9360a016c2
qw: fix recording mid-map. q2: add support for recording demos on q2 servers. q: fix setattachment not using the correct orientations. q2: now supports splitscreen, as well as increased model and sound limits. cl: fix crosshair not appearing in splitscreen. cl: splitscreen clients now get their own colour tints (like the bf command) snd: tweak audio to be a bit more usable in splitscreen by default. cl: added con_logcenterprint cvar, for shoving a copy of centerprints onto the console. by default only appears in single player. qc: add checkbuiltin builtin. for all those #0 builtins without their own extension name. gl: fix r_dynamic -1 bug that was painfully visible in AD. mdl: validate per-frame bounds of mdl files (stuff that would crash software renderers). sv: fix -port or +sv_port commandline args to override the port correctly. win: attempt to cope with windows symlinks enumerating with the wrong filesizes. gl: fix skyboxes not appearing properly. gl: fix sprite alpha/edge issue resulting in some invisible sprites in AD. gl: fix screenshot_mega, in combination with r_projection. yay for HUGE panoramic screenshots. q2: fix replacement textures issue. qw: fix download demonum/X issue, both in client and server. qw: fix multicast dimensions not always being honoured properly. nq: fix starting angles sometimes being wrong. menusys: I'm finally uploading my menusys library, plus example mod, which I'll now be providing like csaddon is. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4997 fc73d0e0-1445-4013-8a0c-d673dee63da5
63 lines
2.8 KiB
C++
63 lines
2.8 KiB
C++
/***************************************************************************
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Uses the engine command to apply the preset, and tries an exec instead if a config file exists.
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Doesn't track the current one or anything.
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Really simple and stupid menu.
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no background tint, so the game is still visible so you can preview it.
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you should probably remove the fps_preset part. I left it in so that I don't have to bother with providing cfg files. note that this isn't a valid solution for dp, but whatever.
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the great thing about providing source is that you can change it.
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you can instead just shove your preset settings directly into the quotes instead of exec.
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*/
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struct
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{
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string name;
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string preset;
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string config;
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} configs[] =
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{
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// {"Simple Deathmatch", "simple", "configs/game_simple.cfg"},
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{"Deathmatch", "deathmatch", "configs/game_deathmatch.cfg"},
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{"Mod Compatibility", "compat", "configs/game_compat.cfg"},
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{"Standard", "normal", "configs/game_normal.cfg"}
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};
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nonstatic void(mitem_desktop desktop) M_Configs =
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{
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local float i;
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mitem_exmenu m;
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m = spawn(mitem_exmenu, item_text:_("Game Presets / Configs"), item_flags:IF_SELECTABLE, item_command:"m_options");
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desktop.add(m, RS_X_MIN_PARENT_MIN|RS_Y_MIN_PARENT_MIN | RS_X_MAX_PARENT_MAX|RS_Y_MAX_PARENT_MAX, '0 0', '0 0');
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desktop.item_focuschange(m, IF_KFOCUSED);
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m.totop();
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float h = 200*0.5;
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//draw title art above the options
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mitem_pic banner = spawn(mitem_pic, item_text:"gfx/p_option.lmp", item_size_y:24, item_flags:IF_CENTERALIGN);
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m.add(banner, RS_X_MIN_PARENT_MID|RS_Y_MIN_PARENT_MID | RS_X_MAX_OWN_MIN|RS_Y_MAX_PARENT_MID, [(160-60-banner.item_size_x)*0.5, -h-32], [banner.item_size_x, -h-8]);
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//spawn a container frame for the actual options. this provides a scrollbar if we have too many items.
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mitem_frame fr = spawn(mitem_frame, item_flags: IF_SELECTABLE, frame_hasscroll:TRUE);
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m.add(fr, RS_X_MIN_PARENT_MIN|RS_Y_MIN_PARENT_MID | RS_X_MAX_PARENT_MAX|RS_Y_MAX_OWN_MIN, [0, -h], [0, h*2]);
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float fl = RS_X_MIN_PARENT_MIN|RS_Y_MIN_PARENT_MIN | RS_X_MAX_PARENT_MAX|RS_Y_MAX_OWN_MIN;
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//add the options
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for (i = 0; i < configs.length; i++)
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{
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fr.add(spawn(mitem_text, item_text:configs[i].name, item_command:sprintf("exec \"%s\"", configs[i].config), item_scale:16, item_flags:IF_CENTERALIGN), fl, [0, i*16], [100, 16]);
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}
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//random art for style
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#if 1//def CSQC
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m.addm(spawn (mitem_spinnymodel, item_text: "progs/g_rock2.mdl", zbias:-16), [-160-60, 12*-16/2], [-60, 12*16/2]);
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#else
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//menuqc doesn't support entities. shove some random crappy static image there instead.
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local mitem_pic plaque = spawn (mitem_pic, item_text:"gfx/qplaque.lmp", item_alpha:1);
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m.addm(plaque, [(-160-plaque.item_size_x)*0.5, 12*-16/2], [(-160+plaque.item_size_x)*0.5, 12*16/2]);
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#endif
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addmenuback(m);
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};
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