05-06-2022, 02:30 PM
4 hours ago, Scura said:
You should be able to cast the string, without call the strClient_**.lod file, by casting the _S string into a CTString !
// NICOLASG MARK (CASH TICKET)
case MSG_SYS_CASH_TICKET:
CTString cashString = "You have claimed your cash prize!";
pUIManager->GetChattingUI()->AddSysMessage(cashString, "CASH TICKET USED."), SYSMSG_NOTIFY);
break; // NICOLASG MARK (CASH TICKET)
If you have different language you should be able to split the hardcoded string by a simple condition between which langauge is currently selected! While is unecessary call the server to send the data into client, i prefer not use the lod file and hardcode it!
Excuse my ignorance, why not use the lod file? if anyway the whole game uses it equally

