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Some nil checks to the A2A dispatcher, keeping it from detecting nil units, added locale to Settings and use of it to TextAndSound
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@@ -253,6 +253,7 @@ do -- SETTINGS
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self:SetMessageTime( MESSAGE.Type.Overview, 60 )
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self:SetMessageTime( MESSAGE.Type.Update, 15 )
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self:SetEraModern()
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self:SetLocale("en")
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return self
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else
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local Settings = _DATABASE:GetPlayerSettings( PlayerName )
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@@ -284,7 +285,21 @@ do -- SETTINGS
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function SETTINGS:SetMetric()
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self.Metric = true
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end
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--- Sets the SETTINGS default text locale.
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-- @param #SETTINGS self
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-- @param #string Locale
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function SETTINGS:SetLocale(Locale)
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self.Locale = Locale or "en"
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end
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--- Gets the SETTINGS text locale.
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-- @param #SETTINGS self
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-- @return #string
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function SETTINGS:GetLocale()
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return self.Locale or _SETTINGS:GetLocale()
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end
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--- Gets if the SETTINGS is metric.
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-- @param #SETTINGS self
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-- @return #boolean true if metric.
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@@ -60,14 +60,14 @@ TEXTANDSOUND = {
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--- Instantiate a new object
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-- @param #TEXTANDSOUND self
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-- @param #string ClassName Name of the class this instance is providing texts for.
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-- @param #string Defaultlocale Default locale of this instance, e.g. "en".
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-- @param #string Defaultlocale (Optional) Default locale of this instance, defaults to "en".
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-- @return #TEXTANDSOUND self
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function TEXTANDSOUND:New(ClassName,Defaultlocale)
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-- Inherit everything from BASE class.
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local self=BASE:Inherit(self, BASE:New())
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-- Set some string id for output to DCS.log file.
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self.lid=string.format("%s (%s) | ", self.ClassName, self.version)
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self.locale = Defaultlocale or "en"
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self.locale = Defaultlocale or (_SETTINGS:GetLocale() or "en")
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self.textclass = ClassName or "none"
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self.entries = {}
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local initentry = {} -- #TEXTANDSOUND.Entry
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