feat: xVotingReplication localization
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@ -29,11 +29,26 @@ var transient float RebunchTimer,NextVoteTimer;
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var bool bClientConnected,bAllReceived,bClientRanked;
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var bool bClientConnected,bAllReceived,bClientRanked;
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var transient bool bListDirty;
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var transient bool bListDirty;
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var localized string MaplistRecvMsg;
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var localized string ClientMapVoteMsg;
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var localized string InitMapVoteMsg;
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var localized string TwoMinRemainMsg;
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var localized string OneMinRemainMsg;
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var localized string XSecondsRemainMsg;
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var localized string UnknownPlayerName;
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var localized string VotedForKnownMapMsg;
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var localized string VotedForUnkownMapMsg;
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var localized string AdminForcedKnownMapswitchMsg;
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var localized string AdminForcedUnknownMapswitchMsg;
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var localized string KnownMapSwitchMsg;
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var localized string UnknownMapSwitchMsg;
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function PostBeginPlay()
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function PostBeginPlay()
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{
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{
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PlayerOwner = PlayerController(Owner);
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PlayerOwner = PlayerController(Owner);
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RebunchTimer = WorldInfo.TimeSeconds+5.f;
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RebunchTimer = WorldInfo.TimeSeconds+5.f;
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}
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}
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function Tick( float Delta )
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function Tick( float Delta )
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{
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{
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if( PlayerOwner==None || PlayerOwner.Player==None )
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if( PlayerOwner==None || PlayerOwner.Player==None )
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@ -115,33 +130,33 @@ reliable client simulated function ClientReady( int CurGame )
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{
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{
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ClientCurrentGame = CurGame;
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ClientCurrentGame = CurGame;
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bAllReceived = true;
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bAllReceived = true;
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MapVoteMsg("Maplist successfully received."); // TODO: localize
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MapVoteMsg(MaplistRecvMsg);
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}
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}
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simulated final function MapVoteMsg( string S )
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simulated final function MapVoteMsg( string S )
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{
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{
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if( S!="" )
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if( S!="" )
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GetPlayer().ClientMessage("MapVote: "$S); // TODO: localize
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GetPlayer().ClientMessage(ClientMapVoteMsg$" "$S);
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}
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}
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reliable client simulated function ClientNotifyVote( PlayerReplicationInfo PRI, int GameIndex, int MapIndex )
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reliable client simulated function ClientNotifyVote( PlayerReplicationInfo PRI, int GameIndex, int MapIndex )
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{
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{
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if( bAllReceived )
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if( bAllReceived )
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MapVoteMsg((PRI!=None ? PRI.PlayerName : "Someone")$" has voted for "$Maps[MapIndex].MapTitle$" ("$GameModes[GameIndex].GameShortName$").");
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MapVoteMsg((PRI!=None ? PRI.PlayerName : UnknownPlayerName)$" "$VotedForKnownMapMsg$" "$Maps[MapIndex].MapTitle$" ("$GameModes[GameIndex].GameShortName$").");
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else MapVoteMsg((PRI!=None ? PRI.PlayerName : "Someone")$" has voted for a map.");
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else MapVoteMsg((PRI!=None ? PRI.PlayerName : UnknownPlayerName)$" "$VotedForUnkownMapMsg);
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}
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}
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reliable client simulated function ClientNotifyVoteTime( int Time )
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reliable client simulated function ClientNotifyVoteTime( int Time )
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{
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{
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if( Time==0 )
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if( Time==0 )
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MapVoteMsg("Initializing mid-game mapvote..."); // TODO: localize
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MapVoteMsg(InitMapVoteMsg);
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if( Time<=10 )
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if( Time<=10 )
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MapVoteMsg(string(Time)$"...");
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MapVoteMsg(string(Time)$"...");
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else if( Time<60 )
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else if( Time<60 )
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MapVoteMsg(string(Time)$" seconds..."); // TODO: localize
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MapVoteMsg(string(Time)$" "$XSecondsRemainMsg);
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else if( Time==60 )
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else if( Time==60 )
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MapVoteMsg("1 minute remains..."); // TODO: localize
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MapVoteMsg(OneMinRemainMsg);
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else if( Time==120 )
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else if( Time==120 )
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MapVoteMsg("2 minutes remain..."); // TODO: localize
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MapVoteMsg(TwoMinRemainMsg);
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}
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}
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reliable client simulated function ClientNotifyVoteWin( int GameIndex, int MapIndex, bool bAdminForce )
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reliable client simulated function ClientNotifyVoteWin( int GameIndex, int MapIndex, bool bAdminForce )
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{
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{
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@ -149,12 +164,12 @@ reliable client simulated function ClientNotifyVoteWin( int GameIndex, int MapIn
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if( bAdminForce )
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if( bAdminForce )
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{
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{
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if( bAllReceived )
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if( bAllReceived )
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MapVoteMsg("An admin has forced mapswitch to "$Maps[MapIndex].MapTitle$" ("$GameModes[GameIndex].GameShortName$")."); // TODO: localize
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MapVoteMsg(AdminForcedKnownMapswitchMsg$" "$Maps[MapIndex].MapTitle$" ("$GameModes[GameIndex].GameShortName$").");
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else MapVoteMsg("An admin has forced a mapswitch."); // TODO: localize
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else MapVoteMsg(AdminForcedUnknownMapswitchMsg);
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}
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}
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else if( bAllReceived )
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else if( bAllReceived )
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MapVoteMsg(Maps[MapIndex].MapTitle$" ("$GameModes[GameIndex].GameShortName$") has won mapvote, switching map..."); // TODO: localize
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MapVoteMsg(Maps[MapIndex].MapTitle$" ("$GameModes[GameIndex].GameShortName$") "$KnownMapSwitchMsg);
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else MapVoteMsg("A map has won mapvote, switching map..."); // TODO: localize
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else MapVoteMsg(UnknownMapSwitchMsg);
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}
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}
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reliable client simulated function ClientOpenMapvote( optional bool bShowRank )
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reliable client simulated function ClientOpenMapvote( optional bool bShowRank )
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{
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{
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