Clean up some messages. I'm not too crazy about this; we should have parameters
to messages, and unify them with actor messages instead of having two major, distinct, functionally similar messaging systems. This is an improvement over a chunk of messages that are handled differently than all other messages, though.
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@@ -82,6 +82,10 @@ AutoScreenMessage( SM_DoNextScreen )
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AutoScreenMessage( SM_StartHereWeGo )
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AutoScreenMessage( SM_StopHereWeGo )
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AutoScreenMessage( SM_BattleTrickLevel1 );
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AutoScreenMessage( SM_BattleTrickLevel2 );
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AutoScreenMessage( SM_BattleTrickLevel3 );
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static Preference<float> g_fNetStartOffset( "NetworkStartOffset", -3.0 );
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@@ -2485,13 +2489,9 @@ void ScreenGameplay::HandleScreenMessage( const ScreenMessage SM )
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{
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int iTrickLevel = SM-SM_BattleTrickLevel1+1;
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PlayAnnouncer( ssprintf("gameplay battle trick level%d",iTrickLevel), 3 );
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switch( SM )
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{
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case SM_BattleTrickLevel1: m_soundBattleTrickLevel1.Play(); break;
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case SM_BattleTrickLevel2: m_soundBattleTrickLevel2.Play(); break;
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case SM_BattleTrickLevel3: m_soundBattleTrickLevel3.Play(); break;
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default: ASSERT(0);
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}
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if( SM == SM_BattleTrickLevel1 ) m_soundBattleTrickLevel1.Play();
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else if( SM == SM_BattleTrickLevel2 ) m_soundBattleTrickLevel2.Play();
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else if( SM == SM_BattleTrickLevel3 ) m_soundBattleTrickLevel3.Play();
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}
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else if( SM >= SM_BattleDamageLevel1 && SM <= SM_BattleDamageLevel3 )
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{
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