class GameMessage extends LocalMessage; var(Message) localized string SwitchLevelMessage; var(Message) localized string LeftMessage; var(Message) localized string FailedTeamMessage; var(Message) localized string FailedPlaceMessage; var(Message) localized string FailedSpawnMessage; var(Message) localized string EnteredMessage; var(Message) localized string MaxedOutMessage; var(Message) localized string OvertimeMessage; var(Message) localized string GlobalNameChange; var(Message) localized string NewTeamMessage; var(Message) localized string NewTeamMessageTrailer; var(Message) localized string NoNameChange; var(Message) localized string VoteStarted; var(Message) localized string VotePassed; var(Message) localized string MustHaveStats; var(Message) localized string CantBeSpectator; var(Message) localized string CantBePlayer; var(Message) localized string BecameSpectator; var localized string NewPlayerMessage; var localized string KickWarning; var localized string NewSpecMessage, SpecEnteredMessage; // // Messages common to GameInfo derivatives. // static function string GetString( optional int Switch, optional PlayerReplicationInfo RelatedPRI_1, optional PlayerReplicationInfo RelatedPRI_2, optional 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$Default.LeftMessage; break; case 5: return Default.SwitchLevelMessage; break; case 6: return Default.FailedTeamMessage; break; case 7: return Default.MaxedOutMessage; break; case 8: return Default.NoNameChange; break; case 9: return RelatedPRI_1.playername@Default.VoteStarted; break; case 10: return Default.VotePassed; break; case 11: return Default.MustHaveStats; break; case 12: return Default.CantBeSpectator; break; case 13: return Default.CantBePlayer; break; case 14: return RelatedPRI_1.PlayerName@Default.BecameSpectator; break; case 15: return Default.KickWarning; break; case 16: if (RelatedPRI_1 == None) return Default.NewSpecMessage; return RelatedPRI_1.playername$Default.SpecEnteredMessage; break; } return ""; } defaultproperties { NewPlayerMessage="A new player entered the game." NewSpecMessage="A spectator 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." SpecEnteredMessage=" joined as a spectator." 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." CantBeSpectator="Sorry, you cannot become a spectator at this time." CantBePlayer="Sorry, you cannot become an active player at this time." BecameSpectator="became a spectator." bIsSpecial=false bIsConsoleMessage=true KickWarning="You are about to be kicked for idling!" }