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//============================================================================= // MessageTrigger //============================================================================= // Broadcasts a message to all players //============================================================================= class MessageTrigger extends Triggers; var() enum EMT_MessageType { EMT_Default, EMT_CriticalEvent, EMT_DeathMessage, EMT_Say, EMT_TeamSay, } MessageType; var() localized string Message; var() byte Team; event Trigger( Actor Other, Pawn EventInstigator ) { local name MSGType; local Controller C; local PlayerController P; switch ( MessageType ) { case EMT_CriticalEvent : MSGType = 'CriticalEvent'; break; case EMT_DeathMessage : MSGType = 'xDeathMessage'; break; case EMT_Say : MSGType = 'SayMessagePlus'; break; case EMT_TeamSay : MSGType = 'TeamSayMessagePlus'; break; default : MSGType = 'StringMessagePlus'; break; } for ( C=Level.ControllerList; C!=None; C=C.NextController ) { P = PlayerController(C); if ( P != None && CheckTeam(P) ) P.TeamMessage(C.PlayerReplicationInfo, Message, MSGType); } } function bool CheckTeam( PlayerController P ) { local byte DefendingTeam; if ( Team == 255 ) return true; DefendingTeam = Level.Game.GetDefenderNum(); // Normal Player Team if ( DefendingTeam == 255 ) return P.GetTeamNum() == Team; // Check Attackers if ( Team == 0 && DefendingTeam != P.GetTeamNum() ) return true; // Check Defenders if ( Team == 1 && DefendingTeam == P.GetTeamNum() ) return true; return false; } defaultproperties { Team=255 Message="My Message" MessageType=EMT_CriticalEvent } |
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