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# Gameplay.MPPersonalStatMessage

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    //
    // Base personal message class
    //
    class MPPersonalStatMessage extends MPPersonalMessage;

    var array<string> personalMessages;
    var localized string offenseStr, defenseStr, styleStr;

    static function string GetPersonalString(
    	out EMessageType messageType,
    	optional int Switch,
    	optional Core.Object Related1,
    	optional Core.Object Related2,
    	optional Core.Object OptionalObject,
    	optional String OptionalString
    	)
    {
    	local class<Stat> s;
    	local PlayerReplicationInfo PRI;
    	local int amount;

    	// Expect Related1 to be a stat (required)
    	// Expect Related2 to be a target PRI (optional)
    	s = class<Stat>(Related1);
    	if (s == None)
    		return "";

    	if (Related2 != None)
    		PRI = PlayerReplicationInfo(Related2);

    	// If an amount wasn't explicitly sent, assume 1
    	amount = int(OptionalString);
    	if (amount <= 0)
    	{
    		amount = 1;
    	}

    	// Check if it's a penalty
    	if (s.default.offensePointsPerStat < 0 || s.default.defensePointsPerStat < 0 || s.default.stylePointsPerStat < 0)
    		messageType = MessageType_StatPenalty;
    	// Otherwise set messagetype depending on stat level
    	else if (s.default.logLevel <= 1)
    		messageType = MessageType_StatHigh;
    	else if (s.default.logLevel == 2)
    		messageType = MessageType_StatMedium;
    	else
    		messageType = MessageType_StatLow;

    	//Log("MPPersonalStatMessage set messageType to "$messageType$" due to logLevel "$s.default.logLevel$" for stat "$s);

    	if (Switch == 0)
    	{
    		if (PRI == None)
    			return s.default.personalMessage @ createScoreString(s, amount);
    		else
    			return replaceStr(s.default.personalmessage, PRI.PlayerName) @ createScoreString(s, amount);
    	}

    	// A custom message has been defined
    	if (default.personalMessages.Length < Switch)
    		return "";

    	if (PRI == None)
    		return default.personalMessages[Switch] @ createScoreString(s, amount);
    	else
    		return replaceStr(default.personalMessages[Switch], PRI.PlayerName) @ createScoreString(s, amount);

    	return "";
    }

    static function string createScoreString(class<Stat> s, int amount)
    {
    	local string str;
    	local array<string> strList;
    	local int i;
    	local string operatorString;

    	if (s.default.offensePointsPerStat < 0 || s.default.defensePointsPerStat < 0 || s.default.stylePointsPerStat < 0)
    		operatorString = "";
    	else
    		operatorString = "+";

    	if (s.default.offensePointsPerStat != 0)
    	{
    		strList[strList.Length] = operatorString $ s.default.offensePointsPerStat*amount @ default.offenseStr;
    	}

    	if (s.default.defensePointsPerStat != 0)
    	{
    		strList[strList.Length] = operatorString $ s.default.defensePointsPerStat*amount @ default.defenseStr;
    	}

    	if (s.default.stylePointsPerStat != 0)
    	{
    		strList[strList.Length] = operatorString $ s.default.stylePointsPerStat*amount @ default.styleStr;
    	}

    	str = "(";

    	// Append all but the last string using comma separators
    	for (i=0; i<strList.Length - 1; i++)
    	{
    		str = str $ strList[i] $ ", ";
    	}

    	// Append the last string with a bracket on the end
    	str = str $ strList[i] $ ")";

    	return str;
    }

    defaultproperties
    {
    	personalMessages(0)="This index is reserved for a personal message stored in a Stat."

    	offenseStr = "Offense"
    	defenseStr = "Defense"
    	styleStr   = "Style"
    }

    // You killed Kaka (+1 Offense)
    // You midair'd Kaka (+1 Style)
    // You protected your Generator (+1 Defense)
    // You teamkilled Kaka (-1 Offense)
    // Kaka teamkilled you
    // You returned the flag with good timing (+3 Defense)

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Class file time: ne 5.9.2004 15:53:16.000 - Creation time: st 23.5.2018 00:10:45.948 - Created with UnCodeX