Put dialogues into the console using PRINT_NONOTIFY.
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parent
94de5fb957
commit
75adec38d2
2 changed files with 11 additions and 3 deletions
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@ -1,3 +1,3 @@
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[default]
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SWWM_MODVER="\cyDEMOLITIONIST \cw1.3pre r626 \cu(Tue 22 Nov 10:55:39 CET 2022)\c-";
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SWWM_SHORTVER="\cw1.3pre r626 \cu(2022-11-22 10:55:39)\c-";
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SWWM_MODVER="\cyDEMOLITIONIST \cw1.3pre r627 \cu(Tue 22 Nov 11:06:39 CET 2022)\c-";
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SWWM_SHORTVER="\cw1.3pre r627 \cu(2022-11-22 11:06:39)\c-";
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@ -336,7 +336,15 @@ Class SWWMDirectMessage : HUDMessageBase
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l = mSmallFont.BreakLines(txt,220);
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// append to the player's chat log (if it's valid)
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if ( (seqnum < 1) || (seqnum > seqcnt) ) return;
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EventHandler.SendNetworkEvent("swwmstoremessage."..chrname..": "..txt,level.totaltime,PRINT_CHAT,consoleplayer);
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// some messages may have newlines in them, split them
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Array<String> storemsg;
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txt.Split(storemsg,"\n");
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for ( int i=0; i<storemsg.Size(); i++ )
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{
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EventHandler.SendNetworkEvent("swwmstoremessage."..chrname..": "..storemsg[i],level.totaltime,PRINT_CHAT,consoleplayer);
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// stick it into the console as well
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Console.PrintfEx(PRINT_CHAT|PRINT_NONOTIFY,chrname..": "..storemsg[i]);
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}
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}
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private void DrawText()
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