mirror of
https://github.com/DrBeef/Raze.git
synced 2024-11-16 01:11:28 +00:00
494 lines
No EOL
14 KiB
Text
494 lines
No EOL
14 KiB
Text
//-------------------------------------------------------------------------------------------
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//
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// Main Memu
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//
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//-------------------------------------------------------------------------------------------
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LISTMENU "MainMenu"
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{
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ScriptId 0
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ifgame(Duke, Nam, WW2GI, Fury, Redneck, RedneckRides)
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{
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ifgame(fury)
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{
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position 40, 130, 60
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fixedspacing 2
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}
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else
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{
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position 160, 55, 115
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centermenu
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animatedtransition
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}
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ifgame(Duke, Nam, WW2GI, Fury)
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{
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class "Duke.MainMenu"
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}
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else
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{
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class "Redneck.MainMenu"
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}
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NativeTextItem "$MNU_NEWGAME", "n", "EpisodeMenu"
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//NativeTextItem "$MNU_NEWGAME", "m", "MultiMenu" // In EDuke this replaces "New Game" when in networking mode. Kept here as a reminder (I'm not going to support EDuke's C/S implementation)
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ifgame(fury)
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{
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NativeTextItem "$MNU_CONTINUE", "l", "LoadGameMenu"
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}
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else
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{
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NativeTextItem "$MNU_LOADGAME", "l", "LoadGameMenu"
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}
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NativeTextItem "$MNU_OPTIONS", "o", "OptionsMenu"
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NativeTextItem "$MNU_HELP", "h", "HelpMenu"
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NativeTextItem "$MNU_CREDITS", "c", "CreditsMenu"
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NativeTextItem "$MNU_QUITGAME", "q", "QuitMenu"
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}
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ifgame(Blood)
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{
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NativeTextItem "$MNU_NEWGAME", "n", "EpisodeMenu"
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NativeTextItem "$MNU_MULTIPLAYER", "m", "MultiMenu"
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NativeTextItem "$MNU_OPTIONS", "o", "OptionsMenu"
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NativeTextItem "$MNU_LOADGAME", "l", "LoadGameMenu"
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NativeTextItem "$MNU_HELP", "h", "HelpMenu"
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NativeTextItem "$MNU_CREDITS", "c", "CreditsMenu"
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NativeTextItem "$MNU_QUITGAME", "q", "QuitMenu"
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}
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ifgame(ShadowWarrior)
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{
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NativeTextItem "$MNU_NEWGAME", "n", "EpisodeMenu"
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NativeTextItem "$MNU_LOADGAME", "l", "LoadGameMenu"
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NativeTextItem "$MNU_SAVEGAME", "s", "SaveGameMenu"
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NativeTextItem "$MNU_OPTIONS", "o", "OptionsMenu"
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//NativeTextItem "$MNU_COOLSTUFF", "h", "HelpMenu" // Perfectly useless retro ads. :D
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NativeTextItem "$MNU_CREDITS", "c", "CreditsMenu"
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NativeTextItem "$MNU_QUITGAME", "q", "QuitMenu"
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}
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}
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//-------------------------------------------------------------------------------------------
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//
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// Ingame Memu (same as above with a few more options)
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//
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//-------------------------------------------------------------------------------------------
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LISTMENU "IngameMenu"
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{
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ScriptId 50
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ifgame(Duke, Nam, WW2GI, Fury)
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{
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ifgame(fury)
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{
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position 40, 130, 60
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fixedspacing 2
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}
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else
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{
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position 160, 55, 115
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centermenu
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animatedtransition
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}
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ifgame(Duke, Nam, WW2GI, Fury)
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{
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class "Duke.MainMenu"
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}
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else
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{
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class "Redneck.MainMenu"
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}
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NativeTextItem "$MNU_NEWGAME", "n", "EpisodeMenu"
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NativeTextItem "$MNU_SAVEGAME", "s", "SaveGameMenu"
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NativeTextItem "$MNU_LOADGAME", "l", "LoadGameMenu"
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NativeTextItem "$MNU_OPTIONS", "o", "OptionsMenu"
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NativeTextItem "$MNU_HELP", "h", "HelpMenu"
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NativeTextItem "$MNU_ENDGAME", "e", "QuitToMenu"
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NativeTextItem "$MNU_QUITGAME", "q", "QuitMenu"
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}
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ifgame(Blood)
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{
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linespacing 15
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NativeTextItem "$MNU_NEWGAME", "n", "EpisodeMenu"
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NativeTextItem "$MNU_MULTIPLAYER", "m", "MultiMenu"
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NativeTextItem "$MNU_OPTIONS", "o", "OptionsMenu"
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NativeTextItem "$MNU_LOADGAME", "l", "LoadGameMenu"
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NativeTextItem "$MNU_HELP", "h", "HelpMenu"
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NativeTextItem "$MNU_CREDITS", "c", "CreditsMenu"
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NativeTextItem "$MNU_QUITGAME", "q", "QuitMenu"
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}
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ifgame(ShadowWarrior)
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{
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linespacing 15
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NativeTextItem "$MNU_NEWGAME", "n", "EpisodeMenu"
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NativeTextItem "$MNU_LOADGAME", "l", "LoadGameMenu"
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NativeTextItem "$MNU_SAVEGAME", "s", "SaveGameMenu"
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NativeTextItem "$MNU_OPTIONS", "o", "OptionsMenu"
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NativeTextItem "$MNU_COOLSTUFF", "h", "HelpMenu"
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NativeTextItem "$MNU_QUITGAME", "q", "QuitMenu"
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}
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}
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//-------------------------------------------------------------------------------------------
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//
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// Episode and skill menu are filled in programmatically
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//
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//-------------------------------------------------------------------------------------------
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LISTMENU "EpisodeMenu"
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{
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ifgame(Duke, Nam, WW2GI, Fury, Redneck, RedneckRides) // Ion Fury does not use this menu.
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{
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caption "$MNU_SELECTEPISODE"
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position 160, 48, 142
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centermenu
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fixedspacing 5
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animatedtransition
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ifgame(Duke, Nam, WW2GI, Fury)
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{
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class "Duke.ListMenu"
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}
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else
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{
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class "Redneck.ListMenu"
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}
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}
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ScriptId 100
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}
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LISTMENU "SkillMenu"
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{
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ifgame(Duke, Nam, WW2GI, Fury, Redneck, RedneckRides)
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{
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ifgame(fury)
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{
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position 160, 55, 115
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fixedspacing 2
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}
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else
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{
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position 160, 55, 115
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centermenu
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animatedtransition
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}
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caption "$MNU_SELECTSKILL"
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fixedspacing 5
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ifgame(Duke, Nam, WW2GI, Fury)
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{
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class "Duke.ListMenu"
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}
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else
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{
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class "Redneck.ListMenu"
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}
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animatedtransition
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}
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ScriptId 110
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}
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//-------------------------------------------------------------------------------------------
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//
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// The custom menus are only supported by the EDuke32 frontend.
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//
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//-------------------------------------------------------------------------------------------
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LISTMENU "CustomGameMenu"
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{
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caption "$MNU_NEWGAME"
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position 160, 48, 142
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ifgame(fury)
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{
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fixedspacing 2
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}
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else
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{
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fixedspacing 5
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animatedtransition
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}
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ScriptId 102
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class "Duke.ListMenu"
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centermenu
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}
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LISTMENU "CustomSubMenu1"
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{
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position 160, 48, 142
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centermenu
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ifgame(fury)
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{
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fixedspacing 2
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}
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else
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{
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fixedspacing 5
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animatedtransition
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}
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centermenu
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ScriptId 103
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class "Duke.ListMenu"
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}
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LISTMENU "CustomSubMenu2"
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{
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position 160, 48, 142
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ifgame(fury)
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{
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fixedspacing 2
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}
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else
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{
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fixedspacing 5
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animatedtransition
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}
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centermenu
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ScriptId 103
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class "Duke.ListMenu"
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}
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LISTMENU "CustomSubMenu3"
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{
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position 160, 48, 142
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ifgame(fury)
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{
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fixedspacing 2
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}
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else
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{
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fixedspacing 5
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animatedtransition
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}
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centermenu
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ScriptId 103
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class "Duke.ListMenu"
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}
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LISTMENU "CustomSubMenu4"
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{
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position 160, 48, 142
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ifgame(fury)
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{
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fixedspacing 2
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}
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else
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{
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fixedspacing 5
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animatedtransition
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}
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centermenu
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ScriptId 103
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class "Duke.ListMenu"
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}
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LISTMENU "CustomSubMenu5"
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{
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position 160, 48, 142
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ifgame(fury)
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{
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fixedspacing 2
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}
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else
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{
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fixedspacing 5
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animatedtransition
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}
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centermenu
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ScriptId 103
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class "Duke.ListMenu"
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}
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LISTMENU "CustomSubMenu6"
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{
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position 160, 48, 142
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ifgame(fury)
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{
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fixedspacing 2
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}
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else
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{
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fixedspacing 5
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animatedtransition
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}
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centermenu
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ScriptId 103
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class "Duke.ListMenu"
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}
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LISTMENU "CustomSubMenu7"
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{
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position 160, 48, 142
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ifgame(fury)
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{
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fixedspacing 2
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}
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else
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{
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fixedspacing 5
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animatedtransition
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}
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centermenu
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ScriptId 103
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class "Duke.ListMenu"
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}
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//-------------------------------------------------------------------------------------------
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//
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// No multiplayer support for now, but kept as a reminder.
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//
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//-------------------------------------------------------------------------------------------
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LISTMENU "MultiMenu"
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{
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ifgame(Duke, Nam, WW2GI, Fury)
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{
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position 160, 55, 135
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centermenu
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fixedspacing 5
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ifgame(Duke, Nam, WW2GI, Fury)
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{
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class "Duke.ListMenu"
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}
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else
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{
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class "Redneck.ListMenu"
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}
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animatedtransition
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}
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Caption "$MNU_NETWORKGAME"
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NativeTextItem "$MNU_PLAYERSETUP", "p", "PlayerSetupMenu"
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NativeTextItem "$MNU_JOINGAME", "j", "JoinGameMenu"
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NativeTextItem "$MNU_HOSTGAME", "h", "HostGameMenu"
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}
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//-------------------------------------------------------------------------------------------
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//
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//
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//
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//-------------------------------------------------------------------------------------------
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ImageScroller "HelpMenu"
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{
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ifgame(Duke, Nam, WW2GI, Redneck, RedneckRides)
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{
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ImageItem "TEXTSTORY", 400
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ImageItem "F1HELP", 401
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ifgame(RedneckRides)
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{
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ImageItem "RRTILE1636"
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}
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animatedtransition
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}
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ifgame(fury)
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{
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ImageItem "TEXTSTORY", 400
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ImageItem "F1HELP", 401
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}
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}
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//-------------------------------------------------------------------------------------------
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//
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// Credits menu. This is logically highly game specific.
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// Note that this has been split into two submenus so that the engine
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// credits can be handled in a generic fashion instead of having to define
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// them for each game natively.
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//
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// Engine credits are now in the options menu, i.e. the generic part of the menu.
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//
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//-------------------------------------------------------------------------------------------
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ImageScroller "CreditsMenu"
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{
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ifgame(Duke, Nam, WW2GI, Fury)
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{
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ImageItem "CREDITSTEXT1", 990
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ImageItem "CREDITSTEXT2", 991
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ImageItem "CREDITSTEXT3", 992
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animatedtransition
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}
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ifgame(Redneck)
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{
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// no point putting this into the string table.
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TextItem "ORIGINAL CONCEPT, DESIGN AND DIRECTION\n\nDREW MARKHAM", 80
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TextItem "PRODUCED BY\n\nGREG GOODRICH", 80
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TextItem "GAME PROGRAMMING\n\nRAFAEL PAIZ", 80
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TextItem "ART DIRECTORS\n\nCLAIRE PRADERIE MAXX KAUFMAN ", 80
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TextItem "LEAD LEVEL DESIGNER\nALEX MAYBERRY\n\nLEVEL DESIGN\nMAL BLACKWELL\nSVERRE KVERNMO", 80
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TextItem "SENIOR ANIMATOR AND ARTIST\n\nJASON HOOVER", 80
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TextItem "TECHNICAL DIRECTOR\n\nBARRY DEMPSEY", 80
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TextItem "MOTION CAPTURE SPECIALIST AND\nCHARACTER ANIMATION\nAMIT DORON\n\nA.I. PROGRAMMING\nARTHUR DONAVAN\n\nADDITIONAL ANIMATION\nGEORGE KARL", 60
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TextItem "CHARACTER DESIGN\nCORKY LEHMKUHL\n\nMAP PAINTERS\nVIKTOR ANTONOV\nMATTHIAS BEEGUER\nSTEPHAN BURLE\n\nSCULPTORS\nGEORGE ENGEL\nJAKE GARBER\nJEFF HIMMEL", 50
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TextItem "CHARACTER VOICES\n\nLEONARD\nBURTON GILLIAM\n\nBUBBA, BILLY RAY, SKINNY OL' COOT\nAND THE TURD MINION\nDREW MARKHAM\n\nSHERIFF LESTER T. HOBBES\nMOJO NIXON\n\nALIEN VIXEN\nPEGGY JO JACOBS", 40
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TextItem "SOUND DESIGN\nGARY BRADFIELD\n\nMUSIC\nMOJO NIXON\nTHE BEAT FARMERS\nTHE REVEREND HORTON HEAT\nCEMENT POND\n\nADDITIONAL SOUND EFFECTS\nJIM SPURGIN", 50
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TextItem "MOTION CAPTURE ACTOR\nJ.P. MANOUX\n\nMOTION CAPTURE VIXEN\nSHAWN WOLFE", 80
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TextItem "PRODUCTION ASSISTANCE\nMINERVA MAYBERRY\n\nNUTS AND BOLTS\nSTEVE GOLDBERG\nMARCUS HUTCHINSON\n\nBEAN COUNTING\nMAX YOSHIKAWA\n\nADMINISTRATIVE ASSISTANCE\nSERAFIN LEWIS", 50
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TextItem "LOCATION MANAGER, LOUISIANA\nRICK SKINNER\n\nLOCATION SCOUT, LOUISIANA\nBRIAN BENOS\n\nPHOTOGRAPHER\nCARLOS SERRAO", 70
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TextItem "ADDITIONAL 3D MODELING BY\n3 NAME 3D\nVIEWPOINT DATALABS INTERNATIONAL\n\nAUDIO RECORDED AT\nPACIFIC OCEAN POST, SANTA MONICA, C.A.\n\nCEMENT POND TRACKS RECORDED AT\nDREAMSTATE RECORDING, BURBANK, C.A.\n\nRECORDING ENGINEER\nDAVE AHLERT", 50
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TextItem "3D BUILD ENGINE LICENSED FROM\n3D REALMS ENTERTAINMENT\n\nBUILD ENGINE AND RELATED TOOLS\nCREATED BY KEN SILVERMAN", 80
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TextItem "FOR INTERPLAY\n\nLEAD TESTER\nDARRELL JONES\n\nTESTERS\nTIM ANDERSON\nERICK LUJAN\nTIEN TRAN", 60
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TextItem "IS TECHS\nBILL DELK\nAARON MEYERS\n\nCOMPATIBILITY TECHS\nMARC DURAN\nDAN FORSYTH\nDEREK GIBBS\nAARON OLAIZ\nJACK PARKER", 60
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TextItem "DIRECTOR OF COMPATIBILITY\nPHUONG NGUYEN\n\nASSISTANT QA DIRECTOR\nCOLIN TOTMAN\n\nQA DIRECTOR\nCHAD ALLISON", 70
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TextItem "INTERPLAY PRODUCER\nBILL DUGAN\n\nINTERPLAY LINE PRODUCER\nCHRIS BENSON\n\nPRODUCT MANAGER\nJIM VEEVAERT\n\nPUBLIC RELATIONS\nERIKA PRICE", 50
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TextItem "SPECIAL THANKS\n\nJIM GAUER\nPAUL VAIS\nSCOTT MILLER\nTODD REPLOGLE\nCHUCK BUECHE\nCARTER LIPSCOMB\nJOHN CONLEY\nDON MAGGI", 60
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TextItem "EXTRA SPECIAL THANKS\n\nBRIAN FARGO", 80
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TextItem "REDNECK RAMPAGE\n(c) 1997 XATRIX ENTERTAINMENT, INC.\n\nREDNECK RAMPAGE IS A TRADEMARK OF\nINTERPLAY PRODUCTIONS", 60
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animatedtransition
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}
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ifgame(RedneckRides)
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{
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TextItem "ORIGINAL CONCEPT, DESIGN AND DIRECTION\n\nDREW MARKHAM", 80
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TextItem "ART DIRECTION AND ADDITIONAL DESIGN\n\nCORKY LEHMKUHL", 80
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TextItem "PRODUCED BY\n\nGREG GOODRICH", 80
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TextItem "GAME PROGRAMMING\n\nJOSEPH AURILI", 80
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TextItem "ORIGINAL GAME PROGRAMMING\n\nRAFAEL PAIZ", 80
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TextItem "LEVEL DESIGN\n\nRHETT BALDWIN & AARON BARBER", 80
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TextItem "ORIGINAL ART DIRECTION AND SUPPORT\n\nMAXX KAUFMAN & CLAIRE PRADERIE-MARKHAM", 80
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TextItem "COMPUTER GRAPHICS SUPERVISOR &\nCHARACTER ANIMATION DIRECTION\n\nBARRY DEMPSEY", 80
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TextItem "SENIOR ANIMATOR & MODELER\n\nJASON HOOVER", 80
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TextItem "CHARACTER ANIMATION &\nMOTION CAPTURE SPECIALIST\n\nAMIT DORON", 80
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TextItem "SOUND DESIGN &\nMUSIC PRODUCTION COORDINATION\n\nGARY BRADFIELD", 80
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TextItem "INTRODUCTION ANIMATION\n\nDOMINIQUE DROZDZ", 80
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TextItem "ARTIST\n\nMATTHIAS BEEGUER", 80
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TextItem "ADDITIONAL ART\n\nVIKTOR ANTONOV", 80
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TextItem "PRODUCTION COORDINATOR\n\nVICTORIA SYLVESTER", 80
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TextItem "CHARACTER VOICES\n\nLEONARD\nBURTON GILLIAM\n\nDAISY MAE\nTARA CHARENDOFF\n\nBUBBA, BILLY RAY, SKINNY OL' COOT,\nFRANK THE BIKER, THE TURD MINION\n& ALL OTHER VARIOUS RAMBLINGS...\nDREW MARKHAM", 40
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TextItem "SPECIAL APPEARENCE BY\n\nSHERIFF LESTER T. HOBBES\nMOJO NIXON\n\nALIEN VIXEN\nPEGGY JO JACOBS", 70
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TextItem "REDNECK RAMPAGE TITLE TRACK & CYBERSEX\nWRITTEN & PERFORMED BY\nMOJO NIXON\n\n(c) MUFFIN'STUFFIN' MUSIC (BMI)\nADMINISTERED BY BUG.", 70
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TextItem "MUSIC\n\nDISGRACELAND\nTINY D & THE SOFA KINGS\n\nBANJO AND GUITAR PICKIN\nJOHN SCHLOCKER\nHOWARD YEARWOOD", 60
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TextItem "RECORDING ENGINEER\nDAVE AHLERT\n\nRECORDING ASSISTANCE\nJEFF GILBERT", 80
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TextItem "MOTION CAPTURE ACTOR\nJ.P. MANOUX\n\nMOTION CAPTURE ACTRESS\nSHAWN WOLFE", 80
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TextItem "THIS GAME COULD NOT HAVE BEEN MADE WITHOUT\nALEX MAYBERRY\nMAL BLACKWELL\n\nNUTS AND BOLTS\nSTEVE GOLDBERG\n\nBEAN COUNTING\nMAX YOSHIKAWA\n\nADMINISTRATIVE ASSISTANCE\nMINERVA MAYBERRY", 50
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TextItem "FOR INTERPLAY\n\nPRODUCER\nBILL DUGAN\n\nLINE PRODUCER\nCHRIS BENSON\n\nLEAD TESTER\nDARRELL JONES", 60
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TextItem "TESTERS\n\nTIM ANDERSON\nPRIMO PULANCO\nMARK MCCARTY\nBRIAN AXLINE", 70
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TextItem "PRODUCTION BABY\n\nPAULINE MARIE MARKHAM", 80
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TextItem "ORIGINAL PRODUCTION BABY\n\nALYSON KAUFMAN", 80
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TextItem "3D BUILD ENGINE LICENSED FROM\n3D REALMS ENTERTAINMENT\n\nBUILD ENGINE AND RELATED TOOLS\nCREATED BY KEN SILVERMAN", 80
|
|
TextItem "SPECIAL THANKS\n\nSCOTT MILLER\nGEORGE BROUSSARD", 80
|
|
TextItem "EXTRA SPECIAL THANKS\n\nBRIAN FARGO", 80
|
|
TextItem "REDNECK RAMPAGE RIDES AGAIN\n(c) 1998 XATRIX ENTERTAINMENT, INC.\n\nREDNECK RAMPAGE RIDES AGAIN\nIS A TRADEMARK OF\nINTERPLAY PRODUCTIONS", 70
|
|
animatedtransition
|
|
}
|
|
}
|
|
|
|
//-------------------------------------------------------------------------------------------
|
|
//
|
|
// Base definition for load game menu. Only the configurable part is done here
|
|
//
|
|
//-------------------------------------------------------------------------------------------
|
|
|
|
ListMenu "LoadGameMenu"
|
|
{
|
|
Caption "$MNU_LOADGAME"
|
|
Position 0, 40
|
|
Class "LoadMenu" // uses its own implementation
|
|
}
|
|
|
|
//-------------------------------------------------------------------------------------------
|
|
//
|
|
// Base definition for save game menu. Only the configurable part is done here
|
|
//
|
|
//-------------------------------------------------------------------------------------------
|
|
|
|
ListMenu "SaveGameMenu"
|
|
{
|
|
Caption "$MNU_SAVEGAME"
|
|
Position 0, 40
|
|
Class "SaveMenu" // uses its own implementation
|
|
}
|
|
|