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# Engine.GameMessage

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    class GameMessage extends LocalMessage;

    var localized string	      SwitchLevelMessage;
    var localized string	      LeftMessage;
    var localized string	      FailedTeamMessage;
    var localized string	      FailedPlaceMessage;
    var localized string	      FailedSpawnMessage;
    var localized string	      EnteredMessage;
    var	localized string	      MaxedOutMessage;
    var localized string OvertimeMessage;
    var localized string GlobalNameChange;
    var localized string NewTeamMessage;
    var localized string NewTeamMessageTrailer;
    var localized string	NoNameChange;
    var localized string VoteStarted;
    var localized string VotePassed;
    var localized string MustHaveStats;

    var localized string NewPlayerMessage;

    //
    // Messages common to GameInfo derivatives.
    //
    #if IG_TRIBES3 // david: more flexibility in LocalMessage system, uses Objects instead of PlayerReplicationInfos

    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;

    	PRI1 = PlayerReplicationInfo(Related1);

    	switch (Switch)
    	{
    		case 0:
    			return Default.OvertimeMessage;
    			break;
    		case 1:
    			if (Related1 == None)
                    return Default.NewPlayerMessage;

    			return PRI1.PlayerName$Default.EnteredMessage;
    			break;
    		case 2:
    			if (Related1 == None)
    				return "";

    			return PRI1.OldName@Default.GlobalNameChange@PRI1.PlayerName;
    			break;
    		case 3:
    			if (Related1 == None)
    				return "";
    			if (OptionalObject == None)
    				return "";

                return PRI1.PlayerName@Default.NewTeamMessage$Default.NewTeamMessageTrailer;
    			break;
    		case 4:
    			if (Related1 == None)
    				return "";

    			return PRI1.PlayerName$Default.LeftMessage;
    			break;
    		case 5:
    			return Default.SwitchLevelMessage;
    			break;
    		case 6:
    			return Default.FailedTeamMessage;
    			break;
    		case 7:
    			return Default.MaxedOutMessage;
    			break;
    		case 8:
    			return Default.NoNameChange;
    			break;
            case 9:
                return PRI1.PlayerName@Default.VoteStarted;
                break;
            case 10:
                return Default.VotePassed;
                break;
            case 11:
    			return Default.MustHaveStats;
    			break;
    	}
    	return "";
    }

    #else
    static function string GetString(
    	optional int Switch,
    	optional PlayerReplicationInfo RelatedPRI_1,
    	optional PlayerReplicationInfo RelatedPRI_2,
    	optional Core.Object OptionalObject
    	)
    {
    	switch (Switch)
    	{
    		case 0:
    			return Default.OvertimeMessage;
    			break;
    		case 1:
    			if (RelatedPRI_1 == None)
                    return Default.NewPlayerMessage;

    			return RelatedPRI_1.PlayerName$Default.EnteredMessage;
    			break;
    		case 2:
    			if (RelatedPRI_1 == None)
    				return "";

    			return RelatedPRI_1.OldName@Default.GlobalNameChange@RelatedPRI_1.PlayerName;
    			break;
    		case 3:
    			if (RelatedPRI_1 == None)
    				return "";
    			if (OptionalObject == None)
    				return "";

                return RelatedPRI_1.PlayerName@Default.NewTeamMessage@TeamInfo(OptionalObject).GetHumanReadableName()$Default.NewTeamMessageTrailer;
    			break;
    		case 4:
    			if (RelatedPRI_1 == None)
    				return "";

    			return RelatedPRI_1.PlayerName$Default.LeftMessage;
    			break;
    		case 5:
    			return Default.SwitchLevelMessage;
    			break;
    		case 6:
    			return Default.FailedTeamMessage;
    			break;
    		case 7:
    			return Default.MaxedOutMessage;
    			break;
    		case 8:
    			return Default.NoNameChange;
    			break;
            case 9:
                return RelatedPRI_1.PlayerName@Default.VoteStarted;
                break;
            case 10:
                return Default.VotePassed;
                break;
            case 11:
    			return Default.MustHaveStats;
    			break;
    	}
    	return "";
    }
    #endif

    defaultproperties
    {
    	NewPlayerMessage="A new player entered the game."
    	OverTimeMessage="Score tied at the end of regulation. Sudden Death Overtime!!!"
    	GlobalNameChange="changed name to"
    	NewTeamMessage="is now on"
    	NewTeamMessageTrailer=""
        SwitchLevelMessage="Switching Levels"
        MaxedOutMessage="Server is already at capacity."
        EnteredMessage=" entered the game."
    	FailedTeamMessage="Could not find team for player"
    	FailedPlaceMessage="Could not find a starting spot"
    	FailedSpawnMessage="Could not spawn player"
        LeftMessage=" left the game."
        NoNameChange="Name is already in use."
        MustHaveStats="Must have stats enabled to join this server."
        VoteStarted="started a vote."
        VotePassed="Vote passed."
        bIsSpecial=false
    	bIsConsoleMessage=true
    }

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Class file time: ne 5.9.2004 16:01:22.000 - Creation time: st 23.5.2018 00:10:43.504 - Created with UnCodeX