q3rally/engine/code/q3_ui/ui_rally_controls.c
q3rally 176e27e1ab fixed headmodel in options bug
version number upcount
2021-04-28 04:20:12 +00:00

2004 lines
62 KiB
C

/*
===========================================================================
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 );
}