CString -> RString in RageUtil
ThemeMetric<CString> -> LocalizedString to eliminate dependencies
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@@ -501,7 +501,9 @@ void NetworkSyncManager::StartRequest(short position)
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NetPlayerClient->blocking=false;
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}
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static LocalizedString CONNECTION_SUCCESSFUL( "NetworkSyncManager", "Connection to '%s' successful." );
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static LocalizedString CONNECTION_FAILED ( "NetworkSyncManager", "Connection failed." );
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void NetworkSyncManager::DisplayStartupStatus()
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{
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CString sMessage("");
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@@ -512,13 +514,13 @@ void NetworkSyncManager::DisplayStartupStatus()
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//Networking wasn't attepmpted
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return;
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case 1:
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sMessage = "Connection to " + m_ServerName + " successful.";
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sMessage = ssprintf( CONNECTION_SUCCESSFUL.GetValue(), m_ServerName.c_str() );
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break;
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case 2:
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sMessage = "Connection failed.";
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sMessage = CONNECTION_FAILED.GetValue();
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break;
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}
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SCREENMAN->SystemMessage(sMessage);
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SCREENMAN->SystemMessage( sMessage );
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}
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void NetworkSyncManager::Update(float fDeltaTime)
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@@ -565,13 +567,14 @@ void NetworkSyncManager::Update(float fDeltaTime)
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}
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}
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static LocalizedString CONNECTION_DROPPED( "NetworkSyncManager", "Connection to server dropped." );
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void NetworkSyncManager::ProcessInput()
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{
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//If we're disconnected, just exit
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if ((NetPlayerClient->state!=NetPlayerClient->skCONNECTED) ||
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NetPlayerClient->IsError())
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{
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SCREENMAN->SystemMessageNoAnimate("Connection to server dropped.");
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SCREENMAN->SystemMessageNoAnimate( CONNECTION_DROPPED );
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useSMserver=false;
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isSMOnline = false;
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FOREACH_PlayerNumber(pn)
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