Allow a function to be passed as a comms parameter, for more advanced work
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012af4837c
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@ -368,7 +368,14 @@ this.PriorityAIController = function(ship)
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{
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{
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params = this.entityCommsParams(params);
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params = this.entityCommsParams(params);
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}
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}
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if (template instanceof Function)
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{
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var message = template(key,params);
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}
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else
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{
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var message = expandDescription(template,params);
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var message = expandDescription(template,params);
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}
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if (message != "")
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if (message != "")
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{
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{
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this.ship.commsMessage(message);
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this.ship.commsMessage(message);
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@ -6206,7 +6213,9 @@ this.startUp = function()
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/* These are temporary for testing. Remove before release... */
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/* These are temporary for testing. Remove before release... */
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this.$commsSettings.generic.generic.oolite_continuingAttack = "I've got the [oolite_entityClass]";
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this.$commsSettings.generic.generic.oolite_continuingAttack = "I've got the [oolite_entityClass]";
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this.$commsSettings.police.generic.oolite_continuingAttack = function(k,p) { return "Targeting the "+p.oolite_entityName+". Cover me."; };
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this.$commsSettings.generic.generic.oolite_beginningAttack = "Die, [oolite_entityName]!";
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this.$commsSettings.generic.generic.oolite_beginningAttack = "Die, [oolite_entityName]!";
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this.$commsSettings.police.generic.oolite_beginningAttack = function(k,p) { return "Leave the system or die, "+p.oolite_entityName+"!"; };
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this.$commsSettings.generic.generic.oolite_beginningAttackInanimate = "I've got you this time, [oolite_entityName]!";
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this.$commsSettings.generic.generic.oolite_beginningAttackInanimate = "I've got you this time, [oolite_entityName]!";
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this.$commsSettings.generic.generic.oolite_hitTarget = "Take that, scum.";
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this.$commsSettings.generic.generic.oolite_hitTarget = "Take that, scum.";
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this.$commsSettings.generic.generic.oolite_killedTarget = "[oolite_entityClass] down!";
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this.$commsSettings.generic.generic.oolite_killedTarget = "[oolite_entityClass] down!";
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