/* =========================================================================== Copyright (C) 1999-2005 Id Software, Inc. Copyright (C) 2002-2021 Q3Rally Team (Per Thormann - q3rally@gmail.com) This file is part of q3rally source code. q3rally source code is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. q3rally source code is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with q3rally; if not, write to the Free Software Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA =========================================================================== */ #include "ui_local.h" // STONELANCE /* #define ART_BACK0 "menu/art/back_0" #define ART_BACK1 "menu/art/back_1" #define ART_FRAMEL "menu/art/frame2_l" #define ART_FRAMER "menu/art/frame1_r" */ // END typedef struct { char *command; char *label; int id; int anim; int defaultbind1; int defaultbind2; int bind1; int bind2; } bind_t; typedef struct { char* name; float defaultvalue; float value; } configcvar_t; #define SAVE_NOOP 0 #define SAVE_YES 1 #define SAVE_NO 2 #define SAVE_CANCEL 3 // control sections #define C_MOVEMENT 0 #define C_LOOKING 1 #define C_WEAPONS 2 #define C_MISC 3 #define C_MAX 4 #define ID_MOVEMENT 100 #define ID_LOOKING 101 #define ID_WEAPONS 102 #define ID_MISC 103 #define ID_DEFAULTS 104 #define ID_BACK 105 #define ID_SAVEANDEXIT 106 #define ID_EXIT 107 // bindable actions #define ID_SHOWSCORES 0 #define ID_USEITEM 1 // STONELANCE /* #define ID_SPEED 2 #define ID_FORWARD 3 #define ID_BACKPEDAL 4 #define ID_MOVELEFT 5 #define ID_MOVERIGHT 6 */ #define ID_ACCEL 2 #define ID_BRAKE 3 #define ID_HANDBRAKE 4 #define ID_TURBO 5 #define ID_MOVEUP 6 #define ID_MOVEDOWN 7 #define ID_SHOWHUD2 8 // END #define ID_LEFT 9 #define ID_RIGHT 10 // STONELANCE //#define ID_STRAFE 11 #define ID_REARATTACK 11 // END #define ID_LOOKUP 12 #define ID_LOOKDOWN 13 #define ID_MOUSELOOK 14 #define ID_CENTERVIEW 15 #define ID_ZOOMVIEW 16 #define ID_WEAPON1 17 #define ID_WEAPON2 18 #define ID_WEAPON3 19 #define ID_WEAPON4 20 #define ID_WEAPON5 21 #define ID_WEAPON6 22 #define ID_WEAPON7 23 #define ID_WEAPON8 24 #define ID_WEAPON9 25 #define ID_WEAPON10 26 #define ID_ATTACK 27 #define ID_ALT_ATTACK 28 #define ID_WEAPPREV 29 #define ID_WEAPNEXT 30 // STONELANCE // #define ID_GESTURE 29 #define ID_HORN 31 // END #define ID_CHAT 32 #define ID_CHAT2 33 #define ID_CHAT3 34 #define ID_CHAT4 35 // STONELANCE #define ID_DROP_REAR 36 #define ID_HEADLIGHT 37 #define ID_STARTDEMO 38 #define ID_STOPDEMO 39 // END // all others // STONELANCE /* #define ID_FREELOOK 38 #define ID_INVERTMOUSE 39 #define ID_ALWAYSRUN 40 #define ID_AUTOSWITCH 41 #define ID_MOUSESPEED 42 #define ID_JOYENABLE 43 #define ID_JOYTHRESHOLD 44 #define ID_SMOOTHMOUSE 45 */ #define ID_FREELOOK 40 #define ID_INVERTMOUSE 41 #define ID_ALWAYSRUN 42 #define ID_AUTOSWITCH 43 #define ID_MOUSESPEED 44 #define ID_JOYENABLE 45 #define ID_JOYTHRESHOLD 46 #define ID_SMOOTHMOUSE 47 #define ID_AUTODROP 48 // END // END #define ANIM_IDLE 0 // STONELANCE // #define ANIM_RUN 1 // END #define ANIM_WALK 1 #define ANIM_BACK 2 #define ANIM_JUMP 3 #define ANIM_CROUCH 4 #define ANIM_STEPLEFT 5 #define ANIM_STEPRIGHT 6 #define ANIM_TURNLEFT 7 #define ANIM_TURNRIGHT 8 #define ANIM_LOOKUP 9 #define ANIM_LOOKDOWN 10 #define ANIM_WEAPON1 11 #define ANIM_WEAPON2 12 #define ANIM_WEAPON3 13 #define ANIM_WEAPON4 14 #define ANIM_WEAPON5 15 #define ANIM_WEAPON6 16 #define ANIM_WEAPON7 17 #define ANIM_WEAPON8 18 #define ANIM_WEAPON9 19 #define ANIM_WEAPON10 20 #define ANIM_ATTACK 21 #define ANIM_ALT_ATTACK 22 // STONELANCE // #define ANIM_GESTURE 23 #define ANIM_REARATTACK 23 // END #define ANIM_DIE 24 #define ANIM_CHAT 25 // STONELANCE #define ANIM_HEADLIGHT 26 #define ANIM_HORN 27 #define ANIM_DROPREAR 28 #define ANIM_TURBO 29 #define ANIM_STARTDEMO 30 #define ANIM_STOPDEMO 31 // END typedef struct { menuframework_s menu; menutext_s banner; // STONELANCE // menubitmap_s framel; // menubitmap_s framer; // END menubitmap_s player; menutext_s movement; menutext_s looking; menutext_s weapons; menutext_s misc; // STONELANCE /* menuaction_s walkforward; menuaction_s backpedal; menuaction_s stepleft; menuaction_s stepright; */ menuaction_s accel; menuaction_s brake; menuaction_s handbrake; menuaction_s turbo; // END menuaction_s moveup; menuaction_s movedown; menuaction_s turnleft; menuaction_s turnright; // STONELANCE // menuaction_s sidestep; // menuaction_s run; // END menuaction_s machinegun; menuaction_s chainsaw; menuaction_s shotgun; menuaction_s grenadelauncher; menuaction_s rocketlauncher; menuaction_s lightning; menuaction_s railgun; menuaction_s plasma; menuaction_s bfg; menuaction_s flamethrower; menuaction_s attack; // STONELANCE menuaction_s alt_attack; menuaction_s rearattack; menuaction_s droprear; menuradiobutton_s autodroprear; // END menuaction_s prevweapon; menuaction_s nextweapon; menuaction_s lookup; menuaction_s lookdown; menuaction_s mouselook; menuradiobutton_s freelook; menuaction_s centerview; menuaction_s zoomview; // STONELANCE // menuaction_s gesture; // END menuradiobutton_s invertmouse; menuslider_s sensitivity; menuradiobutton_s smoothmouse; menuradiobutton_s alwaysrun; menuaction_s showscores; menuradiobutton_s autoswitch; menuaction_s useitem; playerInfo_t playerinfo; qboolean changesmade; menuaction_s chat; menuaction_s chat2; menuaction_s chat3; menuaction_s chat4; // STONELANCE menuaction_s headlight; menuaction_s horn; menuaction_s startdemo; menuaction_s stopdemo; // END menuradiobutton_s joyenable; menuslider_s joythreshold; int section; qboolean waitingforkey; char playerModel[64]; vec3_t playerViewangles; vec3_t playerMoveangles; int playerLegs; int playerTorso; // int playerWeapon; weapon_t playerWeapon; qboolean playerChat; // STONELANCE // menubitmap_s back; menutext_s back; // END menutext_s name; } controls_t; static controls_t s_controls; // static vec4_t controls_binding_color = {1.00, 0.43, 0.00, 1.00}; static bind_t g_bindings[] = { {"+scores", "show scores", ID_SHOWSCORES, ANIM_IDLE, K_TAB, -1, -1, -1}, {"+button2", "use item", ID_USEITEM, ANIM_IDLE, K_ENTER, -1, -1, -1}, {"+forward", "accelerate", ID_ACCEL, ANIM_WALK, K_UPARROW, -1, -1, -1}, {"+back", "brake", ID_BRAKE, ANIM_BACK, K_DOWNARROW, -1, -1, -1}, {"+button14", "handbrake", ID_HANDBRAKE, ANIM_BACK, K_SPACE, -1, -1, -1}, {"+speed", "turbo", ID_TURBO, ANIM_TURBO, K_SHIFT, -1, -1, -1}, {"+moveup", "up", ID_MOVEUP, ANIM_JUMP, 'x', -1, -1, -1}, {"+movedown", "down", ID_MOVEDOWN, ANIM_CROUCH, 'c', -1, -1, -1}, {"+hud", "show HUD", ID_SHOWHUD2, 0, 'q', -1, -1, -1}, {"+left", "turn left", ID_LEFT, ANIM_TURNLEFT, K_LEFTARROW, -1, -1, -1}, {"+right", "turn right", ID_RIGHT, ANIM_TURNRIGHT, K_RIGHTARROW, -1, -1, -1}, {"+button12", "rear attack", ID_REARATTACK, ANIM_REARATTACK, K_KP_INS, -1, -1, -1}, {"+lookup", "look up", ID_LOOKUP, ANIM_LOOKUP, K_PGDN, -1, -1, -1}, {"+lookdown", "look down", ID_LOOKDOWN, ANIM_LOOKDOWN, K_DEL, -1, -1, -1}, {"+mlook", "mouse look", ID_MOUSELOOK, ANIM_IDLE, '/', -1, -1, -1}, {"centerview", "center view", ID_CENTERVIEW, ANIM_IDLE, K_END, -1, -1, -1}, {"+zoom", "zoom view", ID_ZOOMVIEW, ANIM_IDLE, -1, -1, -1, -1}, {"weapon 1", "chainsaw", ID_WEAPON1, ANIM_WEAPON1, '1', -1, -1, -1}, {"weapon 2", "machinegun", ID_WEAPON2, ANIM_WEAPON2, '2', -1, -1, -1}, {"weapon 3", "shotgun", ID_WEAPON3, ANIM_WEAPON3, '3', -1, -1, -1}, {"weapon 4", "grenade launcher", ID_WEAPON4, ANIM_WEAPON4, '4', -1, -1, -1}, {"weapon 5", "rocket launcher", ID_WEAPON5, ANIM_WEAPON5, '5', -1, -1, -1}, {"weapon 6", "lightning", ID_WEAPON6, ANIM_WEAPON6, '6', -1, -1, -1}, {"weapon 7", "railgun", ID_WEAPON7, ANIM_WEAPON7, '7', -1, -1, -1}, {"weapon 8", "plasma gun", ID_WEAPON8, ANIM_WEAPON8, '8', -1, -1, -1}, {"weapon 9", "BFG", ID_WEAPON9, ANIM_WEAPON9, '9', -1, -1, -1}, {"weapon 10", "flame thrower", ID_WEAPON10, ANIM_WEAPON10, '0', -1, -1, -1}, {"+attack", "attack", ID_ATTACK, ANIM_ATTACK, K_CTRL, -1, -1, -1}, {"+button5", "secondary attack", ID_ALT_ATTACK, ANIM_ALT_ATTACK, K_MOUSE2, -1, -1, -1}, {"weapprev", "prev weapon", ID_WEAPPREV, ANIM_IDLE, '[', -1, -1, -1}, {"weapnext", "next weapon", ID_WEAPNEXT, ANIM_IDLE, ']', -1, -1, -1}, {"+button3", "horn", ID_HORN, ANIM_HORN, 'h', -1, -1, -1}, {"messagemode", "chat", ID_CHAT, ANIM_CHAT, 't', -1, -1, -1}, {"messagemode2", "chat - team", ID_CHAT2, ANIM_CHAT, -1, -1, -1, -1}, {"messagemode3", "chat - target", ID_CHAT3, ANIM_CHAT, -1, -1, -1, -1}, {"messagemode4", "chat - attacker", ID_CHAT4, ANIM_CHAT, -1, -1, -1, -1}, {"dropWeapon", "drop rear weapon", ID_DROP_REAR, ANIM_DROPREAR, 'r', -1, -1, -1}, {"headlights", "headlight toggle", ID_HEADLIGHT, ANIM_HEADLIGHT, 'l', -1, -1, -1}, {"record", "start demo record", ID_STARTDEMO, ANIM_STARTDEMO, 'z', -1, -1, -1}, {"stoprecord", "stop demo record", ID_STOPDEMO, ANIM_STOPDEMO, 'u', -1, -1, -1}, {(char*)NULL, (char*)NULL, 0, 0, -1, -1, -1, -1}, }; static configcvar_t g_configcvars[] = { // STONELANCE {"cg_autodrop", 0, 0}, // END {"cl_run", 0, 0}, {"m_pitch", 0, 0}, {"cg_autoswitch", 0, 0}, {"sensitivity", 0, 0}, {"in_joystick", 0, 0}, {"joy_threshold", 0, 0}, {"m_filter", 0, 0}, {"cl_freelook", 0, 0}, {NULL, 0, 0} }; static menucommon_s *g_movement_controls[] = { (menucommon_s *)&s_controls.accel, (menucommon_s *)&s_controls.brake, (menucommon_s *)&s_controls.handbrake, (menucommon_s *)&s_controls.turbo, (menucommon_s *)&s_controls.moveup, (menucommon_s *)&s_controls.movedown, (menucommon_s *)&s_controls.turnleft, (menucommon_s *)&s_controls.turnright, NULL, }; static menucommon_s *g_weapons_controls[] = { (menucommon_s *)&s_controls.attack, (menucommon_s *)&s_controls.alt_attack, (menucommon_s *)&s_controls.rearattack, (menucommon_s *)&s_controls.droprear, (menucommon_s *)&s_controls.autodroprear, (menucommon_s *)&s_controls.nextweapon, (menucommon_s *)&s_controls.prevweapon, (menucommon_s *)&s_controls.autoswitch, (menucommon_s *)&s_controls.chainsaw, (menucommon_s *)&s_controls.machinegun, (menucommon_s *)&s_controls.shotgun, (menucommon_s *)&s_controls.grenadelauncher, (menucommon_s *)&s_controls.rocketlauncher, (menucommon_s *)&s_controls.lightning, (menucommon_s *)&s_controls.railgun, (menucommon_s *)&s_controls.plasma, (menucommon_s *)&s_controls.bfg, (menucommon_s *)&s_controls.flamethrower, NULL, }; static menucommon_s *g_looking_controls[] = { (menucommon_s *)&s_controls.sensitivity, (menucommon_s *)&s_controls.smoothmouse, (menucommon_s *)&s_controls.invertmouse, (menucommon_s *)&s_controls.lookup, (menucommon_s *)&s_controls.lookdown, (menucommon_s *)&s_controls.mouselook, (menucommon_s *)&s_controls.freelook, (menucommon_s *)&s_controls.centerview, (menucommon_s *)&s_controls.zoomview, (menucommon_s *)&s_controls.joyenable, (menucommon_s *)&s_controls.joythreshold, NULL, }; static menucommon_s *g_misc_controls[] = { (menucommon_s *)&s_controls.showscores, (menucommon_s *)&s_controls.useitem, (menucommon_s *)&s_controls.chat, (menucommon_s *)&s_controls.chat2, (menucommon_s *)&s_controls.chat3, (menucommon_s *)&s_controls.chat4, (menucommon_s *)&s_controls.headlight, (menucommon_s *)&s_controls.horn, (menucommon_s *)&s_controls.startdemo, (menucommon_s *)&s_controls.stopdemo, NULL, }; static menucommon_s **g_controls[] = { g_movement_controls, g_looking_controls, g_weapons_controls, g_misc_controls, }; /* ================= Controls_InitCvars ================= */ static void Controls_InitCvars( void ) { int i; configcvar_t* cvarptr; cvarptr = g_configcvars; for (i=0; ;i++,cvarptr++) { if (!cvarptr->name) break; // get current value cvarptr->value = trap_Cvar_VariableValue( cvarptr->name ); // get default value trap_Cvar_Reset( cvarptr->name ); cvarptr->defaultvalue = trap_Cvar_VariableValue( cvarptr->name ); // restore current value trap_Cvar_SetValue( cvarptr->name, cvarptr->value ); } } /* ================= Controls_GetCvarDefault ================= */ static float Controls_GetCvarDefault( char* name ) { configcvar_t* cvarptr; int i; cvarptr = g_configcvars; for (i=0; ;i++,cvarptr++) { if (!cvarptr->name) return (0); if (!strcmp(cvarptr->name,name)) break; } return (cvarptr->defaultvalue); } /* ================= Controls_GetCvarValue ================= */ static float Controls_GetCvarValue( char* name ) { configcvar_t* cvarptr; int i; cvarptr = g_configcvars; for (i=0; ;i++,cvarptr++) { if (!cvarptr->name) return (0); if (!strcmp(cvarptr->name,name)) break; } return (cvarptr->value); } /* ================= Controls_UpdateModel ================= */ static void Controls_UpdateModel( int anim ) { VectorClear( s_controls.playerViewangles ); VectorClear( s_controls.playerMoveangles ); s_controls.playerViewangles[YAW] = 0; s_controls.playerMoveangles[YAW] = s_controls.playerViewangles[YAW]; s_controls.playerLegs = LEGS_IDLE; s_controls.playerTorso = TORSO_STAND; // s_controls.playerWeapon = -1; s_controls.playerWeapon = WP_NUM_WEAPONS; s_controls.playerChat = qfalse; switch( anim ) { // STONELANCE /* case ANIM_RUN: s_controls.playerLegs = LEGS_RUN; break; */ // END case ANIM_WALK: s_controls.playerLegs = LEGS_WALK; break; case ANIM_BACK: s_controls.playerLegs = LEGS_BACK; break; case ANIM_JUMP: s_controls.playerLegs = LEGS_JUMP; break; case ANIM_CROUCH: s_controls.playerLegs = LEGS_IDLECR; break; case ANIM_TURNLEFT: s_controls.playerViewangles[YAW] += 70; break; case ANIM_TURNRIGHT: s_controls.playerViewangles[YAW] -= 70; break; case ANIM_STEPLEFT: s_controls.playerLegs = LEGS_WALK; s_controls.playerMoveangles[YAW] = s_controls.playerViewangles[YAW] + 70; break; case ANIM_STEPRIGHT: s_controls.playerLegs = LEGS_WALK; s_controls.playerMoveangles[YAW] = s_controls.playerViewangles[YAW] - 70; break; case ANIM_LOOKUP: s_controls.playerViewangles[PITCH] = -45; break; case ANIM_LOOKDOWN: s_controls.playerViewangles[PITCH] = 45; break; case ANIM_WEAPON1: s_controls.playerWeapon = WP_GAUNTLET; break; case ANIM_WEAPON2: s_controls.playerWeapon = WP_MACHINEGUN; break; case ANIM_WEAPON3: s_controls.playerWeapon = WP_SHOTGUN; break; case ANIM_WEAPON4: s_controls.playerWeapon = WP_GRENADE_LAUNCHER; break; case ANIM_WEAPON5: s_controls.playerWeapon = WP_ROCKET_LAUNCHER; break; case ANIM_WEAPON6: s_controls.playerWeapon = WP_LIGHTNING; break; case ANIM_WEAPON7: s_controls.playerWeapon = WP_RAILGUN; break; case ANIM_WEAPON8: s_controls.playerWeapon = WP_PLASMAGUN; break; case ANIM_WEAPON9: s_controls.playerWeapon = WP_BFG; break; case ANIM_WEAPON10: s_controls.playerWeapon = WP_FLAME_THROWER; break; case ANIM_ATTACK: s_controls.playerTorso = TORSO_ATTACK; break; case ANIM_ALT_ATTACK: s_controls.playerTorso = TORSO_ATTACK; break; // STONELANCE /* case ANIM_GESTURE: s_controls.playerTorso = TORSO_GESTURE; break; */ // END case ANIM_DIE: s_controls.playerLegs = BOTH_DEATH1; s_controls.playerTorso = BOTH_DEATH1; s_controls.playerWeapon = WP_NONE; break; case ANIM_CHAT: s_controls.playerChat = qtrue; break; default: break; } UI_PlayerInfo_SetInfo( &s_controls.playerinfo, s_controls.playerLegs, s_controls.playerTorso, s_controls.playerViewangles, s_controls.playerMoveangles, s_controls.playerWeapon, s_controls.playerChat ); } /* ================= Controls_Update ================= */ static void Controls_Update( void ) { int i; int j; int y; menucommon_s **controls; menucommon_s *control; // disable all controls in all groups for( i = 0; i < C_MAX; i++ ) { controls = g_controls[i]; for( j = 0; (control = controls[j]); j++ ) { control->flags |= (QMF_HIDDEN|QMF_INACTIVE); } } controls = g_controls[s_controls.section]; // enable controls in active group (and count number of items for vertical centering) for( j = 0; (control = controls[j]); j++ ) { control->flags &= ~(QMF_GRAYED|QMF_HIDDEN|QMF_INACTIVE); } // position controls y = ( SCREEN_HEIGHT - j * SMALLCHAR_HEIGHT ) / 2; for( j = 0; (control = controls[j]); j++, y += SMALLCHAR_HEIGHT ) { // STONELANCE /* control->x = 320; control->y = y; control->left = 320 - 19*SMALLCHAR_WIDTH; control->right = 320 + 21*SMALLCHAR_WIDTH; */ control->x = 300 + (int)(((y - 240) / 14.0F) * ((y - 240) / 14.0F)); control->y = y; control->left = control->x - 19*SMALLCHAR_WIDTH; control->right = control->x + 21*SMALLCHAR_WIDTH; // END control->top = y; control->bottom = y + SMALLCHAR_HEIGHT; } if( s_controls.waitingforkey ) { // disable everybody for( i = 0; i < s_controls.menu.nitems; i++ ) { ((menucommon_s*)(s_controls.menu.items[i]))->flags |= QMF_GRAYED; } // enable action item ((menucommon_s*)(s_controls.menu.items[s_controls.menu.cursor]))->flags &= ~QMF_GRAYED; // don't gray out player's name s_controls.name.generic.flags &= ~QMF_GRAYED; return; } // enable everybody for( i = 0; i < s_controls.menu.nitems; i++ ) { ((menucommon_s*)(s_controls.menu.items[i]))->flags &= ~QMF_GRAYED; } // makes sure flags are right on the group selection controls s_controls.looking.generic.flags &= ~(QMF_GRAYED|QMF_HIGHLIGHT|QMF_HIGHLIGHT_IF_FOCUS); s_controls.movement.generic.flags &= ~(QMF_GRAYED|QMF_HIGHLIGHT|QMF_HIGHLIGHT_IF_FOCUS); s_controls.weapons.generic.flags &= ~(QMF_GRAYED|QMF_HIGHLIGHT|QMF_HIGHLIGHT_IF_FOCUS); s_controls.misc.generic.flags &= ~(QMF_GRAYED|QMF_HIGHLIGHT|QMF_HIGHLIGHT_IF_FOCUS); s_controls.looking.generic.flags |= QMF_PULSEIFFOCUS; s_controls.movement.generic.flags |= QMF_PULSEIFFOCUS; s_controls.weapons.generic.flags |= QMF_PULSEIFFOCUS; s_controls.misc.generic.flags |= QMF_PULSEIFFOCUS; // set buttons switch( s_controls.section ) { case C_MOVEMENT: s_controls.movement.generic.flags &= ~QMF_PULSEIFFOCUS; s_controls.movement.generic.flags |= (QMF_HIGHLIGHT|QMF_HIGHLIGHT_IF_FOCUS); break; case C_LOOKING: s_controls.looking.generic.flags &= ~QMF_PULSEIFFOCUS; s_controls.looking.generic.flags |= (QMF_HIGHLIGHT|QMF_HIGHLIGHT_IF_FOCUS); break; case C_WEAPONS: s_controls.weapons.generic.flags &= ~QMF_PULSEIFFOCUS; s_controls.weapons.generic.flags |= (QMF_HIGHLIGHT|QMF_HIGHLIGHT_IF_FOCUS); break; case C_MISC: s_controls.misc.generic.flags &= ~QMF_PULSEIFFOCUS; s_controls.misc.generic.flags |= (QMF_HIGHLIGHT|QMF_HIGHLIGHT_IF_FOCUS); break; } } /* ================= Controls_DrawKeyBinding ================= */ static void Controls_DrawKeyBinding( void *self ) { menuaction_s* a; int x; int y; int b1; int b2; qboolean c; char name[32]; char name2[32]; a = (menuaction_s*) self; x = a->generic.x; y = a->generic.y; c = (Menu_ItemAtCursor( a->generic.parent ) == a); b1 = g_bindings[a->generic.id].bind1; if (b1 == -1) strcpy(name,"-?-"); else { trap_Key_KeynumToStringBuf( b1, name, 32 ); Q_strupr(name); b2 = g_bindings[a->generic.id].bind2; if (b2 != -1) { trap_Key_KeynumToStringBuf( b2, name2, 32 ); Q_strupr(name2); strcat( name, " or " ); strcat( name, name2 ); } } if (c) { UI_FillRect( a->generic.left, a->generic.top, a->generic.right-a->generic.left+1, a->generic.bottom-a->generic.top+1, listbar_color ); UI_DrawString( x - SMALLCHAR_WIDTH, y, g_bindings[a->generic.id].label, UI_RIGHT|UI_SMALLFONT, text_color_highlight ); UI_DrawString( x + SMALLCHAR_WIDTH, y, name, UI_LEFT|UI_SMALLFONT|UI_PULSE, text_color_highlight ); if (s_controls.waitingforkey) { UI_DrawChar( x, y, '=', UI_CENTER|UI_BLINK|UI_SMALLFONT, text_color_highlight); UI_DrawString(SCREEN_WIDTH * 0.50, SCREEN_HEIGHT * 0.80, "Waiting for new key ... ESCAPE to cancel", UI_SMALLFONT|UI_CENTER|UI_PULSE, colorWhite ); } else { UI_DrawChar( x, y, 13, UI_CENTER|UI_BLINK|UI_SMALLFONT, text_color_highlight); UI_DrawString(SCREEN_WIDTH * 0.55, SCREEN_HEIGHT * 0.82, "Press ENTER or CLICK to change", UI_SMALLFONT|UI_CENTER, colorWhite ); UI_DrawString(SCREEN_WIDTH * 0.55, SCREEN_HEIGHT * 0.86, "Press BACKSPACE to clear", UI_SMALLFONT|UI_CENTER, colorWhite ); } } else { if (a->generic.flags & QMF_GRAYED) { UI_DrawString( x - SMALLCHAR_WIDTH, y, g_bindings[a->generic.id].label, UI_RIGHT|UI_SMALLFONT, text_color_disabled ); UI_DrawString( x + SMALLCHAR_WIDTH, y, name, UI_LEFT|UI_SMALLFONT, text_color_disabled ); } else { // STONELANCE // UI_DrawString( x - SMALLCHAR_WIDTH, y, g_bindings[a->generic.id].label, UI_RIGHT|UI_SMALLFONT, controls_binding_color ); // UI_DrawString( x + SMALLCHAR_WIDTH, y, name, UI_LEFT|UI_SMALLFONT, controls_binding_color ); UI_DrawString( x - SMALLCHAR_WIDTH, y, g_bindings[a->generic.id].label, UI_RIGHT|UI_SMALLFONT, text_color_normal ); UI_DrawString( x + SMALLCHAR_WIDTH, y, name, UI_LEFT|UI_SMALLFONT, text_color_normal ); // END } } } /* ================= Controls_StatusBar ================= */ static void Controls_StatusBar( void *self ) { UI_DrawString(SCREEN_WIDTH * 0.50, SCREEN_HEIGHT * 0.80, "Use Arrow Keys or CLICK to change", UI_SMALLFONT|UI_CENTER, colorWhite ); } /* ================= Controls_DrawPlayer ================= */ static void Controls_DrawPlayer( void *self ) { menubitmap_s *b; char buf[MAX_QPATH]; // STONELANCE char rim[MAX_QPATH]; char head[MAX_QPATH]; char plate[MAX_QPATH]; // END trap_Cvar_VariableStringBuffer( "model", buf, sizeof( buf ) ); if ( strcmp( buf, s_controls.playerModel ) != 0 ) { // STONELANCE // UI_PlayerInfo_SetModel( &s_controls.playerinfo, buf ); trap_Cvar_VariableStringBuffer( "rim", rim, sizeof( rim ) ); trap_Cvar_VariableStringBuffer( "head", head, sizeof( head ) ); trap_Cvar_VariableStringBuffer( "plate", plate, sizeof( plate ) ); UI_PlayerInfo_SetModel( &s_controls.playerinfo, buf, rim, head, plate ); // END strcpy( s_controls.playerModel, buf ); Controls_UpdateModel( ANIM_IDLE ); } b = (menubitmap_s*) self; UI_DrawPlayer( b->generic.x, b->generic.y, b->width, b->height, &s_controls.playerinfo, uis.realtime ); } /* ================= Controls_GetKeyAssignment ================= */ static void Controls_GetKeyAssignment (char *command, int *twokeys) { int count; int j; char b[256]; twokeys[0] = twokeys[1] = -1; count = 0; for ( j = 0; j < 256; j++ ) { trap_Key_GetBindingBuf( j, b, 256 ); if ( *b == 0 ) { continue; } if ( !Q_stricmp( b, command ) ) { twokeys[count] = j; count++; if (count == 2) break; } } } /* ================= Controls_GetConfig ================= */ static void Controls_GetConfig( void ) { int i; int twokeys[2]; bind_t* bindptr; // put the bindings into a local store bindptr = g_bindings; // iterate each command, get its numeric binding for (i=0; ;i++,bindptr++) { if (!bindptr->label) break; Controls_GetKeyAssignment(bindptr->command, twokeys); bindptr->bind1 = twokeys[0]; bindptr->bind2 = twokeys[1]; } s_controls.invertmouse.curvalue = Controls_GetCvarValue( "m_pitch" ) < 0; s_controls.smoothmouse.curvalue = UI_ClampCvar( 0, 1, Controls_GetCvarValue( "m_filter" ) ); s_controls.alwaysrun.curvalue = UI_ClampCvar( 0, 1, Controls_GetCvarValue( "cl_run" ) ); s_controls.autoswitch.curvalue = UI_ClampCvar( 0, 1, Controls_GetCvarValue( "cg_autoswitch" ) ); s_controls.sensitivity.curvalue = UI_ClampCvar( 2, 30, Controls_GetCvarValue( "sensitivity" ) ); s_controls.joyenable.curvalue = UI_ClampCvar( 0, 1, Controls_GetCvarValue( "in_joystick" ) ); s_controls.joythreshold.curvalue = UI_ClampCvar( 0.05, 0.75, Controls_GetCvarValue( "joy_threshold" ) ); s_controls.freelook.curvalue = UI_ClampCvar( 0, 1, Controls_GetCvarValue( "cl_freelook" ) ); // STONELANCE s_controls.autodroprear.curvalue = UI_ClampCvar( 0, 1, Controls_GetCvarValue( "cg_autodrop" ) ); // END } /* ================= Controls_SetConfig ================= */ static void Controls_SetConfig( void ) { int i; bind_t* bindptr; // set the bindings from the local store bindptr = g_bindings; // iterate each command, get its numeric binding for (i=0; ;i++,bindptr++) { if (!bindptr->label) break; if (bindptr->bind1 != -1) { trap_Key_SetBinding( bindptr->bind1, bindptr->command ); if (bindptr->bind2 != -1) trap_Key_SetBinding( bindptr->bind2, bindptr->command ); } } if ( s_controls.invertmouse.curvalue ) trap_Cvar_SetValue( "m_pitch", -fabs( trap_Cvar_VariableValue( "m_pitch" ) ) ); else trap_Cvar_SetValue( "m_pitch", fabs( trap_Cvar_VariableValue( "m_pitch" ) ) ); trap_Cvar_SetValue( "m_filter", s_controls.smoothmouse.curvalue ); trap_Cvar_SetValue( "cl_run", s_controls.alwaysrun.curvalue ); trap_Cvar_SetValue( "cg_autoswitch", s_controls.autoswitch.curvalue ); trap_Cvar_SetValue( "sensitivity", s_controls.sensitivity.curvalue ); trap_Cvar_SetValue( "in_joystick", s_controls.joyenable.curvalue ); trap_Cvar_SetValue( "joy_threshold", s_controls.joythreshold.curvalue ); trap_Cvar_SetValue( "cl_freelook", s_controls.freelook.curvalue ); // STONELANCE trap_Cvar_SetValue( "cg_autodrop", s_controls.autodroprear.curvalue ); // END trap_Cmd_ExecuteText( EXEC_APPEND, "in_restart\n" ); } /* ================= Controls_SetDefaults ================= */ static void Controls_SetDefaults( void ) { int i; bind_t* bindptr; // set the bindings from the local store bindptr = g_bindings; // iterate each command, set its default binding for (i=0; ;i++,bindptr++) { if (!bindptr->label) break; bindptr->bind1 = bindptr->defaultbind1; bindptr->bind2 = bindptr->defaultbind2; } s_controls.invertmouse.curvalue = Controls_GetCvarDefault( "m_pitch" ) < 0; s_controls.smoothmouse.curvalue = Controls_GetCvarDefault( "m_filter" ); s_controls.alwaysrun.curvalue = Controls_GetCvarDefault( "cl_run" ); s_controls.autoswitch.curvalue = Controls_GetCvarDefault( "cg_autoswitch" ); s_controls.sensitivity.curvalue = Controls_GetCvarDefault( "sensitivity" ); s_controls.joyenable.curvalue = Controls_GetCvarDefault( "in_joystick" ); s_controls.joythreshold.curvalue = Controls_GetCvarDefault( "joy_threshold" ); s_controls.freelook.curvalue = Controls_GetCvarDefault( "cl_freelook" ); // STONELANCE s_controls.autodroprear.curvalue = Controls_GetCvarDefault( "cg_autodrop" ); // END } /* ================= Controls_MenuKey ================= */ static sfxHandle_t Controls_MenuKey( int key ) { int id; int i; qboolean found; bind_t* bindptr; found = qfalse; if (!s_controls.waitingforkey) { switch (key) { case K_BACKSPACE: case K_DEL: case K_KP_DEL: key = -1; break; case K_MOUSE2: case K_ESCAPE: if (s_controls.changesmade) Controls_SetConfig(); goto ignorekey; default: goto ignorekey; } } else { if (key & K_CHAR_FLAG) goto ignorekey; switch (key) { case K_ESCAPE: s_controls.waitingforkey = qfalse; Controls_Update(); return (menu_out_sound); case '`': goto ignorekey; } } s_controls.changesmade = qtrue; if (key != -1) { // remove from any other bind bindptr = g_bindings; for (i=0; ;i++,bindptr++) { if (!bindptr->label) break; if (bindptr->bind2 == key) bindptr->bind2 = -1; if (bindptr->bind1 == key) { bindptr->bind1 = bindptr->bind2; bindptr->bind2 = -1; } } } // assign key to local store id = ((menucommon_s*)(s_controls.menu.items[s_controls.menu.cursor]))->id; bindptr = g_bindings; for (i=0; ;i++,bindptr++) { if (!bindptr->label) break; if (bindptr->id == id) { found = qtrue; if (key == -1) { if( bindptr->bind1 != -1 ) { trap_Key_SetBinding( bindptr->bind1, "" ); bindptr->bind1 = -1; } if( bindptr->bind2 != -1 ) { trap_Key_SetBinding( bindptr->bind2, "" ); bindptr->bind2 = -1; } } else if (bindptr->bind1 == -1) { bindptr->bind1 = key; } else if (bindptr->bind1 != key && bindptr->bind2 == -1) { bindptr->bind2 = key; } else { trap_Key_SetBinding( bindptr->bind1, "" ); trap_Key_SetBinding( bindptr->bind2, "" ); bindptr->bind1 = key; bindptr->bind2 = -1; } break; } } s_controls.waitingforkey = qfalse; if (found) { Controls_Update(); return (menu_out_sound); } ignorekey: return Menu_DefaultKey( &s_controls.menu, key ); } /* ================= Controls_ResetDefaults_Action ================= */ static void Controls_ResetDefaults_Action( qboolean result ) { if( !result ) { return; } s_controls.changesmade = qtrue; Controls_SetDefaults(); Controls_Update(); } /* ================= Controls_ResetDefaults_Draw ================= */ static void Controls_ResetDefaults_Draw( void ) { UI_DrawProportionalString( SCREEN_WIDTH/2, 356 + PROP_HEIGHT * 0, "WARNING: This will reset all", UI_CENTER|UI_SMALLFONT, color_yellow ); UI_DrawProportionalString( SCREEN_WIDTH/2, 356 + PROP_HEIGHT * 1, "controls to their default values.", UI_CENTER|UI_SMALLFONT, color_yellow ); } /* ================= Controls_MenuEvent ================= */ static void Controls_MenuEvent( void* ptr, int event ) { switch (((menucommon_s*)ptr)->id) { case ID_MOVEMENT: if (event == QM_ACTIVATED) { s_controls.section = C_MOVEMENT; Controls_Update(); } break; case ID_LOOKING: if (event == QM_ACTIVATED) { s_controls.section = C_LOOKING; Controls_Update(); } break; case ID_WEAPONS: if (event == QM_ACTIVATED) { s_controls.section = C_WEAPONS; Controls_Update(); } break; case ID_MISC: if (event == QM_ACTIVATED) { s_controls.section = C_MISC; Controls_Update(); } break; case ID_DEFAULTS: if (event == QM_ACTIVATED) { UI_ConfirmMenu( "SET TO DEFAULTS?", Controls_ResetDefaults_Draw, Controls_ResetDefaults_Action ); } break; case ID_BACK: if (event == QM_ACTIVATED) { if (s_controls.changesmade) Controls_SetConfig(); UI_PopMenu(); } break; case ID_SAVEANDEXIT: if (event == QM_ACTIVATED) { Controls_SetConfig(); UI_PopMenu(); } break; case ID_EXIT: if (event == QM_ACTIVATED) { UI_PopMenu(); } break; case ID_FREELOOK: case ID_MOUSESPEED: case ID_INVERTMOUSE: case ID_SMOOTHMOUSE: case ID_ALWAYSRUN: case ID_AUTOSWITCH: case ID_JOYENABLE: case ID_JOYTHRESHOLD: // STONELANCE case ID_AUTODROP: // END if (event == QM_ACTIVATED) { s_controls.changesmade = qtrue; } break; } } /* ================= Controls_ActionEvent ================= */ static void Controls_ActionEvent( void* ptr, int event ) { if (event == QM_LOSTFOCUS) { Controls_UpdateModel( ANIM_IDLE ); } else if (event == QM_GOTFOCUS) { Controls_UpdateModel( g_bindings[((menucommon_s*)ptr)->id].anim ); } else if ((event == QM_ACTIVATED) && !s_controls.waitingforkey) { s_controls.waitingforkey = 1; Controls_Update(); } } /* ================= Controls_InitModel ================= */ static void Controls_InitModel( void ) { // STONELANCE char model[MAX_QPATH]; char rim[MAX_QPATH]; char head[MAX_QPATH]; char plate[MAX_QPATH]; // END memset( &s_controls.playerinfo, 0, sizeof(playerInfo_t) ); // STONELANCE // UI_PlayerInfo_SetModel( &s_controls.playerinfo, UI_Cvar_VariableString( "model" ) ); trap_Cvar_VariableStringBuffer( "model", model, sizeof( model ) ); trap_Cvar_VariableStringBuffer( "rim", rim, sizeof( rim ) ); trap_Cvar_VariableStringBuffer( "head", head, sizeof( head ) ); trap_Cvar_VariableStringBuffer( "plate", plate, sizeof( plate ) ); UI_PlayerInfo_SetModel( &s_controls.playerinfo, model, rim, head, plate ); // END Controls_UpdateModel( ANIM_IDLE ); } /* ================= Controls_InitWeapons ================= */ static void Controls_InitWeapons( void ) { gitem_t * item; for ( item = bg_itemlist + 1 ; item->classname ; item++ ) { if ( item->giType != IT_WEAPON ) { continue; } trap_R_RegisterModel( item->world_model[0] ); } } /* ================= Controls_MenuInit ================= */ static void Controls_MenuInit( void ) { // STONELANCE int x; // END static char playername[32]; // zero set all our globals memset( &s_controls, 0 ,sizeof(controls_t) ); Controls_Cache(); s_controls.menu.key = Controls_MenuKey; s_controls.menu.wrapAround = qtrue; s_controls.menu.fullscreen = qtrue; s_controls.banner.generic.type = MTYPE_BTEXT; s_controls.banner.generic.flags = QMF_CENTER_JUSTIFY; s_controls.banner.generic.x = 320; s_controls.banner.generic.y = 16; s_controls.banner.string = "CONTROLS"; s_controls.banner.color = color_white; s_controls.banner.style = UI_CENTER; // STONELANCE /* s_controls.framel.generic.type = MTYPE_BITMAP; s_controls.framel.generic.name = ART_FRAMEL; s_controls.framel.generic.flags = QMF_LEFT_JUSTIFY|QMF_INACTIVE; s_controls.framel.generic.x = 0; s_controls.framel.generic.y = 78; s_controls.framel.width = 256; s_controls.framel.height = 329; s_controls.framer.generic.type = MTYPE_BITMAP; s_controls.framer.generic.name = ART_FRAMER; s_controls.framer.generic.flags = QMF_LEFT_JUSTIFY|QMF_INACTIVE; s_controls.framer.generic.x = 376; s_controls.framer.generic.y = 76; s_controls.framer.width = 256; s_controls.framer.height = 334; */ x = 132; // END s_controls.looking.generic.type = MTYPE_PTEXT; s_controls.looking.generic.flags = QMF_RIGHT_JUSTIFY|QMF_PULSEIFFOCUS; s_controls.looking.generic.id = ID_LOOKING; s_controls.looking.generic.callback = Controls_MenuEvent; // STONELANCE // s_controls.looking.generic.x = 152; s_controls.looking.generic.x = x; // END s_controls.looking.generic.y = 240 - 2 * PROP_HEIGHT; s_controls.looking.string = "LOOK"; s_controls.looking.style = UI_RIGHT; // STONELANCE // s_controls.looking.color = color_red; s_controls.looking.color = text_color_normal; // END s_controls.movement.generic.type = MTYPE_PTEXT; s_controls.movement.generic.flags = QMF_RIGHT_JUSTIFY|QMF_PULSEIFFOCUS; s_controls.movement.generic.id = ID_MOVEMENT; s_controls.movement.generic.callback = Controls_MenuEvent; // STONELANCE // s_controls.movement.generic.x = 152; s_controls.movement.generic.x = x; // END s_controls.movement.generic.y = 240 - PROP_HEIGHT; s_controls.movement.string = "MOVE"; s_controls.movement.style = UI_RIGHT; // STONELANCE // s_controls.movement.color = color_red; s_controls.movement.color = text_color_normal; // END s_controls.weapons.generic.type = MTYPE_PTEXT; s_controls.weapons.generic.flags = QMF_RIGHT_JUSTIFY|QMF_PULSEIFFOCUS; s_controls.weapons.generic.id = ID_WEAPONS; s_controls.weapons.generic.callback = Controls_MenuEvent; // STONELANCE // s_controls.weapons.generic.x = 152; s_controls.weapons.generic.x = x; // END s_controls.weapons.generic.y = 240; s_controls.weapons.string = "SHOOT"; s_controls.weapons.style = UI_RIGHT; // STONELANCE // s_controls.weapons.color = color_red; s_controls.weapons.color = text_color_normal; // END s_controls.misc.generic.type = MTYPE_PTEXT; s_controls.misc.generic.flags = QMF_RIGHT_JUSTIFY|QMF_PULSEIFFOCUS; s_controls.misc.generic.id = ID_MISC; s_controls.misc.generic.callback = Controls_MenuEvent; // STONELANCE // s_controls.misc.generic.x = 152; s_controls.misc.generic.x = x; // END s_controls.misc.generic.y = 240 + PROP_HEIGHT; s_controls.misc.string = "MISC"; s_controls.misc.style = UI_RIGHT; // STONELANCE // s_controls.misc.color = color_red; s_controls.misc.color = text_color_normal; // END // STONELANCE /* s_controls.back.generic.type = MTYPE_BITMAP; s_controls.back.generic.name = ART_BACK0; s_controls.back.generic.flags = QMF_LEFT_JUSTIFY|QMF_PULSEIFFOCUS; s_controls.back.generic.x = 0; s_controls.back.generic.y = 480-64; s_controls.back.generic.id = ID_BACK; s_controls.back.generic.callback = Controls_MenuEvent; s_controls.back.width = 128; s_controls.back.height = 64; s_controls.back.focuspic = ART_BACK1; */ s_controls.back.generic.type = MTYPE_PTEXT; s_controls.back.generic.flags = QMF_LEFT_JUSTIFY|QMF_PULSEIFFOCUS; s_controls.back.generic.x = 20; s_controls.back.generic.y = 480 - 50; s_controls.back.generic.id = ID_BACK; s_controls.back.generic.callback = Controls_MenuEvent; s_controls.back.string = "< BACK"; s_controls.back.color = text_color_normal; s_controls.back.style = UI_LEFT | UI_SMALLFONT; // END s_controls.player.generic.type = MTYPE_BITMAP; s_controls.player.generic.flags = QMF_INACTIVE; s_controls.player.generic.ownerdraw = Controls_DrawPlayer; s_controls.player.height = 56*10; // STONELANCE s_controls.player.generic.x = 340; // s_controls.player.generic.x = 400; s_controls.player.generic.y = -80; // s_controls.player.generic.y = -40; s_controls.player.width = 34*10; // s_controls.player.width = 32*10; // END // STONELANCE /* s_controls.walkforward.generic.type = MTYPE_ACTION; s_controls.walkforward.generic.flags = QMF_LEFT_JUSTIFY|QMF_PULSEIFFOCUS|QMF_GRAYED|QMF_HIDDEN; s_controls.walkforward.generic.callback = Controls_ActionEvent; s_controls.walkforward.generic.ownerdraw = Controls_DrawKeyBinding; s_controls.walkforward.generic.id = ID_FORWARD; s_controls.backpedal.generic.type = MTYPE_ACTION; s_controls.backpedal.generic.flags = QMF_LEFT_JUSTIFY|QMF_PULSEIFFOCUS|QMF_GRAYED|QMF_HIDDEN; s_controls.backpedal.generic.callback = Controls_ActionEvent; s_controls.backpedal.generic.ownerdraw = Controls_DrawKeyBinding; s_controls.backpedal.generic.id = ID_BACKPEDAL; s_controls.stepleft.generic.type = MTYPE_ACTION; s_controls.stepleft.generic.flags = QMF_LEFT_JUSTIFY|QMF_PULSEIFFOCUS|QMF_GRAYED|QMF_HIDDEN; s_controls.stepleft.generic.callback = Controls_ActionEvent; s_controls.stepleft.generic.ownerdraw = Controls_DrawKeyBinding; s_controls.stepleft.generic.id = ID_MOVELEFT; s_controls.stepright.generic.type = MTYPE_ACTION; s_controls.stepright.generic.flags = QMF_LEFT_JUSTIFY|QMF_PULSEIFFOCUS|QMF_GRAYED|QMF_HIDDEN; s_controls.stepright.generic.callback = Controls_ActionEvent; s_controls.stepright.generic.ownerdraw = Controls_DrawKeyBinding; s_controls.stepright.generic.id = ID_MOVERIGHT; */ s_controls.accel.generic.type = MTYPE_ACTION; s_controls.accel.generic.flags = QMF_LEFT_JUSTIFY|QMF_PULSEIFFOCUS|QMF_GRAYED|QMF_HIDDEN; s_controls.accel.generic.callback = Controls_ActionEvent; s_controls.accel.generic.ownerdraw = Controls_DrawKeyBinding; s_controls.accel.generic.id = ID_ACCEL; s_controls.brake.generic.type = MTYPE_ACTION; s_controls.brake.generic.flags = QMF_LEFT_JUSTIFY|QMF_PULSEIFFOCUS|QMF_GRAYED|QMF_HIDDEN; s_controls.brake.generic.callback = Controls_ActionEvent; s_controls.brake.generic.ownerdraw = Controls_DrawKeyBinding; s_controls.brake.generic.id = ID_BRAKE; s_controls.handbrake.generic.type = MTYPE_ACTION; s_controls.handbrake.generic.flags = QMF_LEFT_JUSTIFY|QMF_PULSEIFFOCUS|QMF_GRAYED|QMF_HIDDEN; s_controls.handbrake.generic.callback = Controls_ActionEvent; s_controls.handbrake.generic.ownerdraw = Controls_DrawKeyBinding; s_controls.handbrake.generic.id = ID_HANDBRAKE; s_controls.turbo.generic.type = MTYPE_ACTION; s_controls.turbo.generic.flags = QMF_LEFT_JUSTIFY|QMF_PULSEIFFOCUS|QMF_GRAYED|QMF_HIDDEN; s_controls.turbo.generic.callback = Controls_ActionEvent; s_controls.turbo.generic.ownerdraw = Controls_DrawKeyBinding; s_controls.turbo.generic.id = ID_TURBO; // END s_controls.moveup.generic.type = MTYPE_ACTION; s_controls.moveup.generic.flags = QMF_LEFT_JUSTIFY|QMF_PULSEIFFOCUS|QMF_GRAYED|QMF_HIDDEN; s_controls.moveup.generic.callback = Controls_ActionEvent; s_controls.moveup.generic.ownerdraw = Controls_DrawKeyBinding; s_controls.moveup.generic.id = ID_MOVEUP; s_controls.movedown.generic.type = MTYPE_ACTION; s_controls.movedown.generic.flags = QMF_LEFT_JUSTIFY|QMF_PULSEIFFOCUS|QMF_GRAYED|QMF_HIDDEN; s_controls.movedown.generic.callback = Controls_ActionEvent; s_controls.movedown.generic.ownerdraw = Controls_DrawKeyBinding; s_controls.movedown.generic.id = ID_MOVEDOWN; s_controls.turnleft.generic.type = MTYPE_ACTION; s_controls.turnleft.generic.flags = QMF_LEFT_JUSTIFY|QMF_PULSEIFFOCUS|QMF_GRAYED|QMF_HIDDEN; s_controls.turnleft.generic.callback = Controls_ActionEvent; s_controls.turnleft.generic.ownerdraw = Controls_DrawKeyBinding; s_controls.turnleft.generic.id = ID_LEFT; s_controls.turnright.generic.type = MTYPE_ACTION; s_controls.turnright.generic.flags = QMF_LEFT_JUSTIFY|QMF_PULSEIFFOCUS|QMF_GRAYED|QMF_HIDDEN; s_controls.turnright.generic.callback = Controls_ActionEvent; s_controls.turnright.generic.ownerdraw = Controls_DrawKeyBinding; s_controls.turnright.generic.id = ID_RIGHT; // STONELANCE /* s_controls.sidestep.generic.type = MTYPE_ACTION; s_controls.sidestep.generic.flags = QMF_LEFT_JUSTIFY|QMF_PULSEIFFOCUS|QMF_GRAYED|QMF_HIDDEN; s_controls.sidestep.generic.callback = Controls_ActionEvent; s_controls.sidestep.generic.ownerdraw = Controls_DrawKeyBinding; s_controls.sidestep.generic.id = ID_STRAFE; s_controls.run.generic.type = MTYPE_ACTION; s_controls.run.generic.flags = QMF_LEFT_JUSTIFY|QMF_PULSEIFFOCUS|QMF_GRAYED|QMF_HIDDEN; s_controls.run.generic.callback = Controls_ActionEvent; s_controls.run.generic.ownerdraw = Controls_DrawKeyBinding; s_controls.run.generic.id = ID_SPEED; */ // END s_controls.chainsaw.generic.type = MTYPE_ACTION; s_controls.chainsaw.generic.flags = QMF_LEFT_JUSTIFY|QMF_PULSEIFFOCUS|QMF_GRAYED|QMF_HIDDEN; s_controls.chainsaw.generic.callback = Controls_ActionEvent; s_controls.chainsaw.generic.ownerdraw = Controls_DrawKeyBinding; s_controls.chainsaw.generic.id = ID_WEAPON1; s_controls.machinegun.generic.type = MTYPE_ACTION; s_controls.machinegun.generic.flags = QMF_LEFT_JUSTIFY|QMF_PULSEIFFOCUS|QMF_GRAYED|QMF_HIDDEN; s_controls.machinegun.generic.callback = Controls_ActionEvent; s_controls.machinegun.generic.ownerdraw = Controls_DrawKeyBinding; s_controls.machinegun.generic.id = ID_WEAPON2; s_controls.shotgun.generic.type = MTYPE_ACTION; s_controls.shotgun.generic.flags = QMF_LEFT_JUSTIFY|QMF_PULSEIFFOCUS|QMF_GRAYED|QMF_HIDDEN; s_controls.shotgun.generic.callback = Controls_ActionEvent; s_controls.shotgun.generic.ownerdraw = Controls_DrawKeyBinding; s_controls.shotgun.generic.id = ID_WEAPON3; s_controls.grenadelauncher.generic.type = MTYPE_ACTION; s_controls.grenadelauncher.generic.flags = QMF_LEFT_JUSTIFY|QMF_PULSEIFFOCUS|QMF_GRAYED|QMF_HIDDEN; s_controls.grenadelauncher.generic.callback = Controls_ActionEvent; s_controls.grenadelauncher.generic.ownerdraw = Controls_DrawKeyBinding; s_controls.grenadelauncher.generic.id = ID_WEAPON4; s_controls.rocketlauncher.generic.type = MTYPE_ACTION; s_controls.rocketlauncher.generic.flags = QMF_LEFT_JUSTIFY|QMF_PULSEIFFOCUS|QMF_GRAYED|QMF_HIDDEN; s_controls.rocketlauncher.generic.callback = Controls_ActionEvent; s_controls.rocketlauncher.generic.ownerdraw = Controls_DrawKeyBinding; s_controls.rocketlauncher.generic.id = ID_WEAPON5; s_controls.lightning.generic.type = MTYPE_ACTION; s_controls.lightning.generic.flags = QMF_LEFT_JUSTIFY|QMF_PULSEIFFOCUS|QMF_GRAYED|QMF_HIDDEN; s_controls.lightning.generic.callback = Controls_ActionEvent; s_controls.lightning.generic.ownerdraw = Controls_DrawKeyBinding; s_controls.lightning.generic.id = ID_WEAPON6; s_controls.railgun.generic.type = MTYPE_ACTION; s_controls.railgun.generic.flags = QMF_LEFT_JUSTIFY|QMF_PULSEIFFOCUS|QMF_GRAYED|QMF_HIDDEN; s_controls.railgun.generic.callback = Controls_ActionEvent; s_controls.railgun.generic.ownerdraw = Controls_DrawKeyBinding; s_controls.railgun.generic.id = ID_WEAPON7; s_controls.plasma.generic.type = MTYPE_ACTION; s_controls.plasma.generic.flags = QMF_LEFT_JUSTIFY|QMF_PULSEIFFOCUS|QMF_GRAYED|QMF_HIDDEN; s_controls.plasma.generic.callback = Controls_ActionEvent; s_controls.plasma.generic.ownerdraw = Controls_DrawKeyBinding; s_controls.plasma.generic.id = ID_WEAPON8; s_controls.bfg.generic.type = MTYPE_ACTION; s_controls.bfg.generic.flags = QMF_LEFT_JUSTIFY|QMF_PULSEIFFOCUS|QMF_GRAYED|QMF_HIDDEN; s_controls.bfg.generic.callback = Controls_ActionEvent; s_controls.bfg.generic.ownerdraw = Controls_DrawKeyBinding; s_controls.bfg.generic.id = ID_WEAPON9; s_controls.flamethrower.generic.type = MTYPE_ACTION; s_controls.flamethrower.generic.flags = QMF_LEFT_JUSTIFY|QMF_PULSEIFFOCUS|QMF_GRAYED|QMF_HIDDEN; s_controls.flamethrower.generic.callback = Controls_ActionEvent; s_controls.flamethrower.generic.ownerdraw = Controls_DrawKeyBinding; s_controls.flamethrower.generic.id = ID_WEAPON10; s_controls.attack.generic.type = MTYPE_ACTION; s_controls.attack.generic.flags = QMF_LEFT_JUSTIFY|QMF_PULSEIFFOCUS|QMF_GRAYED|QMF_HIDDEN; s_controls.attack.generic.callback = Controls_ActionEvent; s_controls.attack.generic.ownerdraw = Controls_DrawKeyBinding; s_controls.attack.generic.id = ID_ATTACK; s_controls.alt_attack.generic.type = MTYPE_ACTION; s_controls.alt_attack.generic.flags = QMF_LEFT_JUSTIFY|QMF_PULSEIFFOCUS|QMF_GRAYED|QMF_HIDDEN; s_controls.alt_attack.generic.callback = Controls_ActionEvent; s_controls.alt_attack.generic.ownerdraw = Controls_DrawKeyBinding; s_controls.alt_attack.generic.id = ID_ALT_ATTACK; // STONELANCE s_controls.rearattack.generic.type = MTYPE_ACTION; s_controls.rearattack.generic.flags = QMF_LEFT_JUSTIFY|QMF_PULSEIFFOCUS|QMF_GRAYED|QMF_HIDDEN; s_controls.rearattack.generic.callback = Controls_ActionEvent; s_controls.rearattack.generic.ownerdraw = Controls_DrawKeyBinding; s_controls.rearattack.generic.id = ID_REARATTACK; s_controls.droprear.generic.type = MTYPE_ACTION; s_controls.droprear.generic.flags = QMF_LEFT_JUSTIFY|QMF_PULSEIFFOCUS|QMF_GRAYED|QMF_HIDDEN; s_controls.droprear.generic.callback = Controls_ActionEvent; s_controls.droprear.generic.ownerdraw = Controls_DrawKeyBinding; s_controls.droprear.generic.id = ID_DROP_REAR; s_controls.autodroprear.generic.type = MTYPE_RADIOBUTTON; s_controls.autodroprear.generic.flags = QMF_SMALLFONT; s_controls.autodroprear.generic.x = SCREEN_WIDTH/2; s_controls.autodroprear.generic.name = "autodrop rear weapons"; s_controls.autodroprear.generic.id = ID_AUTODROP; s_controls.autodroprear.generic.callback = Controls_MenuEvent; s_controls.autodroprear.generic.statusbar = Controls_StatusBar; // END s_controls.prevweapon.generic.type = MTYPE_ACTION; s_controls.prevweapon.generic.flags = QMF_LEFT_JUSTIFY|QMF_PULSEIFFOCUS|QMF_GRAYED|QMF_HIDDEN; s_controls.prevweapon.generic.callback = Controls_ActionEvent; s_controls.prevweapon.generic.ownerdraw = Controls_DrawKeyBinding; s_controls.prevweapon.generic.id = ID_WEAPPREV; s_controls.nextweapon.generic.type = MTYPE_ACTION; s_controls.nextweapon.generic.flags = QMF_LEFT_JUSTIFY|QMF_PULSEIFFOCUS|QMF_GRAYED|QMF_HIDDEN; s_controls.nextweapon.generic.callback = Controls_ActionEvent; s_controls.nextweapon.generic.ownerdraw = Controls_DrawKeyBinding; s_controls.nextweapon.generic.id = ID_WEAPNEXT; s_controls.lookup.generic.type = MTYPE_ACTION; s_controls.lookup.generic.flags = QMF_LEFT_JUSTIFY|QMF_PULSEIFFOCUS|QMF_GRAYED|QMF_HIDDEN; s_controls.lookup.generic.callback = Controls_ActionEvent; s_controls.lookup.generic.ownerdraw = Controls_DrawKeyBinding; s_controls.lookup.generic.id = ID_LOOKUP; s_controls.lookdown.generic.type = MTYPE_ACTION; s_controls.lookdown.generic.flags = QMF_LEFT_JUSTIFY|QMF_PULSEIFFOCUS|QMF_GRAYED|QMF_HIDDEN; s_controls.lookdown.generic.callback = Controls_ActionEvent; s_controls.lookdown.generic.ownerdraw = Controls_DrawKeyBinding; s_controls.lookdown.generic.id = ID_LOOKDOWN; s_controls.mouselook.generic.type = MTYPE_ACTION; s_controls.mouselook.generic.flags = QMF_LEFT_JUSTIFY|QMF_HIGHLIGHT_IF_FOCUS|QMF_GRAYED|QMF_HIDDEN; s_controls.mouselook.generic.callback = Controls_ActionEvent; s_controls.mouselook.generic.ownerdraw = Controls_DrawKeyBinding; s_controls.mouselook.generic.id = ID_MOUSELOOK; s_controls.freelook.generic.type = MTYPE_RADIOBUTTON; s_controls.freelook.generic.flags = QMF_SMALLFONT; s_controls.freelook.generic.x = SCREEN_WIDTH/2; s_controls.freelook.generic.name = "free look"; s_controls.freelook.generic.id = ID_FREELOOK; s_controls.freelook.generic.callback = Controls_MenuEvent; s_controls.freelook.generic.statusbar = Controls_StatusBar; s_controls.centerview.generic.type = MTYPE_ACTION; s_controls.centerview.generic.flags = QMF_LEFT_JUSTIFY|QMF_PULSEIFFOCUS|QMF_GRAYED|QMF_HIDDEN; s_controls.centerview.generic.callback = Controls_ActionEvent; s_controls.centerview.generic.ownerdraw = Controls_DrawKeyBinding; s_controls.centerview.generic.id = ID_CENTERVIEW; s_controls.zoomview.generic.type = MTYPE_ACTION; s_controls.zoomview.generic.flags = QMF_LEFT_JUSTIFY|QMF_PULSEIFFOCUS|QMF_GRAYED|QMF_HIDDEN; s_controls.zoomview.generic.callback = Controls_ActionEvent; s_controls.zoomview.generic.ownerdraw = Controls_DrawKeyBinding; s_controls.zoomview.generic.id = ID_ZOOMVIEW; s_controls.useitem.generic.type = MTYPE_ACTION; s_controls.useitem.generic.flags = QMF_LEFT_JUSTIFY|QMF_PULSEIFFOCUS|QMF_GRAYED|QMF_HIDDEN; s_controls.useitem.generic.callback = Controls_ActionEvent; s_controls.useitem.generic.ownerdraw = Controls_DrawKeyBinding; s_controls.useitem.generic.id = ID_USEITEM; s_controls.showscores.generic.type = MTYPE_ACTION; s_controls.showscores.generic.flags = QMF_LEFT_JUSTIFY|QMF_PULSEIFFOCUS|QMF_GRAYED|QMF_HIDDEN; s_controls.showscores.generic.callback = Controls_ActionEvent; s_controls.showscores.generic.ownerdraw = Controls_DrawKeyBinding; s_controls.showscores.generic.id = ID_SHOWSCORES; s_controls.invertmouse.generic.type = MTYPE_RADIOBUTTON; s_controls.invertmouse.generic.flags = QMF_SMALLFONT; s_controls.invertmouse.generic.x = SCREEN_WIDTH/2; s_controls.invertmouse.generic.name = "invert mouse"; s_controls.invertmouse.generic.id = ID_INVERTMOUSE; s_controls.invertmouse.generic.callback = Controls_MenuEvent; s_controls.invertmouse.generic.statusbar = Controls_StatusBar; s_controls.smoothmouse.generic.type = MTYPE_RADIOBUTTON; s_controls.smoothmouse.generic.flags = QMF_SMALLFONT; s_controls.smoothmouse.generic.x = SCREEN_WIDTH/2; s_controls.smoothmouse.generic.name = "smooth mouse"; s_controls.smoothmouse.generic.id = ID_SMOOTHMOUSE; s_controls.smoothmouse.generic.callback = Controls_MenuEvent; s_controls.smoothmouse.generic.statusbar = Controls_StatusBar; // STONELANCE /* s_controls.alwaysrun.generic.type = MTYPE_RADIOBUTTON; s_controls.alwaysrun.generic.flags = QMF_SMALLFONT; s_controls.alwaysrun.generic.x = SCREEN_WIDTH/2; s_controls.alwaysrun.generic.name = "always run"; s_controls.alwaysrun.generic.id = ID_ALWAYSRUN; s_controls.alwaysrun.generic.callback = Controls_MenuEvent; s_controls.alwaysrun.generic.statusbar = Controls_StatusBar; */ // END s_controls.autoswitch.generic.type = MTYPE_RADIOBUTTON; s_controls.autoswitch.generic.flags = QMF_SMALLFONT; s_controls.autoswitch.generic.x = SCREEN_WIDTH/2; s_controls.autoswitch.generic.name = "autoswitch weapons"; s_controls.autoswitch.generic.id = ID_AUTOSWITCH; s_controls.autoswitch.generic.callback = Controls_MenuEvent; s_controls.autoswitch.generic.statusbar = Controls_StatusBar; s_controls.sensitivity.generic.type = MTYPE_SLIDER; s_controls.sensitivity.generic.x = SCREEN_WIDTH/2; s_controls.sensitivity.generic.flags = QMF_SMALLFONT; s_controls.sensitivity.generic.name = "mouse speed"; s_controls.sensitivity.generic.id = ID_MOUSESPEED; s_controls.sensitivity.generic.callback = Controls_MenuEvent; s_controls.sensitivity.minvalue = 2; s_controls.sensitivity.maxvalue = 30; s_controls.sensitivity.generic.statusbar = Controls_StatusBar; // STONELANCE /* s_controls.gesture.generic.type = MTYPE_ACTION; s_controls.gesture.generic.flags = QMF_LEFT_JUSTIFY|QMF_PULSEIFFOCUS|QMF_GRAYED|QMF_HIDDEN; s_controls.gesture.generic.callback = Controls_ActionEvent; s_controls.gesture.generic.ownerdraw = Controls_DrawKeyBinding; s_controls.gesture.generic.id = ID_GESTURE; */ // END s_controls.chat.generic.type = MTYPE_ACTION; s_controls.chat.generic.flags = QMF_LEFT_JUSTIFY|QMF_PULSEIFFOCUS|QMF_GRAYED|QMF_HIDDEN; s_controls.chat.generic.callback = Controls_ActionEvent; s_controls.chat.generic.ownerdraw = Controls_DrawKeyBinding; s_controls.chat.generic.id = ID_CHAT; s_controls.chat2.generic.type = MTYPE_ACTION; s_controls.chat2.generic.flags = QMF_LEFT_JUSTIFY|QMF_PULSEIFFOCUS|QMF_GRAYED|QMF_HIDDEN; s_controls.chat2.generic.callback = Controls_ActionEvent; s_controls.chat2.generic.ownerdraw = Controls_DrawKeyBinding; s_controls.chat2.generic.id = ID_CHAT2; s_controls.chat3.generic.type = MTYPE_ACTION; s_controls.chat3.generic.flags = QMF_LEFT_JUSTIFY|QMF_PULSEIFFOCUS|QMF_GRAYED|QMF_HIDDEN; s_controls.chat3.generic.callback = Controls_ActionEvent; s_controls.chat3.generic.ownerdraw = Controls_DrawKeyBinding; s_controls.chat3.generic.id = ID_CHAT3; s_controls.chat4.generic.type = MTYPE_ACTION; s_controls.chat4.generic.flags = QMF_LEFT_JUSTIFY|QMF_PULSEIFFOCUS|QMF_GRAYED|QMF_HIDDEN; s_controls.chat4.generic.callback = Controls_ActionEvent; s_controls.chat4.generic.ownerdraw = Controls_DrawKeyBinding; s_controls.chat4.generic.id = ID_CHAT4; // STONELANCE s_controls.headlight.generic.type = MTYPE_ACTION; s_controls.headlight.generic.flags = QMF_LEFT_JUSTIFY|QMF_PULSEIFFOCUS|QMF_GRAYED|QMF_HIDDEN; s_controls.headlight.generic.callback = Controls_ActionEvent; s_controls.headlight.generic.ownerdraw = Controls_DrawKeyBinding; s_controls.headlight.generic.id = ID_HEADLIGHT; s_controls.horn.generic.type = MTYPE_ACTION; s_controls.horn.generic.flags = QMF_LEFT_JUSTIFY|QMF_PULSEIFFOCUS|QMF_GRAYED|QMF_HIDDEN; s_controls.horn.generic.callback = Controls_ActionEvent; s_controls.horn.generic.ownerdraw = Controls_DrawKeyBinding; s_controls.horn.generic.id = ID_HORN; s_controls.startdemo.generic.type = MTYPE_ACTION; s_controls.startdemo.generic.flags = QMF_LEFT_JUSTIFY|QMF_PULSEIFFOCUS|QMF_GRAYED|QMF_HIDDEN; s_controls.startdemo.generic.callback = Controls_ActionEvent; s_controls.startdemo.generic.ownerdraw = Controls_DrawKeyBinding; s_controls.startdemo.generic.id = ID_STARTDEMO; s_controls.stopdemo.generic.type = MTYPE_ACTION; s_controls.stopdemo.generic.flags = QMF_LEFT_JUSTIFY|QMF_PULSEIFFOCUS|QMF_GRAYED|QMF_HIDDEN; s_controls.stopdemo.generic.callback = Controls_ActionEvent; s_controls.stopdemo.generic.ownerdraw = Controls_DrawKeyBinding; s_controls.stopdemo.generic.id = ID_STOPDEMO; // END s_controls.joyenable.generic.type = MTYPE_RADIOBUTTON; s_controls.joyenable.generic.flags = QMF_SMALLFONT; s_controls.joyenable.generic.x = SCREEN_WIDTH/2; s_controls.joyenable.generic.name = "joystick"; s_controls.joyenable.generic.id = ID_JOYENABLE; s_controls.joyenable.generic.callback = Controls_MenuEvent; s_controls.joyenable.generic.statusbar = Controls_StatusBar; s_controls.joythreshold.generic.type = MTYPE_SLIDER; s_controls.joythreshold.generic.x = SCREEN_WIDTH/2; s_controls.joythreshold.generic.flags = QMF_SMALLFONT; s_controls.joythreshold.generic.name = "joystick threshold"; s_controls.joythreshold.generic.id = ID_JOYTHRESHOLD; s_controls.joythreshold.generic.callback = Controls_MenuEvent; s_controls.joythreshold.minvalue = 0.05; s_controls.joythreshold.maxvalue = 0.75; s_controls.joythreshold.generic.statusbar = Controls_StatusBar; s_controls.name.generic.type = MTYPE_PTEXT; s_controls.name.generic.flags = QMF_CENTER_JUSTIFY|QMF_INACTIVE; s_controls.name.generic.x = 320; s_controls.name.generic.y = 440; s_controls.name.string = playername; s_controls.name.style = UI_CENTER; s_controls.name.color = text_color_normal; Menu_AddItem( &s_controls.menu, &s_controls.banner ); // STONELANCE // Menu_AddItem( &s_controls.menu, &s_controls.framel ); // Menu_AddItem( &s_controls.menu, &s_controls.framer ); // END Menu_AddItem( &s_controls.menu, &s_controls.player ); Menu_AddItem( &s_controls.menu, &s_controls.name ); Menu_AddItem( &s_controls.menu, &s_controls.looking ); Menu_AddItem( &s_controls.menu, &s_controls.movement ); Menu_AddItem( &s_controls.menu, &s_controls.weapons ); Menu_AddItem( &s_controls.menu, &s_controls.misc ); Menu_AddItem( &s_controls.menu, &s_controls.sensitivity ); Menu_AddItem( &s_controls.menu, &s_controls.smoothmouse ); Menu_AddItem( &s_controls.menu, &s_controls.invertmouse ); Menu_AddItem( &s_controls.menu, &s_controls.lookup ); Menu_AddItem( &s_controls.menu, &s_controls.lookdown ); Menu_AddItem( &s_controls.menu, &s_controls.mouselook ); Menu_AddItem( &s_controls.menu, &s_controls.freelook ); Menu_AddItem( &s_controls.menu, &s_controls.centerview ); Menu_AddItem( &s_controls.menu, &s_controls.zoomview ); Menu_AddItem( &s_controls.menu, &s_controls.joyenable ); Menu_AddItem( &s_controls.menu, &s_controls.joythreshold ); // STONELANCE // Menu_AddItem( &s_controls.menu, &s_controls.alwaysrun ); // Menu_AddItem( &s_controls.menu, &s_controls.run ); // Menu_AddItem( &s_controls.menu, &s_controls.walkforward ); // Menu_AddItem( &s_controls.menu, &s_controls.backpedal ); // Menu_AddItem( &s_controls.menu, &s_controls.stepleft ); // Menu_AddItem( &s_controls.menu, &s_controls.stepright ); Menu_AddItem( &s_controls.menu, &s_controls.accel ); Menu_AddItem( &s_controls.menu, &s_controls.brake ); Menu_AddItem( &s_controls.menu, &s_controls.handbrake ); Menu_AddItem( &s_controls.menu, &s_controls.turbo ); // END Menu_AddItem( &s_controls.menu, &s_controls.moveup ); Menu_AddItem( &s_controls.menu, &s_controls.movedown ); Menu_AddItem( &s_controls.menu, &s_controls.turnleft ); Menu_AddItem( &s_controls.menu, &s_controls.turnright ); // STONELANCE // Menu_AddItem( &s_controls.menu, &s_controls.sidestep ); // END Menu_AddItem( &s_controls.menu, &s_controls.attack ); Menu_AddItem( &s_controls.menu, &s_controls.alt_attack ); // STONELANCE Menu_AddItem( &s_controls.menu, &s_controls.rearattack ); Menu_AddItem( &s_controls.menu, &s_controls.droprear ); Menu_AddItem( &s_controls.menu, &s_controls.autodroprear ); // END Menu_AddItem( &s_controls.menu, &s_controls.nextweapon ); Menu_AddItem( &s_controls.menu, &s_controls.prevweapon ); Menu_AddItem( &s_controls.menu, &s_controls.autoswitch ); Menu_AddItem( &s_controls.menu, &s_controls.chainsaw ); Menu_AddItem( &s_controls.menu, &s_controls.machinegun ); Menu_AddItem( &s_controls.menu, &s_controls.shotgun ); Menu_AddItem( &s_controls.menu, &s_controls.grenadelauncher ); Menu_AddItem( &s_controls.menu, &s_controls.rocketlauncher ); Menu_AddItem( &s_controls.menu, &s_controls.lightning ); Menu_AddItem( &s_controls.menu, &s_controls.railgun ); Menu_AddItem( &s_controls.menu, &s_controls.plasma ); Menu_AddItem( &s_controls.menu, &s_controls.bfg ); Menu_AddItem( &s_controls.menu, &s_controls.flamethrower ); Menu_AddItem( &s_controls.menu, &s_controls.showscores ); Menu_AddItem( &s_controls.menu, &s_controls.useitem ); // STONELANCE // Menu_AddItem( &s_controls.menu, &s_controls.gesture ); // END Menu_AddItem( &s_controls.menu, &s_controls.chat ); Menu_AddItem( &s_controls.menu, &s_controls.chat2 ); Menu_AddItem( &s_controls.menu, &s_controls.chat3 ); Menu_AddItem( &s_controls.menu, &s_controls.chat4 ); // STONELANCE Menu_AddItem( &s_controls.menu, &s_controls.headlight ); Menu_AddItem( &s_controls.menu, &s_controls.startdemo ); Menu_AddItem( &s_controls.menu, &s_controls.stopdemo ); Menu_AddItem( &s_controls.menu, &s_controls.horn ); // END Menu_AddItem( &s_controls.menu, &s_controls.back ); trap_Cvar_VariableStringBuffer( "name", s_controls.name.string, 16 ); Q_CleanStr( s_controls.name.string ); // initialize the configurable cvars Controls_InitCvars(); // initialize the current config Controls_GetConfig(); // intialize the model Controls_InitModel(); // intialize the weapons Controls_InitWeapons (); // initial default section s_controls.section = C_LOOKING; // update the ui Controls_Update(); } /* ================= Controls_Cache ================= */ void Controls_Cache( void ) { // STONELANCE /* trap_R_RegisterShaderNoMip( ART_BACK0 ); trap_R_RegisterShaderNoMip( ART_BACK1 ); trap_R_RegisterShaderNoMip( ART_FRAMEL ); trap_R_RegisterShaderNoMip( ART_FRAMER ); */ // END } /* ================= UI_ControlsMenu ================= */ void UI_ControlsMenu( void ) { Controls_MenuInit(); UI_PushMenu( &s_controls.menu ); }