class SmartCTFCoolMsg expands LocalMessagePlus;

var(Messages) string LongRangeString;
var(Messages) string UberLongRangeString;
var(Messages) string SpawnLamerString;
var(Messages) string OvertimeEnabledString;
var(Messages) string OvertimeDisabledString;
var(Messages) string AirKillMsg;
var(Messages) string AirKilledMsg;
var(Messages) string NewPlayerMsg;
var(Messages) string NewPlayerOtherMsg;
var(Messages) string PlayerBackMsg;
var(Messages) string PlayerBackOtherMsg;
var Color EnabledColor, DisabledColor, SpawnLamerColor,AirKillColor,AirKilledColor,NewPlayerColor,PlayerBackColor;


static function float GetOffset( int Switch, float YL, float ClipY )
{
	switch( Switch )
	{
		case 8:
		case 9:
		case 8 + 64:
		case 9 + 64:
			return ( default.YPos / 768.0 ) * ClipY - 3 * YL;
		default:
			return ( default.YPos / 768.0 ) * ClipY - 2 * YL;
	}
}


static function string GetString( optional int Switch, optional PlayerReplicationInfo RelatedPRI_1, optional PlayerReplicationInfo RelatedPRI_2, optional Object OptionalObject )
{
	switch( Switch )
	{
		case 1: return default.LongRangeString;
		case 2: return default.UberLongRangeString;
		case 3: return default.OvertimeEnabledString;
		case 4: return default.OvertimeDisabledString;
		case 5: return default.SpawnLamerString;
		case 6: return default.AirKillMsg;
		case 7: return default.AirKilledMsg;
		case 8: return default.NewPlayerMsg @ RelatedPRI_1.PlayerName @ "!";
		case 9: return default.PlayerBackMsg @ RelatedPRI_1.PlayerName @ "!";
		
		case 8 + 64: return default.NewPlayerOtherMsg @ RelatedPRI_1.PlayerName @ "!";
		case 9 + 64: return default.PlayerBackOtherMsg @ RelatedPRI_1.PlayerName @ "!";
	}
	return "";
}

static function Color GetColor( optional int Switch, optional PlayerReplicationInfo RelatedPRI_1, optional PlayerReplicationInfo RelatedPRI_2 )
{
	switch( Switch )
	{
		case 1: return default.DrawColor;
		case 2: return default.DrawColor;
		case 3: return default.EnabledColor;
		case 4: return default.DisabledColor;
		case 5: return default.SpawnLamerColor;
		case 6: return default.AirKillColor;
		case 7: return default.AirKilledColor;
		case 8: return default.NewPlayerColor;
		case 9: return default.PlayerBackColor;
		
		
		case 8+64: return default.NewPlayerColor;
		case 9+64: return default.PlayerBackColor;
	}
	return default.DrawColor;
}

defaultproperties
{
	LongRangeString="Long Range Kill!"
	UberLongRangeString="Über Long Range Kill!"
	SpawnLamerString="Spawnkill..."
	AirKilledMsg="Killed in the air!"
	AirKillMsg="Kill in the air!"
	OvertimeEnabledString="Sudden Death Overtime = Enabled"
	OvertimeDisabledString="Sudden Death Overtime = DISABLED"
	NewPlayerMsg="Welcome to you"
	NewPlayerOtherMsg="Welcome to"
	PlayerBackMsg="Welcome back"
	PlayerBackOtherMsg="Welcome back to"
	EnabledColor=(R=128,G=255,B=192,A=0)
	DisabledColor=(R=255,G=192,B=128,A=0)
	SpawnLamerColor=(R=255,G=64,B=0,A=0)
	AirKillColor=(R=128,G=255,B=192,A=0)
	AirKilledColor=(R=255,G=192,B=128,A=0)
	NewPlayerColor=(R=128,G=255,B=192,A=0)
	PlayerBackColor=(R=128,G=255,B=192,A=0)
	FontSize=1
	bIsSpecial=True
	bIsUnique=True
	bFadeMessage=True
	DrawColor=(G=224,B=224)
	YPos=196.000000
	bCenter=True
}
