cod4-sdk/raw/ui/levels.menu
2008-01-19 00:00:00 +00:00

332 lines
17 KiB
Text

#include "ui/menudef.h"
#include "ui_mp/common_macro.inc"
#define CHOICE_X_START 0
#define CHOICE_Y_START 34
#define CHOICE_SEP_OFFSET_Y -2
#define CHOICE_GROUP "acts"
#include "ui_mp/menustyle.inc"
#include "ui/choices_setup_common.menu"
#undef CHOICE_SIZE_X
#undef CHOICE_SIZE_Y
#define CHOICE_SIZE_X 258
#define CHOICE_SIZE_Y 22
//---- orient ----
#define GAMEINFO_WIDTH 250
#define GAMEINFO_WIDTH2 255
#define GAMEINFO_HEIGHT 258
#define GAMEINFO_HEIGHT2 0
#ifdef PC
#define GAMEINFO_ORIGIN 4 -190
#define PC_OFFSET_Y 40
#else
#define GAMEINFO_ORIGIN 4 -170
#define PC_OFFSET_Y 0
#endif
//---- cheats conditions ----
#define CHEAT_CONDITION dvarBool( mis_cheat )
#define CHEAT_CONDITION_NOT !dvarBool( mis_cheat )
//---- arcade conditions ----
#define ARCADE_CONDITION_NOT(p_mapname) ( ( dvarBool( arcademode ) && p_mapname != "killhouse" && p_mapname != "coup" && p_mapname != "aftermath" ) || !dvarBool( arcademode ) )
#define ARCADE_CONDITION(p_mapname) dvarBool( arcademode ) && ( p_mapname == "killhouse" || p_mapname == "coup" || p_mapname == "aftermath" )
// Cheats enabled indicat0r!
#define ORIGIN_CHEATS_INDICATOR 156 32
#define CHEATS_INDICATOR \
PREPROC_TEXT_DRAW_ALIGNED( ORIGIN_CHEATS_INDICATOR 100 20 HORIZONTAL_ALIGN_CENTER VERTICAL_ALIGN_TOP, 0 0, text "@MENU_CHEAT_ENABLED", TEXTSIZE_SMALL, 0, 0, ITEM_ALIGN_RIGHT, COLOR_TITLE visible when( CHEAT_CONDITION ); )
// macros for the map display info
#define LOCAL_MAP_SHOW( p_mapname, p_mapname2, offset, arcade_num ) \
hide "map_image_group"; \
hide "map_name_group"; \
hide "map_desc_group"; \
hide "map_difficulty"; \
show "image_"p_mapname; \
show "name_"p_mapname; \
show "desc_"p_mapname; \
show "easy_"p_mapname; \
show "regular_"p_mapname; \
show "hardened_"p_mapname; \
show "veteran_"p_mapname; \
exec "set ui_arcade_score "arcade_num \
uiscript loadMissionDifficultyOffset offset;
#define LOCAL_MAP_ACTION( p_mapname, p_mapname_text ) \
setdvar credits "0"; \
setdvar credits_active "0"; \
setdvar ui_load_level p_mapname; open popmenu_difficulty;
#define LOCAL_MAP_SELECTION( itemNum, p_mapname_text, p_mapname, pdesc, offset, arcade_num )\
CHOICE_BUTTON_FOCUS_VIS( itemNum, p_mapname_text, LOCAL_MAP_ACTION( p_mapname, p_mapname_text ), LOCAL_MAP_SHOW( p_mapname, p_mapname_text, offset, arcade_num ), ;, when( ( dvarInt( mis_01 ) >= (offset) || CHEAT_CONDITION ) && ARCADE_CONDITION_NOT(p_mapname) ); ) \
CHOICE_DBUTTON_VIS( itemNum, p_mapname_text, when( ARCADE_CONDITION(p_mapname) ); ) \
PREPROC_TEXT_DRAW_ALIGNED_EXP( GAMEINFO_ORIGIN (GAMEINFO_WIDTH-8) GAMEINFO_HEIGHT2 HORIZONTAL_ALIGN_CENTER VERTICAL_ALIGN_CENTER, 4 (GAMEINFO_HEIGHT+12), pdesc, TEXTSIZE_SMALL, 0, 0, ITEM_ALIGN_LEFT, 1 1 1 1 name "desc_"p_mapname group "map_desc_group" autowrapped )\
/*easy*/PREPROC_TEXT_DRAW_ALIGNED_EXP( GAMEINFO_ORIGIN (GAMEINFO_WIDTH-8) GAMEINFO_HEIGHT2 HORIZONTAL_ALIGN_CENTER VERTICAL_ALIGN_CENTER, 4 (GAMEINFO_HEIGHT+PC_OFFSET_Y+66), locString("@MENU_DIFFICULTY_COMPLETED") + " " + locString("@MENU_RECRUIT"), TEXTSIZE_SMALL, 0, 0, ITEM_ALIGN_LEFT, COLOR_TITLE name "easy_"p_mapname group "map_difficulty" autowrapped visible \
when( dvarString( "ui_level" ) == "1" ); )\
/*regular*/PREPROC_TEXT_DRAW_ALIGNED_EXP( GAMEINFO_ORIGIN (GAMEINFO_WIDTH-8) GAMEINFO_HEIGHT2 HORIZONTAL_ALIGN_CENTER VERTICAL_ALIGN_CENTER, 4 (GAMEINFO_HEIGHT+PC_OFFSET_Y+66), locString("@MENU_DIFFICULTY_COMPLETED") + " " + locString("@MENU_REGULAR"), TEXTSIZE_SMALL, 0, 0, ITEM_ALIGN_LEFT, COLOR_TITLE name "regular_"p_mapname group "map_difficulty" autowrapped visible \
when( dvarString( "ui_level" ) == "2" ); )\
/*hardened*/PREPROC_TEXT_DRAW_ALIGNED_EXP( GAMEINFO_ORIGIN (GAMEINFO_WIDTH-8) GAMEINFO_HEIGHT2 HORIZONTAL_ALIGN_CENTER VERTICAL_ALIGN_CENTER, 4 (GAMEINFO_HEIGHT+PC_OFFSET_Y+66), locString("@MENU_DIFFICULTY_COMPLETED") + " " + locString("@MENU_HARDENED"), TEXTSIZE_SMALL, 0, 0, ITEM_ALIGN_LEFT, COLOR_TITLE name "hardened_"p_mapname group "map_difficulty" autowrapped visible \
when( dvarString( "ui_level" ) == "3" ); )\
/*veteran*/PREPROC_TEXT_DRAW_ALIGNED_EXP( GAMEINFO_ORIGIN (GAMEINFO_WIDTH-8) GAMEINFO_HEIGHT2 HORIZONTAL_ALIGN_CENTER VERTICAL_ALIGN_CENTER, 4 (GAMEINFO_HEIGHT+PC_OFFSET_Y+66), locString("@MENU_DIFFICULTY_COMPLETED") + " " + locString("@MENU_VETERAN"), TEXTSIZE_SMALL, 0, 0, ITEM_ALIGN_LEFT, COLOR_TITLE name "veteran_"p_mapname group "map_difficulty" autowrapped visible \
when( dvarString( "ui_level" ) == "4" ); )\
PREPROC_SHADER_DRAW_ALIGNED( GAMEINFO_ORIGIN GAMEINFO_WIDTH2 (GAMEINFO_WIDTH2-8) HORIZONTAL_ALIGN_CENTER VERTICAL_ALIGN_CENTER, 0 5, "levelshot_"p_mapname, 1 1 1 1, 0, 0, 0 0 0 0 name "image_"p_mapname group "map_image_group" )
#define LOCAL_MAP_FRAME_BG \
PREPROC_SHADER_DRAW_ALIGNED( GAMEINFO_ORIGIN GAMEINFO_WIDTH2 92 HORIZONTAL_ALIGN_CENTER VERTICAL_ALIGN_CENTER, 0 (GAMEINFO_HEIGHT-6), "white", 0 0 0 0.4, 0, 0, 0 0 0 0 )\
#define LOCAL_MAP_FRAME \
UI_EDGE_REVERSE( GAMEINFO_ORIGIN,HORIZONTAL_ALIGN_CENTER VERTICAL_ALIGN_CENTER, 0, 0, 0.1 0.1 0.1 1 ) \
UI_EDGE_REVERSE( GAMEINFO_ORIGIN,HORIZONTAL_ALIGN_CENTER VERTICAL_ALIGN_CENTER, 0, 0, 0.9 0.95 1 0.4 )\
PREPROC_SHADER_DRAW_ALIGNED( GAMEINFO_ORIGIN GAMEINFO_WIDTH 20 HORIZONTAL_ALIGN_CENTER VERTICAL_ALIGN_CENTER, 5 0, "white", 0.1 0.1 0.1 1, 0, 0, 0 0 0 0 )\
PREPROC_SHADER_DRAW_ALIGNED( GAMEINFO_ORIGIN (-(GAMEINFO_WIDTH)) 20 HORIZONTAL_ALIGN_CENTER VERTICAL_ALIGN_CENTER, 5 0, "gradient_fadein", 0.9 0.95 1 0.4, 0, 0, 0 0 0 0 )\
PREPROC_SHADER_DRAW_ALIGNED( GAMEINFO_ORIGIN -80 20 HORIZONTAL_ALIGN_CENTER VERTICAL_ALIGN_CENTER, (GAMEINFO_WIDTH-76) 0, "ui_perforation", 1 1 1 1, 0, 0, 0 0 0 0 )\
PREPROC_SHADER_DRAW_ALIGNED( GAMEINFO_ORIGIN GAMEINFO_WIDTH2 16 HORIZONTAL_ALIGN_CENTER VERTICAL_ALIGN_CENTER, 0 20, "gradient_top", 0 0 0 .75, 0, 0, 0 0 0 0 )\
PREPROC_SHADER_DRAW_ALIGNED( GAMEINFO_ORIGIN GAMEINFO_WIDTH2 16 HORIZONTAL_ALIGN_CENTER VERTICAL_ALIGN_CENTER, 0 (GAMEINFO_HEIGHT-22), "gradient_bottom", 0 0 0 .75, 0, 0, 0 0 0 0 )\
PREPROC_TEXT_DRAW_ALIGNED_EXP( GAMEINFO_ORIGIN (GAMEINFO_WIDTH-4) GAMEINFO_HEIGHT2 HORIZONTAL_ALIGN_CENTER VERTICAL_ALIGN_CENTER, 4 (GAMEINFO_HEIGHT+82), locString("@MENU_ARCADE_SCORE", dvarInt(dvarString(ui_arcade_score))), TEXTSIZE_SMALL, 0, 0, ITEM_ALIGN_LEFT, COLOR_TITLE visible when( dvarBool( arcademode ) ); )
#define ACT_ORIGIN CHOICE_ORIGIN( 1 )
#define ACT_HEIGHT 344
#define ACT_BG_COLOR 0.95 0.95 0.97 0.1
#define ACT_BG_COLOR2 0 0 0.02 0.45 //1 1 1 0.1
#define ACT_BG( ptitle, act_group ) ACT_BG_RAW( -4, -26, ptitle, act_group )
#define ACT_BG_RAW( base_x, base_y, ptitle, act_group ) \
PREPROC_SHADER_DRAW_ALIGNED( ACT_ORIGIN (CHOICE_SIZE_X+10) ACT_HEIGHT CHOICE_HORIZONTAL_ALIGN CHOICE_VERTICAL_ALIGN, (base_x-4) base_y, "gradient_fadein", ACT_BG_COLOR, 0, 0, 0 0 0 0 group act_group )\
PREPROC_SHADER_DRAW_ALIGNED( ACT_ORIGIN 8 32 CHOICE_HORIZONTAL_ALIGN CHOICE_VERTICAL_ALIGN, (base_x+CHOICE_SIZE_X+6) base_y, "button_highlight_end", ACT_BG_COLOR, 0, 0, 0 0 0 0 group act_group ) \
PREPROC_SHADER_DRAW_ALIGNED( ACT_ORIGIN 8 (ACT_HEIGHT-32) CHOICE_HORIZONTAL_ALIGN CHOICE_VERTICAL_ALIGN, (base_x+CHOICE_SIZE_X+6) (base_y+32), "white", ACT_BG_COLOR, 0, 0, 0 0 0 0 group act_group ) \
PREPROC_SHADER_DRAW_ALIGNED( ACT_ORIGIN (CHOICE_SIZE_X+10) (ACT_HEIGHT-8) CHOICE_HORIZONTAL_ALIGN CHOICE_VERTICAL_ALIGN, (base_x-9) (base_y+4), "gradient_fadein", ACT_BG_COLOR2, 0, 0, 0 0 0 0 group act_group )\
PREPROC_SHADER_DRAW_ALIGNED( ACT_ORIGIN 8 32 CHOICE_HORIZONTAL_ALIGN CHOICE_VERTICAL_ALIGN, (base_x+CHOICE_SIZE_X+1) (base_y+4), "button_highlight_end", ACT_BG_COLOR2, 0, 0, 0 0 0 0 group act_group ) \
PREPROC_SHADER_DRAW_ALIGNED( ACT_ORIGIN 8 (ACT_HEIGHT-40) CHOICE_HORIZONTAL_ALIGN CHOICE_VERTICAL_ALIGN, (base_x+CHOICE_SIZE_X+1) (base_y+36), "white", ACT_BG_COLOR2, 0, 0, 0 0 0 0 group act_group ) \
PREPROC_TEXT_DRAW_ALIGNED_EXP( ACT_ORIGIN CHOICE_SIZE_X 20 CHOICE_HORIZONTAL_ALIGN CHOICE_VERTICAL_ALIGN, -26 (base_y+4), ptitle, TEXTSIZE_DEFAULT, 0, 0, ITEM_ALIGN_MIDDLE_RIGHT, COLOR_TITLE group act_group )
#define LOCAL_BACK_BUTTON \
itemDef {\
name back\
text "@MENU_BACK"\
type 1\
style WINDOW_STYLE_FILLED\
textstyle ITEM_TEXTSTYLE_SHADOWED\
rect -250 -26 40 20 HORIZONTAL_ALIGN_CENTER VERTICAL_ALIGN_BOTTOM\
textfont UI_FONT_NORMAL\
textalign ITEM_ALIGN_LEFT\
textscale TEXTSIZE_SMALL\
textaligny 18\
visible 1\
mouseEnter { play "mouse_over"; }\
action {\
play "mouse_click";\
close self;\
} \
}
{
menuDef
{
name levels
fullscreen 1
rect 0 0 640 480
focuscolor COLOR_FOCUSED
style WINDOW_STYLE_FILLED
border 0
soundloop "music_mainmenu_mp"
onOpen
{
hide act_group
setLocalVarInt ui_hide_act_button 0;
#ifdef PC
show act_pre_image;
#else
focusFirst;
#endif
}
onEsc { close levels; }
onClose {}
#include "ui/blurredbg.inc"
#include "ui_mp/navcontrols.inc"
CHOICE_MENU_TITLE( "@MENU_MISSIONS_CAP" )
#ifdef PC
PREPROC_SHADER_DRAW_ALIGNED( GAMEINFO_ORIGIN GAMEINFO_WIDTH2 (GAMEINFO_WIDTH2-8) HORIZONTAL_ALIGN_CENTER VERTICAL_ALIGN_CENTER, 0 5, levelshot_cargoship, 1 1 1 1, 0, 0, 0 0 0 0 )
#endif
#define LOCAL_ACT_IMAGE(pname, pimage) \
PREPROC_SHADER_DRAW_ALIGNED( GAMEINFO_ORIGIN GAMEINFO_WIDTH2 (GAMEINFO_WIDTH2-8) HORIZONTAL_ALIGN_CENTER VERTICAL_ALIGN_CENTER, 0 5, pimage, 1 1 1 1, 0, 0, 0 0 0 0 name pname group act_group )
LOCAL_ACT_IMAGE( "act_pre_image", "levelshot_cargoship" )
LOCAL_ACT_IMAGE( "act_one_image", "levelshot_bog_b" )
LOCAL_ACT_IMAGE( "act_two_image", "levelshot_sniperescape" )
LOCAL_ACT_IMAGE( "act_three_image", "levelshot_launchfacility_a" )
LOCAL_ACT_IMAGE( "act_ep_image", "levelshot_airplane" )
UI_EDGE_REVERSE( GAMEINFO_ORIGIN,HORIZONTAL_ALIGN_CENTER VERTICAL_ALIGN_CENTER, 0, 0, 0.1 0.1 0.1 1 )
UI_EDGE_REVERSE( GAMEINFO_ORIGIN,HORIZONTAL_ALIGN_CENTER VERTICAL_ALIGN_CENTER, 0, 0, 0.9 0.95 1 0.4 )
PREPROC_SHADER_DRAW_ALIGNED( GAMEINFO_ORIGIN GAMEINFO_WIDTH 20 HORIZONTAL_ALIGN_CENTER VERTICAL_ALIGN_CENTER, 5 0, "white", 0.1 0.1 0.1 1, 0, 0, 0 0 0 0 )
PREPROC_SHADER_DRAW_ALIGNED( GAMEINFO_ORIGIN (-(GAMEINFO_WIDTH)) 20 HORIZONTAL_ALIGN_CENTER VERTICAL_ALIGN_CENTER, 5 0, "gradient_fadein", 0.9 0.95 1 0.4, 0, 0, 0 0 0 0 )
PREPROC_SHADER_DRAW_ALIGNED( GAMEINFO_ORIGIN -80 20 HORIZONTAL_ALIGN_CENTER VERTICAL_ALIGN_CENTER, (GAMEINFO_WIDTH-76) 0, "ui_perforation", 1 1 1 1, 0, 0, 0 0 0 0 )
PREPROC_SHADER_DRAW_ALIGNED( GAMEINFO_ORIGIN GAMEINFO_WIDTH2 16 HORIZONTAL_ALIGN_CENTER VERTICAL_ALIGN_CENTER, 0 20, "gradient_top", 0 0 0 .75, 0, 0, 0 0 0 0 )
PREPROC_SHADER_DRAW_ALIGNED( GAMEINFO_ORIGIN GAMEINFO_WIDTH2 16 HORIZONTAL_ALIGN_CENTER VERTICAL_ALIGN_CENTER, 0 (GAMEINFO_HEIGHT-22), "gradient_bottom", 0 0 0 .75, 0, 0, 0 0 0 0 )
CHOICE_BUTTON_FOCUS_VIS( 1, "@MENU_PROLOGUE", open popmenu_act_pre, hide act_group; show act_pre_image;, ;, when( localVarInt( ui_hide_act_button ) == 0 && ( CHEAT_CONDITION || dvarInt(mis_01) >= 0 ) ); )
CHOICE_BUTTON_FOCUS_VIS( 2, "@MENU_ACT_I", open popmenu_act_one, hide act_group; show act_one_image;, ;, when( localVarInt( ui_hide_act_button ) == 0 && ( CHEAT_CONDITION || dvarInt(mis_01) >= 3 ) ); )
CHOICE_DBUTTON_VIS( 2, "@MENU_ACT_I", when( dvarInt(mis_01) < 3 && localVarInt( ui_hide_act_button ) == 0 && CHEAT_CONDITION_NOT ); )
CHOICE_BUTTON_FOCUS_VIS( 3, "@MENU_ACT_II", open popmenu_act_two, hide act_group; show act_two_image;, ;, when( localVarInt( ui_hide_act_button ) == 0 && ( CHEAT_CONDITION || dvarInt(mis_01) >= 11 ) ); )
CHOICE_DBUTTON_VIS( 3, "@MENU_ACT_II", when( dvarInt(mis_01) < 11 && localVarInt( ui_hide_act_button ) == 0 && CHEAT_CONDITION_NOT ); )
CHOICE_BUTTON_FOCUS_VIS( 4, "@MENU_ACT_III", open popmenu_act_three, hide act_group; show act_three_image;, ;, when( localVarInt( ui_hide_act_button ) == 0 && ( CHEAT_CONDITION || dvarInt(mis_01) >= 16 ) ); )
CHOICE_DBUTTON_VIS( 4, "@MENU_ACT_III", when( dvarInt(mis_01) < 16 && localVarInt( ui_hide_act_button ) == 0 && CHEAT_CONDITION_NOT ); )
CHOICE_BUTTON_FOCUS_VIS( 5, "@MENU_EPILOGUE", open popmenu_act_ep, hide act_group; show act_ep_image;, ;, when( localVarInt( ui_hide_act_button ) == 0 && ( CHEAT_CONDITION || dvarInt(mis_01) >= 20 ) ); )
//CHOICE_DBUTTON_VIS( 5, "@MENU_EPILOGUE", when( dvarInt(mis_01) < 20 && localVarInt( ui_hide_act_button ) == 0 && CHEAT_CONDITION_NOT ); )
CHOICE_BUTTON_VIS( 6, "@MENU_DEV", open levels_game, when( dvarBool( developer ) > 0 && localVarInt( ui_hide_act_button ) == 0 ); )
#undef GAMEINFO_HEIGHT
#undef GAMEINFO_HEIGHT2
#define GAMEINFO_HEIGHT 258
#define GAMEINFO_HEIGHT2 (86+PC_OFFSET_Y)
CHEATS_INDICATOR
}
#undef CHOICE_Y_START
#define CHOICE_Y_START 60
#undef CHOICE_GROUP
#define CHOICE_GROUP "level_select"
menuDef
{
name popmenu_act_pre
rect 0 0 640 480
exp rect X(0)
exp rect Y(0)
focuscolor COLOR_FOCUSED
style WINDOW_STYLE_FILLED
onOpen { focusFirst; setLocalVarInt ui_hide_act_button 1; }
onClose { setLocalVarInt ui_hide_act_button 0; }
onESC {close self; }
ACT_BG( "@MENU_PROLOGUE", act_pre )
LOCAL_MAP_FRAME_BG
LOCAL_MAP_SELECTION( 1, "@MENU_SP_KILLHOUSE", "killhouse" ,"@MENU_SP_KILLHOUSE_DESC" , 0, "s99")
LOCAL_MAP_SELECTION( 2, "@MENU_SP_CARGOSHIP", "cargoship" ,"@MENU_SP_CARGOSHIP_DESC" , 1, "s0")
LOCAL_MAP_SELECTION( 3, "@MENU_SP_COUP", "coup" ,"@MENU_SP_COUP_DESC" , 2, "s99")
LOCAL_MAP_FRAME
#ifdef PC
LOCAL_BACK_BUTTON
#endif
}
menuDef
{
name popmenu_act_one
rect 0 0 640 480
exp rect X(0)
exp rect Y(0)
focuscolor COLOR_FOCUSED
style WINDOW_STYLE_FILLED
onOpen { focusFirst; setLocalVarInt ui_hide_act_button 1; }
onClose { setLocalVarInt ui_hide_act_button 0; }
onESC { close self; }
ACT_BG( "@MENU_ACT_I", act_one )
LOCAL_MAP_FRAME_BG
LOCAL_MAP_SELECTION( 1, "@MENU_SP_BLACKOUT", "blackout" ,"@MENU_SP_BLACKOUT_DESC" , 3, "s1")
LOCAL_MAP_SELECTION( 2, "@MENU_SP_ARMADA", "armada" ,"@MENU_SP_ARMADA_DESC" , 4, "s2")
LOCAL_MAP_SELECTION( 3, "@MENU_SP_BOG_A", "bog_a" ,"@MENU_SP_BOG_A_DESC" , 5, "s3")
LOCAL_MAP_SELECTION( 4, "@MENU_SP_HUNTED", "hunted" ,"@MENU_SP_HUNTED_DESC" , 6, "s4")
LOCAL_MAP_SELECTION( 5, "@MENU_SP_AC130", "ac130" ,"@MENU_SP_AC130_DESC" , 7, "s5")
LOCAL_MAP_SELECTION( 6, "@MENU_SP_BOG_B", "bog_b" ,"@MENU_SP_BOG_B_DESC" , 8, "s6")
LOCAL_MAP_SELECTION( 7, "@MENU_SP_AIRLIFT", "airlift" ,"@MENU_SP_AIRLIFT_DESC" , 9, "s7")
LOCAL_MAP_SELECTION( 8, "@MENU_SP_AFTERMATH", "aftermath" ,"@MENU_SP_AFTERMATH_DESC" , 10, "s99")
LOCAL_MAP_FRAME
#ifdef PC
LOCAL_BACK_BUTTON
#endif
}
menuDef
{
name popmenu_act_two
rect 0 0 640 480
exp rect X(0)
exp rect Y(0)
focuscolor COLOR_FOCUSED
style WINDOW_STYLE_FILLED
onOpen { focusFirst; setLocalVarInt ui_hide_act_button 1; }
onClose { setLocalVarInt ui_hide_act_button 0; }
onESC { close self; }
ACT_BG( "@MENU_ACT_II", act_two )
LOCAL_MAP_FRAME_BG
LOCAL_MAP_SELECTION( 1, "@MENU_SP_VILLAGE_ASSAULT", "village_assault" ,"@MENU_SP_VILLAGE_ASSAULT_DESC" , 11, "s8")
LOCAL_MAP_SELECTION( 2, "@MENU_SP_SCOUTSNIPER", "scoutsniper" ,"@MENU_SP_SCOUTSNIPER_DESC" , 12, "s9")
LOCAL_MAP_SELECTION( 3, "@MENU_SP_SNIPERESCAPE", "sniperescape" ,"@MENU_SP_SNIPERESCAPE_DESC" , 13, "s10")
LOCAL_MAP_SELECTION( 4, "@MENU_SP_VILLAGE_DEFEND", "village_defend" ,"@MENU_SP_VILLAGE_DEFEND_DESC" , 14, "s11")
LOCAL_MAP_SELECTION( 5, "@MENU_SP_AMBUSH", "ambush" ,"@MENU_SP_AMBUSH_DESC" , 15, "s12")
LOCAL_MAP_FRAME
#ifdef PC
LOCAL_BACK_BUTTON
#endif
}
menuDef
{
name popmenu_act_three
rect 0 0 640 480
exp rect X(0)
exp rect Y(0)
focuscolor COLOR_FOCUSED
style WINDOW_STYLE_FILLED
onOpen { focusFirst; setLocalVarInt ui_hide_act_button 1; }
onClose { setLocalVarInt ui_hide_act_button 0; }
onESC { close self; }
ACT_BG( "@MENU_ACT_III", act_three )
LOCAL_MAP_FRAME_BG
LOCAL_MAP_SELECTION( 1, "@MENU_SP_ICBM", "icbm" ,"@MENU_SP_ICBM_DESC" , 16, "s13")
LOCAL_MAP_SELECTION( 2, "@MENU_SP_LAUNCHFACILITY_A","launchfacility_a" ,"@MENU_SP_LAUNCHFACILITY_A_DESC" , 17, "s14")
LOCAL_MAP_SELECTION( 3, "@MENU_SP_LAUNCHFACILITY_B","launchfacility_b" ,"@MENU_SP_LAUNCHFACILITY_B_DESC" , 18, "s15")
LOCAL_MAP_SELECTION( 4, "@MENU_SP_JEEPRIDE", "jeepride" ,"@MENU_SP_JEEPRIDE_DESC" , 19, "s16")
LOCAL_MAP_FRAME
#ifdef PC
LOCAL_BACK_BUTTON
#endif
}
menuDef
{
name popmenu_act_ep
rect 0 0 640 480
exp rect X(0)
exp rect Y(0)
focuscolor COLOR_FOCUSED
style WINDOW_STYLE_FILLED
onOpen { focusFirst; setLocalVarInt ui_hide_act_button 1; }
onClose { setLocalVarInt ui_hide_act_button 0; }
onESC { close self; }
ACT_BG( "@MENU_EPILOGUE", act_three )
LOCAL_MAP_FRAME_BG
LOCAL_MAP_SELECTION( 1, "@MENU_SP_AIRPLANE", "airplane" ,"@MENU_SP_AIRPLANE_DESC" , 20, "s17")
LOCAL_MAP_FRAME
#ifdef PC
LOCAL_BACK_BUTTON
#endif
}
}