mirror of
https://github.com/DrBeef/Raze.git
synced 2024-12-16 07:31:04 +00:00
0e19d4262e
Also added an "end game" flag to the mapinfo. For those who like to assemble single levels into custom episodes. More features for that to come. ;)
707 lines
17 KiB
C++
707 lines
17 KiB
C++
/*
|
|
** loadsavemenu.cpp
|
|
** The load game and save game menus
|
|
**
|
|
**---------------------------------------------------------------------------
|
|
** Copyright 2001-2010 Randy Heit
|
|
** Copyright 2010 Christoph Oelckers
|
|
** All rights reserved.
|
|
**
|
|
** Redistribution and use in source and binary forms, with or without
|
|
** modification, are permitted provided that the following conditions
|
|
** are met:
|
|
**
|
|
** 1. Redistributions of source code must retain the above copyright
|
|
** notice, this list of conditions and the following disclaimer.
|
|
** 2. Redistributions in binary form must reproduce the above copyright
|
|
** notice, this list of conditions and the following disclaimer in the
|
|
** documentation and/or other materials provided with the distribution.
|
|
** 3. The name of the author may not be used to endorse or promote products
|
|
** derived from this software without specific prior written permission.
|
|
**
|
|
** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
|
|
** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
|
|
** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
|
|
** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
|
|
** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
|
|
** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
|
|
** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
|
|
** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
|
** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
|
|
** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
|
**---------------------------------------------------------------------------
|
|
**
|
|
*/
|
|
|
|
#include "menu/menu.h"
|
|
#include "version.h"
|
|
#include "m_png.h"
|
|
#include "filesystem.h"
|
|
#include "v_text.h"
|
|
#include "d_event.h"
|
|
#include "gstrings.h"
|
|
#include "d_gui.h"
|
|
#include "v_draw.h"
|
|
#include "files.h"
|
|
#include "resourcefile.h"
|
|
#include "sjson.h"
|
|
#include "cmdlib.h"
|
|
#include "files.h"
|
|
#include "savegamehelp.h"
|
|
#include "i_specialpaths.h"
|
|
#include "c_dispatch.h"
|
|
#include "../../platform/win32/i_findfile.h" // This is a temporary direct path. Needs to be fixed when stuff gets cleaned up.
|
|
|
|
|
|
FSavegameManager savegameManager;
|
|
|
|
void FSavegameManager::LoadGame(FSaveGameNode* node)
|
|
{
|
|
if (gi->LoadGame(node))
|
|
{
|
|
}
|
|
}
|
|
|
|
void FSavegameManager::SaveGame(FSaveGameNode* node, bool ok4q, bool forceq)
|
|
{
|
|
if (gi->SaveGame(node))
|
|
{
|
|
FString fn = node->Filename;
|
|
FString desc = node->SaveTitle;
|
|
NotifyNewSave(fn, desc, ok4q, forceq);
|
|
}
|
|
|
|
}
|
|
|
|
//=============================================================================
|
|
//
|
|
// Save data maintenance
|
|
//
|
|
//=============================================================================
|
|
|
|
void FSavegameManager::ClearSaveGames()
|
|
{
|
|
for (unsigned i = 0; i<SaveGames.Size(); i++)
|
|
{
|
|
if (!SaveGames[i]->bNoDelete)
|
|
delete SaveGames[i];
|
|
}
|
|
SaveGames.Clear();
|
|
}
|
|
|
|
FSavegameManager::~FSavegameManager()
|
|
{
|
|
ClearSaveGames();
|
|
}
|
|
|
|
//=============================================================================
|
|
//
|
|
// Save data maintenance
|
|
//
|
|
//=============================================================================
|
|
|
|
int FSavegameManager::RemoveSaveSlot(int index)
|
|
{
|
|
int listindex = SaveGames[0]->bNoDelete ? index - 1 : index;
|
|
if (listindex < 0) return index;
|
|
|
|
remove(SaveGames[index]->Filename.GetChars());
|
|
UnloadSaveData();
|
|
|
|
FSaveGameNode *file = SaveGames[index];
|
|
|
|
if (quickSaveSlot == SaveGames[index])
|
|
{
|
|
quickSaveSlot = nullptr;
|
|
}
|
|
if (!file->bNoDelete) delete file;
|
|
|
|
if (LastSaved == listindex) LastSaved = -1;
|
|
else if (LastSaved > listindex) LastSaved--;
|
|
if (LastAccessed == listindex) LastAccessed = -1;
|
|
else if (LastAccessed > listindex) LastAccessed--;
|
|
|
|
SaveGames.Delete(index);
|
|
if ((unsigned)index >= SaveGames.Size()) index--;
|
|
ExtractSaveData(index);
|
|
return index;
|
|
}
|
|
|
|
//=============================================================================
|
|
//
|
|
//
|
|
//
|
|
//=============================================================================
|
|
|
|
int FSavegameManager::InsertSaveNode(FSaveGameNode *node)
|
|
{
|
|
if (SaveGames.Size() == 0)
|
|
{
|
|
return SaveGames.Push(node);
|
|
}
|
|
|
|
if (node->bOldVersion)
|
|
{ // Add node at bottom of list
|
|
return SaveGames.Push(node);
|
|
}
|
|
else
|
|
{ // Add node at top of list
|
|
unsigned int i;
|
|
for (i = 0; i < SaveGames.Size(); i++)
|
|
{
|
|
if (SaveGames[i]->bOldVersion || node->SaveTitle.CompareNoCase(SaveGames[i]->SaveTitle) <= 0)
|
|
{
|
|
break;
|
|
}
|
|
}
|
|
SaveGames.Insert(i, node);
|
|
return i;
|
|
}
|
|
}
|
|
|
|
//=============================================================================
|
|
//
|
|
// M_ReadSaveStrings
|
|
//
|
|
// Find savegames and read their titles
|
|
//
|
|
//=============================================================================
|
|
|
|
void FSavegameManager::ReadSaveStrings()
|
|
{
|
|
if (SaveGames.Size() == 0)
|
|
{
|
|
void *filefirst;
|
|
findstate_t c_file;
|
|
FString filter;
|
|
|
|
LastSaved = LastAccessed = -1;
|
|
quickSaveSlot = nullptr;
|
|
filter = G_BuildSaveName("*");
|
|
filefirst = I_FindFirst(filter.GetChars(), &c_file);
|
|
if (filefirst != ((void *)(-1)))
|
|
{
|
|
do
|
|
{
|
|
// I_FindName only returns the file's name and not its full path
|
|
FString filepath = G_BuildSaveName(I_FindName(&c_file));
|
|
|
|
FResourceFile *savegame = FResourceFile::OpenResourceFile(filepath, true, true);
|
|
if (savegame != nullptr)
|
|
{
|
|
FResourceLump *info = savegame->FindLump("info.json");
|
|
if (info == nullptr)
|
|
{
|
|
// savegame info not found. This is not a savegame so leave it alone.
|
|
delete savegame;
|
|
continue;
|
|
}
|
|
auto fr = info->NewReader();
|
|
FString title;
|
|
int check = G_ValidateSavegame(fr, &title, true);
|
|
fr.Close();
|
|
delete savegame;
|
|
if (check != 0)
|
|
{
|
|
FSaveGameNode *node = new FSaveGameNode;
|
|
node->Filename = filepath;
|
|
node->bOldVersion = check == -1;
|
|
node->bMissingWads = check == -2;
|
|
node->SaveTitle = title;
|
|
InsertSaveNode(node);
|
|
}
|
|
}
|
|
} while (I_FindNext (filefirst, &c_file) == 0);
|
|
I_FindClose (filefirst);
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
//=============================================================================
|
|
//
|
|
//
|
|
//
|
|
//=============================================================================
|
|
|
|
void FSavegameManager::NotifyNewSave(const FString &file, const FString &title, bool okForQuicksave, bool forceQuicksave)
|
|
{
|
|
FSaveGameNode *node;
|
|
|
|
if (file.IsEmpty())
|
|
return;
|
|
|
|
ReadSaveStrings();
|
|
|
|
// See if the file is already in our list
|
|
for (unsigned i = 0; i<SaveGames.Size(); i++)
|
|
{
|
|
FSaveGameNode *node = SaveGames[i];
|
|
#ifdef __unix__
|
|
if (node->Filename.Compare(file) == 0)
|
|
#else
|
|
if (node->Filename.CompareNoCase(file) == 0)
|
|
#endif
|
|
{
|
|
node->SaveTitle = title;
|
|
node->bOldVersion = false;
|
|
node->bMissingWads = false;
|
|
if (okForQuicksave)
|
|
{
|
|
if (quickSaveSlot == nullptr || quickSaveSlot == (FSaveGameNode*)1 || forceQuicksave) quickSaveSlot = node;
|
|
LastAccessed = LastSaved = i;
|
|
}
|
|
return;
|
|
}
|
|
}
|
|
|
|
node = new FSaveGameNode;
|
|
node->SaveTitle = title;
|
|
node->Filename = file;
|
|
node->bOldVersion = false;
|
|
node->bMissingWads = false;
|
|
int index = InsertSaveNode(node);
|
|
|
|
if (okForQuicksave)
|
|
{
|
|
if (quickSaveSlot == nullptr || quickSaveSlot == (FSaveGameNode*)1 || forceQuicksave) quickSaveSlot = node;
|
|
LastAccessed = LastSaved = index;
|
|
}
|
|
else
|
|
{
|
|
LastAccessed = ++LastSaved;
|
|
}
|
|
}
|
|
|
|
//=============================================================================
|
|
//
|
|
// Loads the savegame
|
|
//
|
|
//=============================================================================
|
|
|
|
void FSavegameManager::LoadSavegame(int Selected)
|
|
{
|
|
auto sel = savegameManager.GetSavegame(Selected);
|
|
if (sel && !sel->bOldVersion && !sel->bMissingWads)
|
|
{
|
|
savegameManager.LoadGame(SaveGames[Selected]);
|
|
if (quickSaveSlot == (FSaveGameNode*)1)
|
|
{
|
|
quickSaveSlot = SaveGames[Selected];
|
|
}
|
|
M_ClearMenus();
|
|
LastAccessed = Selected;
|
|
}
|
|
}
|
|
|
|
|
|
//=============================================================================
|
|
//
|
|
//
|
|
//
|
|
//=============================================================================
|
|
|
|
void FSavegameManager::DoSave(int Selected, const char *savegamestring)
|
|
{
|
|
if (Selected != 0)
|
|
{
|
|
auto node = *SaveGames[Selected];
|
|
node.SaveTitle = savegamestring;
|
|
savegameManager.SaveGame(&node, true, false);
|
|
}
|
|
else
|
|
{
|
|
// Find an unused filename and save as that
|
|
FString filename;
|
|
int i;
|
|
|
|
for (i = 0;; ++i)
|
|
{
|
|
filename = G_BuildSaveName(FStringf("save%04d", i));
|
|
if (!FileExists(filename))
|
|
{
|
|
break;
|
|
}
|
|
}
|
|
FSaveGameNode sg{ savegamestring, filename };
|
|
savegameManager.SaveGame(&sg, true, false);
|
|
}
|
|
M_ClearMenus();
|
|
}
|
|
|
|
|
|
//=============================================================================
|
|
//
|
|
//
|
|
//
|
|
//=============================================================================
|
|
|
|
unsigned FSavegameManager::ExtractSaveData(int index)
|
|
{
|
|
FResourceFile *resf;
|
|
FSaveGameNode *node;
|
|
|
|
if (index == -1)
|
|
{
|
|
if (SaveGames.Size() > 0 && SaveGames[0]->bNoDelete)
|
|
{
|
|
index = LastSaved + 1;
|
|
}
|
|
else
|
|
{
|
|
index = LastAccessed < 0? 0 : LastAccessed;
|
|
}
|
|
}
|
|
|
|
UnloadSaveData();
|
|
|
|
if ((unsigned)index < SaveGames.Size() &&
|
|
(node = SaveGames[index]) &&
|
|
!node->Filename.IsEmpty() &&
|
|
!node->bOldVersion &&
|
|
(resf = FResourceFile::OpenResourceFile(node->Filename.GetChars(), true)) != nullptr)
|
|
{
|
|
FResourceLump *info = resf->FindLump("info.json");
|
|
if (info == nullptr)
|
|
{
|
|
// this should not happen because the file has already been verified.
|
|
return index;
|
|
}
|
|
auto fr = info->NewReader();
|
|
auto data = fr.ReadPadded(1);
|
|
fr.Close();
|
|
sjson_context* ctx = sjson_create_context(0, 0, NULL);
|
|
if (ctx)
|
|
{
|
|
sjson_node* root = sjson_decode(ctx, (const char*)data.Data());
|
|
|
|
|
|
FString comment = sjson_get_string(root, "Creation Time", "");
|
|
FString fcomment = sjson_get_string(root, "Map Label", "");
|
|
FString ncomment = sjson_get_string(root, "Map Name", "");
|
|
FStringf pcomment("%s - %s\n", fcomment.GetChars(), ncomment.GetChars());
|
|
comment += pcomment;
|
|
SaveCommentString = comment;
|
|
|
|
// Extract pic (todo: let the renderer write a proper PNG file instead of a raw canvas dunp of the software renderer - and make it work for all games.)
|
|
FResourceLump *pic = resf->FindLump("savepic.png");
|
|
if (pic != nullptr)
|
|
{
|
|
FileReader picreader;
|
|
|
|
picreader.OpenMemoryArray([=](TArray<uint8_t> &array)
|
|
{
|
|
auto cache = pic->Lock();
|
|
array.Resize(pic->LumpSize);
|
|
memcpy(&array[0], cache, pic->LumpSize);
|
|
pic->Unlock();
|
|
return true;
|
|
});
|
|
PNGHandle *png = M_VerifyPNG(picreader);
|
|
if (png != nullptr)
|
|
{
|
|
SavePic = nullptr; // not yet implemented: PNGTexture_CreateFromFile(png, node->Filename);
|
|
delete png;
|
|
if (SavePic && SavePic->GetWidth() == 1 && SavePic->GetHeight() == 1)
|
|
{
|
|
delete SavePic;
|
|
SavePic = nullptr;
|
|
SavePicData.Clear();
|
|
}
|
|
}
|
|
}
|
|
}
|
|
delete resf;
|
|
}
|
|
return index;
|
|
}
|
|
|
|
//=============================================================================
|
|
//
|
|
//
|
|
//
|
|
//=============================================================================
|
|
|
|
void FSavegameManager::UnloadSaveData()
|
|
{
|
|
if (SavePic != nullptr)
|
|
{
|
|
delete SavePic;
|
|
}
|
|
|
|
SaveCommentString = "";
|
|
SavePic = nullptr;
|
|
SavePicData.Clear();
|
|
}
|
|
|
|
//=============================================================================
|
|
//
|
|
//
|
|
//
|
|
//=============================================================================
|
|
|
|
void FSavegameManager::ClearSaveStuff()
|
|
{
|
|
UnloadSaveData();
|
|
if (quickSaveSlot == (FSaveGameNode*)1)
|
|
{
|
|
quickSaveSlot = nullptr;
|
|
}
|
|
}
|
|
|
|
|
|
//=============================================================================
|
|
//
|
|
//
|
|
//
|
|
//=============================================================================
|
|
|
|
bool FSavegameManager::DrawSavePic(int x, int y, int w, int h)
|
|
{
|
|
if (SavePic == nullptr) return false;
|
|
DrawTexture(&twod, SavePic, x, y, DTA_DestWidth, w, DTA_DestHeight, h, DTA_Masked, false, TAG_DONE);
|
|
return true;
|
|
}
|
|
|
|
|
|
//=============================================================================
|
|
//
|
|
//
|
|
//
|
|
//=============================================================================
|
|
|
|
void FSavegameManager::SetFileInfo(int Selected)
|
|
{
|
|
if (!SaveGames[Selected]->Filename.IsEmpty())
|
|
{
|
|
SaveCommentString.Format("File on disk:\n%s", SaveGames[Selected]->Filename.GetChars());
|
|
}
|
|
}
|
|
|
|
|
|
//=============================================================================
|
|
//
|
|
//
|
|
//
|
|
//=============================================================================
|
|
|
|
unsigned FSavegameManager::SavegameCount()
|
|
{
|
|
return SaveGames.Size();
|
|
}
|
|
|
|
|
|
//=============================================================================
|
|
//
|
|
//
|
|
//
|
|
//=============================================================================
|
|
|
|
FSaveGameNode *FSavegameManager::GetSavegame(int i)
|
|
{
|
|
return SaveGames[i];
|
|
}
|
|
|
|
|
|
//=============================================================================
|
|
//
|
|
//
|
|
//
|
|
//=============================================================================
|
|
|
|
void FSavegameManager::InsertNewSaveNode()
|
|
{
|
|
NewSaveNode.SaveTitle = GStrings("NEWSAVE");
|
|
NewSaveNode.bNoDelete = true;
|
|
SaveGames.Insert(0, &NewSaveNode);
|
|
}
|
|
|
|
|
|
//=============================================================================
|
|
//
|
|
//
|
|
//
|
|
//=============================================================================
|
|
|
|
bool FSavegameManager::RemoveNewSaveNode()
|
|
{
|
|
if (SaveGames[0] == &NewSaveNode)
|
|
{
|
|
SaveGames.Delete(0);
|
|
return true;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
//=============================================================================
|
|
//
|
|
//
|
|
//
|
|
//=============================================================================
|
|
|
|
CVAR(Bool, saveloadconfirmation, true, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
|
|
|
|
CVAR(Int, autosavenum, 0, CVAR_NOSET | CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
|
|
static int nextautosave = -1;
|
|
CVAR(Int, disableautosave, 0, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
|
|
CUSTOM_CVAR(Int, autosavecount, 4, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
|
|
{
|
|
if (self < 1)
|
|
self = 1;
|
|
}
|
|
|
|
CVAR(Int, quicksavenum, 0, CVAR_NOSET | CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
|
|
static int nextquicksave = -1;
|
|
CUSTOM_CVAR(Int, quicksavecount, 4, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
|
|
{
|
|
if (self < 1)
|
|
self = 1;
|
|
}
|
|
|
|
void M_Autosave()
|
|
{
|
|
if (!gi->CanSave()) return;
|
|
FString description;
|
|
FString file;
|
|
// Keep a rotating sets of autosaves
|
|
UCVarValue num;
|
|
const char* readableTime;
|
|
int count = autosavecount != 0 ? autosavecount : 1;
|
|
|
|
if (nextautosave == -1)
|
|
{
|
|
nextautosave = (autosavenum + 1) % count;
|
|
}
|
|
|
|
num.Int = nextautosave;
|
|
autosavenum.ForceSet(num, CVAR_Int);
|
|
|
|
FSaveGameNode sg;
|
|
sg.Filename = G_BuildSaveName(FStringf("auto%04d", nextautosave));
|
|
readableTime = myasctime();
|
|
sg.SaveTitle.Format("Autosave %s", readableTime);
|
|
nextautosave = (nextautosave + 1) % count;
|
|
savegameManager.SaveGame(&sg, false, false);
|
|
}
|
|
|
|
CCMD(autosave)
|
|
{
|
|
if (disableautosave) return;
|
|
M_Autosave();
|
|
}
|
|
|
|
CCMD(rotatingquicksave)
|
|
{
|
|
if (!gi->CanSave()) return;
|
|
FString description;
|
|
FString file;
|
|
// Keep a rotating sets of quicksaves
|
|
UCVarValue num;
|
|
const char* readableTime;
|
|
int count = quicksavecount != 0 ? quicksavecount : 1;
|
|
|
|
if (nextquicksave == -1)
|
|
{
|
|
nextquicksave = (quicksavenum + 1) % count;
|
|
}
|
|
|
|
num.Int = nextquicksave;
|
|
quicksavenum.ForceSet(num, CVAR_Int);
|
|
|
|
FSaveGameNode sg;
|
|
sg.Filename = G_BuildSaveName(FStringf("quick%04d", nextquicksave));
|
|
readableTime = myasctime();
|
|
sg.SaveTitle.Format("Quicksave %s", readableTime);
|
|
nextquicksave = (nextquicksave + 1) % count;
|
|
savegameManager.SaveGame(&sg, false, false);
|
|
}
|
|
|
|
|
|
//=============================================================================
|
|
//
|
|
//
|
|
//
|
|
//=============================================================================
|
|
|
|
CCMD(quicksave)
|
|
{ // F6
|
|
if (!gi->CanSave()) return;
|
|
|
|
if (savegameManager.quickSaveSlot == NULL || savegameManager.quickSaveSlot == (FSaveGameNode*)1)
|
|
{
|
|
M_StartControlPanel(true);
|
|
M_SetMenu(NAME_SaveGameMenu);
|
|
return;
|
|
}
|
|
|
|
auto slot = savegameManager.quickSaveSlot;
|
|
|
|
// [mxd]. Just save the game, no questions asked.
|
|
if (!saveloadconfirmation)
|
|
{
|
|
savegameManager.SaveGame(savegameManager.quickSaveSlot, true, true);
|
|
return;
|
|
}
|
|
|
|
gi->MenuSound(ActivateSound);
|
|
|
|
FString tempstring = GStrings("QSPROMPT");
|
|
tempstring.Substitute("%s", slot->SaveTitle.GetChars());
|
|
|
|
DMenu* newmenu = CreateMessageBoxMenu(DMenu::CurrentMenu, tempstring, 0, INT_MAX, false, NAME_None, [](bool res)
|
|
{
|
|
if (res)
|
|
{
|
|
savegameManager.SaveGame(savegameManager.quickSaveSlot, true, true);
|
|
}
|
|
});
|
|
|
|
M_ActivateMenu(newmenu);
|
|
}
|
|
|
|
//=============================================================================
|
|
//
|
|
//
|
|
//
|
|
//=============================================================================
|
|
|
|
CCMD(quickload)
|
|
{ // F9
|
|
#if 0
|
|
if (netgame)
|
|
{
|
|
M_StartControlPanel(true);
|
|
M_StartMessage(GStrings("QLOADNET"), 1);
|
|
return;
|
|
}
|
|
#endif
|
|
|
|
if (savegameManager.quickSaveSlot == nullptr || savegameManager.quickSaveSlot == (FSaveGameNode*)1)
|
|
{
|
|
M_StartControlPanel(true);
|
|
// signal that whatever gets loaded should be the new quicksave
|
|
savegameManager.quickSaveSlot = (FSaveGameNode*)1;
|
|
M_SetMenu(NAME_LoadGameMenu);
|
|
return;
|
|
}
|
|
|
|
// [mxd]. Just load the game, no questions asked.
|
|
if (!saveloadconfirmation)
|
|
{
|
|
savegameManager.LoadGame(savegameManager.quickSaveSlot);
|
|
return;
|
|
}
|
|
FString tempstring = GStrings("QLPROMPT");
|
|
tempstring.Substitute("%s", savegameManager.quickSaveSlot->SaveTitle.GetChars());
|
|
|
|
M_StartControlPanel(true);
|
|
|
|
DMenu* newmenu = CreateMessageBoxMenu(DMenu::CurrentMenu, tempstring, 0, INT_MAX, false, NAME_None, [](bool res)
|
|
{
|
|
if (res)
|
|
{
|
|
savegameManager.LoadGame(savegameManager.quickSaveSlot);
|
|
}
|
|
});
|
|
M_ActivateMenu(newmenu);
|
|
}
|