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Engine.LocalMessage


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//
// Represents a schematic for a client localized message.
//
class LocalMessage expands Info;

var bool    bComplexString;                                 // Indicates a multicolor string message class.
var bool    bIsSpecial;                                     // If true, don't add to normal queue.
var bool    bIsUnique;                                      // If true and special, only one can be in the HUD queue at a time.
var bool    bIsConsoleMessage;                              // If true, put a GetString on the console.
var bool    bFadeMessage;                                   // If true, use fade out effect on message.
var bool    bBeep;                                          // If true, beep!
var bool    bOffsetYPos;                                    // If the YPos indicated isn't where the message appears.
var int     Lifetime;                                       // # of seconds to stay in HUD message queue.

var class<LocalMessage> ChildMessage;                       // In some cases, we need to refer to a child message.

// Canvas Variables
var bool    bFromBottom;                                    // Subtract YPos.
var color   DrawColor;                                      // Color to display message with.
var float   XPos, YPos;                                     // Coordinates to print message at.
var bool    bCenter;                                        // Whether or not to center the message.

static function RenderComplexMessage( 
    Canvas Canvas, 
    out float XL,
    out float YL,
    optional String MessageString,
    optional int Switch,
    optional PlayerReplicationInfo RelatedPRI_1, 
    optional PlayerReplicationInfo RelatedPRI_2,
    optional Object OptionalObject
    );

static function string GetString(
    optional int Switch,
    optional PlayerReplicationInfo RelatedPRI_1, 
    optional PlayerReplicationInfo RelatedPRI_2,
    optional Object OptionalObject
    )
{
    return "";
}

static function string AssembleString(
    HUD myHUD,
    optional int Switch,
    optional PlayerReplicationInfo RelatedPRI_1, 
    optional String MessageString
    )
{
    return "";
}

static function ClientReceive( 
    PlayerPawn P,
    optional int Switch,
    optional PlayerReplicationInfo RelatedPRI_1, 
    optional PlayerReplicationInfo RelatedPRI_2,
    optional Object OptionalObject
    )
{
    if ( P.myHUD != None )
        P.myHUD.LocalizedMessage( Default.Class, Switch, RelatedPRI_1, RelatedPRI_2, OptionalObject );

    if ( Default.bBeep && P.bMessageBeep )
        P.PlayBeepSound();

    if ( Default.bIsConsoleMessage )
    {
        if ((P.Player != None) && (P.Player.Console != None))
            P.Player.Console.AddString(Static.GetString( Switch, RelatedPRI_1, RelatedPRI_2, OptionalObject ));
    }
}

static function color GetColor(
    optional int Switch,
    optional PlayerReplicationInfo RelatedPRI_1, 
    optional PlayerReplicationInfo RelatedPRI_2
    )
{
    return Default.DrawColor;
}

static function float GetOffset(int Switch, float YL, float ClipY )
{
    return Default.YPos;
}

static function int GetFontSize( int Switch );

defaultproperties
{
     Lifetime=3
     DrawColor=(R=255,G=255,B=255)
}

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Class file time: Do 19.5.2005 19:42:12.000 - Creation time: Fr 7.6.2013 13:15:50.422 - Created with UnCodeX