2 == None && PRI3 == None) return replaceStr(default.AwaitingSingleReadyMessage, PRI1.PlayerName); else if (PRI3 == None) return replaceStr(default.AwaitingDoubleReadyMessage, PRI1.PlayerName, PRI2.PlayerName); else return replaceStr(default.AwaitingTripleReadyMessage, PRI1.PlayerName, PRI2.PlayerName, PRI3.PlayerName); break; case 23: return default.UnbalancedMessage; default: break; } return super.GetString(Switch, Related1, Related2, OptionalObject, OptionalString); } defaultproperties { ReadyMessage = "%1 is ready to start" NotReadyMessage = "%1 is not ready to start" AwaitingSingleReadyMessage = "%1 is holding up the tournament" AwaitingDoubleReadyMessage = "%1 and %2 are holding up the tournament" AwaitingTripleReadyMessage = "%1, %2 and %3 are holding up the tournament" UnbalancedMessage = "The teams aren't balanced." } |
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