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- moved the notification messages for SendToCommunicator into LANGUAGE.
As a side effect this will now allow using custom messages with this function as well by using the arg2 parameter as part of the message's name (arg2=0 will use TXT_COMM0, arg1 TXT_COMM1 and so on.)
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2 changed files with 12 additions and 6 deletions
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@ -56,6 +56,7 @@
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#include "p_3dmidtex.h"
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#include "d_net.h"
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#include "d_event.h"
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#include "gstrings.h"
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#include "r_data/colormaps.h"
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#define FUNC(a) static int a (line_t *ln, AActor *it, bool backSide, \
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@ -2985,13 +2986,14 @@ FUNC(LS_SendToCommunicator)
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{
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S_StopSound (CHAN_VOICE);
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S_Sound (CHAN_VOICE, name, 1, ATTN_NORM);
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if (arg2 == 0)
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// Get the message from the LANGUAGE lump.
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FString msg;
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msg.Format("TXT_COMM%d", arg2);
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const char *str = GStrings[msg];
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if (msg != NULL)
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{
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Printf (PRINT_CHAT, "Incoming Message\n");
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}
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else if (arg2 == 1)
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{
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Printf (PRINT_CHAT, "Incoming Message from BlackBird\n");
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Printf (PRINT_CHAT, "%s\n", str);
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}
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}
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return true;
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@ -1550,6 +1550,10 @@ TXT_RANDOMGOODBYE_3 = "See you later!";
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TXT_HAVEENOUGH = "You seem to have enough!";
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TXT_GOAWAY = "Go away!";
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TXT_COMM0 = "Incoming Message";
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TXT_COMM1 = "Incoming Message from BlackBird";
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// Skills:
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SKILL_BABY = "I'm too young to die";
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