2019-03-13 19:20:07 +00:00
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/*
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2020-06-04 21:01:28 +00:00
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===========================================================================
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2019-03-13 19:20:07 +00:00
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Copyright (C) 1997-2001 Id Software, Inc.
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2020-06-04 21:01:28 +00:00
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This file is part of Quake 2 source code.
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2019-03-13 19:20:07 +00:00
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2020-06-04 21:01:28 +00:00
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Quake 2 source code is free software; you can redistribute it
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and/or modify it under the terms of the GNU General Public License as
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published by the Free Software Foundation; either version 2 of the License,
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or (at your option) any later version.
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2019-03-13 19:20:07 +00:00
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2020-06-04 21:01:28 +00:00
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Quake 2 source code is distributed in the hope that it will be
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useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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2019-03-13 19:20:07 +00:00
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You should have received a copy of the GNU General Public License
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2020-06-04 21:01:28 +00:00
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along with Quake 2 source code; if not, write to the Free Software
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Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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===========================================================================
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2019-03-13 19:20:07 +00:00
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*/
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// ui_game.c -- the single player menu and credits
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#include <ctype.h>
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#ifdef _WIN32
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#include <io.h>
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#endif
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#include "../client/client.h"
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#include "ui_local.h"
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/*
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=============================================================================
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GAME MENU
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=============================================================================
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*/
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static int m_game_cursor;
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static menuframework_s s_game_menu;
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static menuaction_s s_easy_game_action;
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static menuaction_s s_medium_game_action;
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static menuaction_s s_hard_game_action;
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static menuaction_s s_nitemare_game_action;
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static menuaction_s s_load_game_action;
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static menuaction_s s_save_game_action;
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static menuaction_s s_credits_action;
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static menuseparator_s s_blankline;
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static menuaction_s s_game_back_action;
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static void StartGame( void )
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{
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// disable updates and start the cinematic going
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cl.servercount = -1;
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UI_ForceMenuOff ();
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Cvar_SetValue( "deathmatch", 0 );
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Cvar_SetValue( "coop", 0 );
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Cvar_SetValue( "gamerules", 0 ); //PGM
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// Cbuf_AddText ("loading ; killserver ; wait ; newgame\n");
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if (cls.state != ca_disconnected) // don't force loadscreen if disconnected
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Cbuf_AddText ("loading ; killserver ; wait\n");
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Cbuf_AddText ("newgame\n");
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cls.key_dest = key_game;
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}
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static void EasyGameFunc( void *data )
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{
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Cvar_ForceSet( "skill", "0" );
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StartGame();
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}
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static void MediumGameFunc( void *data )
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{
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Cvar_ForceSet( "skill", "1" );
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StartGame();
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}
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static void HardGameFunc( void *data )
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{
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Cvar_ForceSet( "skill", "2" );
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StartGame();
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}
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static void NitemareGameFunc( void *data )
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{
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Cvar_ForceSet( "skill", "3" );
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StartGame();
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}
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static void LoadGameFunc( void *unused )
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{
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M_Menu_LoadGame_f ();
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}
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static void SaveGameFunc( void *unused )
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{
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M_Menu_SaveGame_f();
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}
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static void CreditsFunc( void *unused )
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{
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M_Menu_Credits_f();
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}
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void Game_MenuInit( void )
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{
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static const char *difficulty_names[] =
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{
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"easy",
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"medium",
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"hard",
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0
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};
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int y = 0;
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s_game_menu.x = SCREEN_WIDTH*0.5 - 24;
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//s_game_menu.y = 0;
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s_game_menu.nitems = 0;
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2020-04-16 07:18:49 +00:00
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s_easy_game_action.generic.type = MTYPE_ACTION;
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s_easy_game_action.generic.textSize = MENU_FONT_SIZE;
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s_easy_game_action.generic.flags = QMF_LEFT_JUSTIFY;
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2019-03-13 19:20:07 +00:00
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s_easy_game_action.generic.x = 0;
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s_easy_game_action.generic.y = y; // 0
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s_easy_game_action.generic.name = " easy";
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s_easy_game_action.generic.callback = EasyGameFunc;
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2020-04-16 07:18:49 +00:00
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s_medium_game_action.generic.type = MTYPE_ACTION;
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s_medium_game_action.generic.textSize = MENU_FONT_SIZE;
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s_medium_game_action.generic.flags = QMF_LEFT_JUSTIFY;
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s_medium_game_action.generic.x = 0;
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s_medium_game_action.generic.y = y += MENU_LINE_SIZE;
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s_medium_game_action.generic.name = " medium";
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s_medium_game_action.generic.callback = MediumGameFunc;
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s_hard_game_action.generic.type = MTYPE_ACTION;
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s_hard_game_action.generic.textSize = MENU_FONT_SIZE;
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s_hard_game_action.generic.flags = QMF_LEFT_JUSTIFY;
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s_hard_game_action.generic.x = 0;
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s_hard_game_action.generic.y = y += MENU_LINE_SIZE;
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s_hard_game_action.generic.name = " hard";
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s_hard_game_action.generic.callback = HardGameFunc;
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2019-03-13 19:20:07 +00:00
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2020-04-16 07:18:49 +00:00
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s_nitemare_game_action.generic.type = MTYPE_ACTION;
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s_nitemare_game_action.generic.textSize = MENU_FONT_SIZE;
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s_nitemare_game_action.generic.flags = QMF_LEFT_JUSTIFY;
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2019-03-13 19:20:07 +00:00
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s_nitemare_game_action.generic.x = 0;
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s_nitemare_game_action.generic.y = y += MENU_LINE_SIZE;
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s_nitemare_game_action.generic.name = " nightmare";
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s_nitemare_game_action.generic.callback = NitemareGameFunc;
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s_blankline.generic.type = MTYPE_SEPARATOR;
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s_blankline.generic.textSize = MENU_FONT_SIZE;
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2020-04-16 07:18:49 +00:00
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s_load_game_action.generic.type = MTYPE_ACTION;
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s_load_game_action.generic.textSize = MENU_FONT_SIZE;
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s_load_game_action.generic.flags = QMF_LEFT_JUSTIFY;
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2019-03-13 19:20:07 +00:00
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s_load_game_action.generic.x = 0;
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s_load_game_action.generic.y = y += 2*MENU_LINE_SIZE;
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s_load_game_action.generic.name = " load game";
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s_load_game_action.generic.callback = LoadGameFunc;
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2020-04-16 07:18:49 +00:00
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s_save_game_action.generic.type = MTYPE_ACTION;
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s_save_game_action.generic.textSize = MENU_FONT_SIZE;
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s_save_game_action.generic.flags = QMF_LEFT_JUSTIFY;
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2019-03-13 19:20:07 +00:00
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s_save_game_action.generic.x = 0;
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s_save_game_action.generic.y = y += MENU_LINE_SIZE;
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s_save_game_action.generic.name = " save game";
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s_save_game_action.generic.callback = SaveGameFunc;
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s_credits_action.generic.type = MTYPE_ACTION;
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s_credits_action.generic.textSize = MENU_FONT_SIZE;
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s_credits_action.generic.flags = QMF_LEFT_JUSTIFY;
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s_credits_action.generic.x = 0;
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s_credits_action.generic.y = y += MENU_LINE_SIZE;
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s_credits_action.generic.name = " credits";
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s_credits_action.generic.callback = CreditsFunc;
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s_game_back_action.generic.type = MTYPE_ACTION;
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s_game_back_action.generic.textSize = MENU_FONT_SIZE;
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s_game_back_action.generic.flags = QMF_LEFT_JUSTIFY;
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2019-03-13 19:20:07 +00:00
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s_game_back_action.generic.x = 0;
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s_game_back_action.generic.y = y += 2*MENU_LINE_SIZE;
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2020-04-16 07:18:49 +00:00
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s_game_back_action.generic.name = " back to main";
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s_game_back_action.generic.callback = UI_BackMenu;
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2019-03-13 19:20:07 +00:00
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Menu_AddItem( &s_game_menu, ( void * ) &s_easy_game_action );
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Menu_AddItem( &s_game_menu, ( void * ) &s_medium_game_action );
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Menu_AddItem( &s_game_menu, ( void * ) &s_hard_game_action );
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Menu_AddItem( &s_game_menu, ( void * ) &s_nitemare_game_action );
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Menu_AddItem( &s_game_menu, ( void * ) &s_blankline );
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Menu_AddItem( &s_game_menu, ( void * ) &s_load_game_action );
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Menu_AddItem( &s_game_menu, ( void * ) &s_save_game_action );
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Menu_AddItem( &s_game_menu, ( void * ) &s_blankline );
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Menu_AddItem( &s_game_menu, ( void * ) &s_credits_action );
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Menu_AddItem( &s_game_menu, ( void * ) &s_game_back_action );
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Menu_Center( &s_game_menu );
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}
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void Game_MenuDraw( void )
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{
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Menu_DrawBanner( "m_banner_game" );
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Menu_AdjustCursor( &s_game_menu, 1 );
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Menu_Draw( &s_game_menu );
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}
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const char *Game_MenuKey( int key )
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{
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return Default_MenuKey( &s_game_menu, key );
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}
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void M_Menu_Game_f (void)
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{
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Game_MenuInit();
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UI_PushMenu( Game_MenuDraw, Game_MenuKey );
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m_game_cursor = 1;
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}
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