cod5-sdk/raw/ui/levels.menu
2009-09-18 00:00:00 +00:00

501 lines
32 KiB
Text

#include "ui/menudef.h"
#include "ui_mp/common_macro.inc"
#define CHOICE_X_START 0
#define CHOICE_Y_START 34
#ifdef PC
#undef CHOICE_Y_START
#define CHOICE_Y_START 80//106//120
#undef CHOICE_X_START
#define CHOICE_X_START 22
#undef SIGNED_IN_RECT
#define SIGNED_IN_RECT -350 60 250 15
#else
#undef SIGNED_IN_RECT
#define SIGNED_IN_RECT -250 60 250 15
#endif
#define CHOICE_SEP_OFFSET_Y -2
#define CHOICE_GROUP "acts"
#include "ui_mp/menustyle.inc"
#include "ui/choices_setup_common.menu"
#include "ui/choices_setup_popmenu.menu"
#include "ui/online_status.inc"
//--- style override ---
#define MENU_YELLOW 1 .847 0 1
#define MENU_GOLD .953 .722 .212 1
#undef CHOICE_SIZE_Y
#define CHOICE_SIZE_Y 19
#undef CHOICE_Y_SPACING
#define CHOICE_Y_SPACING 20
#undef CHOICE_SIZE_X
#define CHOICE_SIZE_X 250
#undef CHOICE_TEXTSIZE
#define CHOICE_TEXTSIZE 0.4
#undef CHOICE_POPUP_TITLE_TEXTSIZE
#define CHOICE_POPUP_TITLE_TEXTSIZE 0.4
#undef CHOICE_POPUP_SUBTITLE_TEXTSIZE
#define CHOICE_POPUP_SUBTITLE_TEXTSIZE 0.33
#undef NEW_X_OFFSET
#define NEW_X_OFFSET -10
#undef CHOICE_TEXT_OFFSET_X
#ifdef PC
#define CHOICE_TEXT_OFFSET_X 29
#else
#define CHOICE_TEXT_OFFSET_X 23
#endif
#undef HIGHLIGHT_COLOR
#define HIGHLIGHT_COLOR 0.9 0.95 1 0.25
//---- orient ----
#define GAMEINFO_WIDTH 250
#define GAMEINFO_WIDTH2 255
#define GAMEINFO_HEIGHT 258
#define GAMEINFO_HEIGHT2 0
#ifdef PC
#define GAMEINFO_ORIGIN 4 -190
#define PC_OFFSET_Y 40
#else
#define GAMEINFO_ORIGIN 4 -170
#define PC_OFFSET_Y 0
#endif
//---- cheats conditions ----
#define CHEAT_CONDITION ( 0 )
#define CHEAT_CONDITION_NOT ( 1 )
// Cheats enabled indicat0r!
#define ORIGIN_CHEATS_INDICATOR 156 32
#define CHEATS_INDICATOR \
PREPROC_TEXT_DRAW_ALIGNED( ORIGIN_CHEATS_INDICATOR 100 20 HORIZONTAL_ALIGN_CENTER VERTICAL_ALIGN_TOP, 0 0, text "@MENU_CHEAT_ENABLED", TEXTSIZE_SMALL, 0, 0, ITEM_ALIGN_RIGHT, COLOR_TITLE visible when( CHEAT_CONDITION ); )
// macros for the map display info
#define LOCAL_MAP_SHOW( p_mapname, p_mapname2, offset, action ) \
hide "map_image_group"; \
hide "map_name_group"; \
hide "map_desc_group"; \
hide "map_difficulty"; \
show "image_"p_mapname; \
show "name_"p_mapname; \
show "desc_"p_mapname; \
show "easy_"p_mapname; \
show "regular_"p_mapname; \
show "hardened_"p_mapname; \
show "veteran_"p_mapname; \
uiscript loadMissionDifficultyOffset offset; \
play "mouse_over"; \
action;
#define LOCAL_MAP_ACTION( p_mapname, p_mapname_text, offset ) \
setdvar credits "0"; \
setdvar credits_active "0"; \
setdvar ui_load_level p_mapname; open popmenu_difficulty;
#define LOCAL_MAP_ACTION_NODIFFICULTY( p_mapname, p_mapname_text, offset ) \
setdvar credits "0"; \
setdvar credits_active "0"; \
exec "devmap "p_mapname;
#define LOCAL_DIFFICULTY_WIDGET \
itemDef{ \
rect 0 -50 275 30 HORIZONTAL_ALIGN_CENTER VERTICAL_ALIGN_BOTTOM \
textfont CHOICE_TEXTFONT \
textscale CHOICE_POPUP_SUBTITLE_TEXTSIZE \
textstyle CHOICE_TEXTSTYLE \
ownerdraw UI_DIFFICULTY_INFO \
forecolor MENU_GOLD \
visible when( !localVarBool( ui_hideBack ) ); \
decoration \
} \
itemDef{ \
rect 187 -90 60 60 HORIZONTAL_ALIGN_CENTER VERTICAL_ALIGN_BOTTOM \
ownerdraw UI_DIFFICULTY_ICON \
visible when( !localVarBool( ui_hideBack ) ); \
decoration \
}
#define LOCAL_MAP_SELECTION( itemNum, p_mapname_text, p_mapname, pdesc, offset, action, sel_Action ) \
CHOICE_BUTTON_FOCUS_VIS( itemNum, p_mapname_text, sel_Action; LOCAL_MAP_ACTION( p_mapname, p_mapname_text, offset), LOCAL_MAP_SHOW( p_mapname, p_mapname_text, offset, action ), ;, when( ( dvarInt( mis_01 ) >= (offset) ) || CHEAT_CONDITION ); ) \
CHOICE_DBUTTON_VIS( itemNum, p_mapname_text, when( ( dvarInt( mis_01 ) < (offset) ) && CHEAT_CONDITION_NOT ) ) \
/*CHOICE_BUTTON_FOCUS_VIS_NOHI_EX( itemNum, "", ;, LOCAL_MAP_SHOW( p_mapname, p_mapname_text, offset ), ;, when( dvarInt( mis_01 ) >= (offset) && CHEAT_CONDITION_NOT && dvarInt( mis_01_unlock ) > (offset) ), ; )*/ \
/*CHOICE_LOCKEDICON_VIS( itemNum, "specialty_locked", when( dvarInt( mis_01 ) < (offset) && CHEAT_CONDITION_NOT && dvarInt( mis_01_unlock ) > (offset) ) ) */ \
/*PREPROC_TEXT_DRAW_ALIGNED_EXP( GAMEINFO_ORIGIN (GAMEINFO_WIDTH-8) GAMEINFO_HEIGHT2 HORIZONTAL_ALIGN_CENTER VERTICAL_ALIGN_CENTER, 4 (GAMEINFO_HEIGHT+12), pdesc, TEXTSIZE_SMALL, 0, 0, ITEM_ALIGN_LEFT, 1 1 1 1 name "desc_"p_mapname group "map_desc_group" autowrapped )*/\
/*easy*/ \
/*PREPROC_TEXT_DRAW_ALIGNED_EXP( GAMEINFO_ORIGIN (GAMEINFO_WIDTH-8) GAMEINFO_HEIGHT2 HORIZONTAL_ALIGN_CENTER VERTICAL_ALIGN_CENTER, 4 (GAMEINFO_HEIGHT+PC_OFFSET_Y+66), locString("@MENU_DIFFICULTY_COMPLETED") + " " + locString("@MENU_RECRUIT"), TEXTSIZE_SMALL, 0, 0, ITEM_ALIGN_LEFT, COLOR_TITLE name "easy_"p_mapname group "map_difficulty" autowrapped visible*/ \
/*when( dvarString( "ui_level" ) == "1" ); )*/\
/*regular*/ \
/*PREPROC_TEXT_DRAW_ALIGNED_EXP( GAMEINFO_ORIGIN (GAMEINFO_WIDTH-8) GAMEINFO_HEIGHT2 HORIZONTAL_ALIGN_CENTER VERTICAL_ALIGN_CENTER, 4 (GAMEINFO_HEIGHT+PC_OFFSET_Y+66), locString("@MENU_DIFFICULTY_COMPLETED") + " " + locString("@MENU_REGULAR"), TEXTSIZE_SMALL, 0, 0, ITEM_ALIGN_LEFT, COLOR_TITLE name "regular_"p_mapname group "map_difficulty" autowrapped visible*/ \
/*when( dvarString( "ui_level" ) == "2" ); )*/\
/*hardened*/ \
/*PREPROC_TEXT_DRAW_ALIGNED_EXP( GAMEINFO_ORIGIN (GAMEINFO_WIDTH-8) GAMEINFO_HEIGHT2 HORIZONTAL_ALIGN_CENTER VERTICAL_ALIGN_CENTER, 4 (GAMEINFO_HEIGHT+PC_OFFSET_Y+66), locString("@MENU_DIFFICULTY_COMPLETED") + " " + locString("@MENU_HARDENED"), TEXTSIZE_SMALL, 0, 0, ITEM_ALIGN_LEFT, COLOR_TITLE name "hardened_"p_mapname group "map_difficulty" autowrapped visible*/ \
/*when( dvarString( "ui_level" ) == "3" ); )*/\
/*veteran*/ \
/*PREPROC_TEXT_DRAW_ALIGNED_EXP( GAMEINFO_ORIGIN (GAMEINFO_WIDTH-8) GAMEINFO_HEIGHT2 HORIZONTAL_ALIGN_CENTER VERTICAL_ALIGN_CENTER, 4 (GAMEINFO_HEIGHT+PC_OFFSET_Y+66), locString("@MENU_DIFFICULTY_COMPLETED") + " " + locString("@MENU_VETERAN"), TEXTSIZE_SMALL, 0, 0, ITEM_ALIGN_LEFT, COLOR_TITLE name "veteran_"p_mapname group "map_difficulty" autowrapped visible*/ \
/*when( dvarString( "ui_level" ) == "4" ); )*/\
PREPROC_SHADER_DRAW_ALIGNED_VIS( 0 -160 275 164 HORIZONTAL_ALIGN_CENTER VERTICAL_ALIGN_CENTER, 0 5, "loadscreen_"p_mapname, 1 1 1 1, 0, 0, 0 0 0 0, when( ( dvarInt( mis_01 ) >= (offset) ) || CHEAT_CONDITION ) name "image_"p_mapname group "map_image_group" ) \
CHOICE_POPMENU_TITLE_VIS( p_mapname_text, when( ( dvarInt( mis_01 ) >= (offset) ) || CHEAT_CONDITION ); name "image_"p_mapname group "map_image_group" rect 0 -55 275 164 HORIZONTAL_ALIGN_CENTER VERTICAL_ALIGN_CENTER forecolor MENU_GOLD ) \
CHOICE_POPMENU_SUBTITLE_ALIGN_VIS( pdesc, ITEM_ALIGN_LEFT, when( ( dvarInt( mis_01 ) >= (offset) ) || CHEAT_CONDITION ); name "image_"p_mapname group "map_image_group" rect 0 56 275 164 HORIZONTAL_ALIGN_CENTER VERTICAL_ALIGN_CENTER ) \
PREPROC_SHADER_DRAW_ALIGNED_VIS( 0 -160 275 164 HORIZONTAL_ALIGN_CENTER VERTICAL_ALIGN_CENTER, 0 5, "mission_screen_"p_mapname"_lock", 1 1 1 1, 0, 0, 0 0 0 0, when( dvarInt( mis_01 ) < (offset) && CHEAT_CONDITION_NOT && dvarInt( mis_01_unlock ) > (offset) ) name "image_"p_mapname group "map_image_group" )
#define LOCAL_MAP_SELECTION_NODIFFICULTY( itemNum, p_mapname_text, p_mapname, pdesc, offset, action, sel_Action ) \
CHOICE_BUTTON_FOCUS_VIS( itemNum, p_mapname_text, sel_Action; LOCAL_MAP_ACTION_NODIFFICULTY( p_mapname, p_mapname_text, offset) , LOCAL_MAP_SHOW( p_mapname, p_mapname_text, offset, action ), ;, when( ( dvarInt( mis_01 ) >= (offset) ) || CHEAT_CONDITION ); ) \
PREPROC_SHADER_DRAW_ALIGNED_VIS( 0 -160 275 164 HORIZONTAL_ALIGN_CENTER VERTICAL_ALIGN_CENTER, 0 5, "loadscreen_"p_mapname, 1 1 1 1, 0, 0, 0 0 0 0, when( ( dvarInt( mis_01 ) >= (offset) ) || CHEAT_CONDITION ) name "image_"p_mapname group "map_image_group" ) \
CHOICE_POPMENU_TITLE_VIS( p_mapname_text, when( ( dvarInt( mis_01 ) >= (offset) ) || CHEAT_CONDITION ); name "image_"p_mapname group "map_image_group" rect 0 -55 275 164 HORIZONTAL_ALIGN_CENTER VERTICAL_ALIGN_CENTER forecolor MENU_GOLD ) \
CHOICE_POPMENU_SUBTITLE_ALIGN_VIS( pdesc, ITEM_ALIGN_LEFT, when( ( dvarInt( mis_01 ) >= (offset) ) || CHEAT_CONDITION ); name "image_"p_mapname group "map_image_group" rect 0 56 275 164 HORIZONTAL_ALIGN_CENTER VERTICAL_ALIGN_CENTER ) \
PREPROC_SHADER_DRAW_ALIGNED_VIS( 0 -160 275 164 HORIZONTAL_ALIGN_CENTER VERTICAL_ALIGN_CENTER, 0 5, "mission_screen_"p_mapname"_lock", 1 1 1 1, 0, 0, 0 0 0 0, when( dvarInt( mis_01 ) < (offset) && CHEAT_CONDITION_NOT && dvarInt( mis_01_unlock ) > (offset) ) name "image_"p_mapname group "map_image_group" )
#define LOCAL_NONGERMAN_MAP_SELECTION( itemNum, p_mapname_text, p_mapname, pdesc, offset, action, sel_Action ) \
CHOICE_BUTTON_FOCUS_VIS( itemNum, p_mapname_text, sel_Action; LOCAL_MAP_ACTION( p_mapname, p_mapname_text, offset), LOCAL_MAP_SHOW( p_mapname, p_mapname_text, offset, action ), ;, when( dvarString( language ) != "german" && (( dvarInt( mis_01 ) >= (offset) ) || CHEAT_CONDITION) ); ) \
/*CHOICE_BUTTON_FOCUS_VIS_NOHI_EX( itemNum, "", ;, LOCAL_MAP_SHOW( p_mapname, p_mapname_text, offset ), ;, when( dvarInt( mis_01 ) >= (offset) && CHEAT_CONDITION_NOT && dvarInt( mis_01_unlock ) > (offset) ), ; )*/ \
/*CHOICE_DBUTTON_VIS( itemNum, p_mapname_text, when( dvarInt( mis_01 ) < (offset) && CHEAT_CONDITION_NOT && dvarInt( mis_01_unlock ) > (offset) );/*when( ARCADE_CONDITION(p_mapname) ) ) */ \
/*CHOICE_LOCKEDICON_VIS( itemNum, "specialty_locked", when( dvarInt( mis_01 ) < (offset) && CHEAT_CONDITION_NOT && dvarInt( mis_01_unlock ) > (offset) ) ) */ \
/*PREPROC_TEXT_DRAW_ALIGNED_EXP( GAMEINFO_ORIGIN (GAMEINFO_WIDTH-8) GAMEINFO_HEIGHT2 HORIZONTAL_ALIGN_CENTER VERTICAL_ALIGN_CENTER, 4 (GAMEINFO_HEIGHT+12), pdesc, TEXTSIZE_SMALL, 0, 0, ITEM_ALIGN_LEFT, 1 1 1 1 name "desc_"p_mapname group "map_desc_group" autowrapped )*/\
/*easy*/ \
/*PREPROC_TEXT_DRAW_ALIGNED_EXP( GAMEINFO_ORIGIN (GAMEINFO_WIDTH-8) GAMEINFO_HEIGHT2 HORIZONTAL_ALIGN_CENTER VERTICAL_ALIGN_CENTER, 4 (GAMEINFO_HEIGHT+PC_OFFSET_Y+66), locString("@MENU_DIFFICULTY_COMPLETED") + " " + locString("@MENU_RECRUIT"), TEXTSIZE_SMALL, 0, 0, ITEM_ALIGN_LEFT, COLOR_TITLE name "easy_"p_mapname group "map_difficulty" autowrapped visible*/ \
/*when( dvarString( "ui_level" ) == "1" ); )*/\
/*regular*/ \
/*PREPROC_TEXT_DRAW_ALIGNED_EXP( GAMEINFO_ORIGIN (GAMEINFO_WIDTH-8) GAMEINFO_HEIGHT2 HORIZONTAL_ALIGN_CENTER VERTICAL_ALIGN_CENTER, 4 (GAMEINFO_HEIGHT+PC_OFFSET_Y+66), locString("@MENU_DIFFICULTY_COMPLETED") + " " + locString("@MENU_REGULAR"), TEXTSIZE_SMALL, 0, 0, ITEM_ALIGN_LEFT, COLOR_TITLE name "regular_"p_mapname group "map_difficulty" autowrapped visible*/ \
/*when( dvarString( "ui_level" ) == "2" ); )*/\
/*hardened*/ \
/*PREPROC_TEXT_DRAW_ALIGNED_EXP( GAMEINFO_ORIGIN (GAMEINFO_WIDTH-8) GAMEINFO_HEIGHT2 HORIZONTAL_ALIGN_CENTER VERTICAL_ALIGN_CENTER, 4 (GAMEINFO_HEIGHT+PC_OFFSET_Y+66), locString("@MENU_DIFFICULTY_COMPLETED") + " " + locString("@MENU_HARDENED"), TEXTSIZE_SMALL, 0, 0, ITEM_ALIGN_LEFT, COLOR_TITLE name "hardened_"p_mapname group "map_difficulty" autowrapped visible*/ \
/*when( dvarString( "ui_level" ) == "3" ); )*/\
/*veteran*/ \
/*PREPROC_TEXT_DRAW_ALIGNED_EXP( GAMEINFO_ORIGIN (GAMEINFO_WIDTH-8) GAMEINFO_HEIGHT2 HORIZONTAL_ALIGN_CENTER VERTICAL_ALIGN_CENTER, 4 (GAMEINFO_HEIGHT+PC_OFFSET_Y+66), locString("@MENU_DIFFICULTY_COMPLETED") + " " + locString("@MENU_VETERAN"), TEXTSIZE_SMALL, 0, 0, ITEM_ALIGN_LEFT, COLOR_TITLE name "veteran_"p_mapname group "map_difficulty" autowrapped visible*/ \
/*when( dvarString( "ui_level" ) == "4" ); )*/\
PREPROC_SHADER_DRAW_ALIGNED_VIS( 0 -160 275 164 HORIZONTAL_ALIGN_CENTER VERTICAL_ALIGN_CENTER, 0 5, "loadscreen_"p_mapname, 1 1 1 1, 0, 0, 0 0 0 0, when( dvarString( language ) != "german" && (( dvarInt( mis_01 ) >= (offset) ) || CHEAT_CONDITION) ) name "image_"p_mapname group "map_image_group" ) \
CHOICE_POPMENU_TITLE_VIS( p_mapname_text, when( dvarString( language ) != "german" && (( dvarInt( mis_01 ) >= (offset) ) || CHEAT_CONDITION) ); name "image_"p_mapname group "map_image_group" rect 0 -55 275 164 HORIZONTAL_ALIGN_CENTER VERTICAL_ALIGN_CENTER forecolor MENU_GOLD ) \
CHOICE_POPMENU_SUBTITLE_ALIGN_VIS( pdesc, ITEM_ALIGN_LEFT, when( dvarString( language ) != "german" && ( ( dvarInt( mis_01 ) >= (offset) ) || CHEAT_CONDITION ) ); name "image_"p_mapname group "map_image_group" rect 0 56 275 164 HORIZONTAL_ALIGN_CENTER VERTICAL_ALIGN_CENTER ) \
PREPROC_SHADER_DRAW_ALIGNED_VIS( 0 -160 275 164 HORIZONTAL_ALIGN_CENTER VERTICAL_ALIGN_CENTER, 0 5, "mission_screen_"p_mapname"_lock", 1 1 1 1, 0, 0, 0 0 0 0, when( dvarInt( mis_01 ) < (offset) && CHEAT_CONDITION_NOT && dvarInt( mis_01_unlock ) > (offset) && dvarString( language ) != "german" ) name "image_"p_mapname group "map_image_group" )
#define LOCAL_NONGERMAN_MAP_SELECTION_NODIFFICULTY2( itemNum, p_mapname_text, p_mapname, mini, pdesc, offset, action ) \
LOCAL_NONGERMAN_MAP_SELECTION_NODIFFICULTY_VIS2( itemNum, p_mapname_text, p_mapname, mini, pdesc, offset, action, "", 1 )
#ifdef XENON
#define MISSING_MAP_TEXT "@PLATFORM_MISSINGMAP"
#define ACTION_DLC_ZOMBIE exec "xsignin 0 "; exec "xshowmarketplace"
#else
#define MISSING_MAP_TEXT "@PATCH_MISSINGMAP"
#define ACTION_DLC_ZOMBIE ""
#endif //#ifdef XENON
#define LOCAL_NONGERMAN_MAP_SELECTION_NODIFFICULTY_VIS2( itemNum, p_mapname_text, p_mapname, mini, pdesc, offset, action, missing_desc, visArg ) \
CHOICE_BUTTON_FOCUS_VIS( itemNum, p_mapname_text, LOCAL_MAP_ACTION_NODIFFICULTY( p_mapname, p_mapname_text, offset), LOCAL_MAP_SHOW( p_mapname, p_mapname_text, offset, action ), ;, when( dvarString( language ) != "german" && NOT_CHEAT_CONDITION && visArg ) ) \
CHOICE_BUTTON_FOCUS_VIS_NOHI( itemNum, "", ACTION_DLC_ZOMBIE, LOCAL_MAP_SHOW( p_mapname, p_mapname_text, offset, action ), ;, when( !visArg ) ) \
CHOICE_DBUTTON_VIS( itemNum, p_mapname_text, when( !visArg ) ) \
PREPROC_SHADER_DRAW_ALIGNED_VIS( 0 -160 275 164 HORIZONTAL_ALIGN_CENTER VERTICAL_ALIGN_CENTER, 0 5, "loadscreen_"p_mapname""mini, 1 1 1 1, 0, 0, 0 0 0 0, when( dvarString( language ) != "german" && CHEAT_CONDITION_NOT ) name "image_"p_mapname group "map_image_group" ) \
CHOICE_POPMENU_TITLE_VIS( p_mapname_text, when( dvarString( language ) != "german" && CHEAT_CONDITION_NOT ) name "image_"p_mapname group "map_image_group" rect 0 -55 275 164 HORIZONTAL_ALIGN_CENTER VERTICAL_ALIGN_CENTER forecolor MENU_GOLD ) \
CHOICE_POPMENU_SUBTITLE_ALIGN_VIS( pdesc, ITEM_ALIGN_LEFT, when( dvarString( language ) != "german" && CHEAT_CONDITION_NOT && visArg ) name "image_"p_mapname group "map_image_group" rect 0 56 275 164 HORIZONTAL_ALIGN_CENTER VERTICAL_ALIGN_CENTER ) \
CHOICE_POPMENU_SUBTITLE_ALIGN_VIS( MISSING_MAP_TEXT, ITEM_ALIGN_LEFT, when( dvarString( language ) != "german" && CHEAT_CONDITION_NOT && !visArg ) name "image_"p_mapname group "map_image_group" rect 0 56 275 164 HORIZONTAL_ALIGN_CENTER VERTICAL_ALIGN_CENTER ) \
PREPROC_SHADER_DRAW_ALIGNED_VIS( 0 -160 275 164 HORIZONTAL_ALIGN_CENTER VERTICAL_ALIGN_CENTER, 0 5, "mission_screen_"p_mapname"_lock", 1 1 1 1, 0, 0, 0 0 0 0, when( dvarInt( mis_01 ) < (offset) && CHEAT_CONDITION_NOT && dvarInt( mis_01_unlock ) > (offset) && dvarString( language ) != "german" ) name "image_"p_mapname group "map_image_group" )
#define ZOMBIE_CHOICE_BUTTON( itemNum, textArg, action, p_mapname, pdesc, offset, action2 ) \
CHOICE_BUTTON_FOCUS_VIS( itemNum, textArg, action, LOCAL_MAP_SHOW( p_mapname, textArg, offset, action2 );, ;, when( dvarString( language ) != "german" && NOT_CHEAT_CONDITION ) ) \
PREPROC_SHADER_DRAW_ALIGNED_VIS( 0 -160 275 164 HORIZONTAL_ALIGN_CENTER VERTICAL_ALIGN_CENTER, 0 5, "loadscreen_"p_mapname, 1 1 1 1, 0, 0, 0 0 0 0, when( dvarString( language ) != "german" && NOT_CHEAT_CONDITION ) name "image_"p_mapname group "map_image_group" ) \
CHOICE_POPMENU_TITLE_VIS( textArg, when( dvarString( language ) != "german" && NOT_CHEAT_CONDITION ) name "image_"p_mapname group "map_image_group" rect 0 -55 275 164 HORIZONTAL_ALIGN_CENTER VERTICAL_ALIGN_CENTER forecolor MENU_GOLD ) \
CHOICE_POPMENU_SUBTITLE_ALIGN_VIS( pdesc, ITEM_ALIGN_LEFT, when( dvarString( language ) != "german" && NOT_CHEAT_CONDITION ) name "image_"p_mapname group "map_image_group" rect 0 56 275 164 HORIZONTAL_ALIGN_CENTER VERTICAL_ALIGN_CENTER ) \
PREPROC_SHADER_DRAW_ALIGNED_VIS( 0 -160 275 164 HORIZONTAL_ALIGN_CENTER VERTICAL_ALIGN_CENTER, 0 5, "mission_screen_"p_mapname"_lock", 1 1 1 1, 0, 0, 0 0 0 0, when( dvarInt( mis_01 ) < (offset) && CHEAT_CONDITION_NOT && dvarInt( mis_01_unlock ) > (offset) && dvarString( language ) != "german" ) name "image_"p_mapname group "map_image_group" )
#define LOCAL_NONGERMAN_MAP_SELECTION_NODIFFICULTY( itemNum, p_mapname_text, p_mapname, pdesc, offset, action, sel_Action ) \
CHOICE_BUTTON_FOCUS_VIS( itemNum, p_mapname_text, sel_Action; LOCAL_MAP_ACTION_NODIFFICULTY( p_mapname, p_mapname_text, offset), LOCAL_MAP_SHOW( p_mapname, p_mapname_text, offset, action ), ;, when( dvarString( language ) != "german" || (CHEAT_CONDITION) ); ) \
PREPROC_SHADER_DRAW_ALIGNED_VIS( 0 -160 275 164 HORIZONTAL_ALIGN_CENTER VERTICAL_ALIGN_CENTER, 0 5, "loadscreen_"p_mapname, 1 1 1 1, 0, 0, 0 0 0 0, when( dvarString( language ) != "german" || (CHEAT_CONDITION) ) name "image_"p_mapname group "map_image_group" ) \
CHOICE_POPMENU_TITLE_VIS( p_mapname_text, when( dvarString( language ) != "german" || (CHEAT_CONDITION) ); name "image_"p_mapname group "map_image_group" rect 0 -55 275 164 HORIZONTAL_ALIGN_CENTER VERTICAL_ALIGN_CENTER forecolor MENU_GOLD ) \
CHOICE_POPMENU_SUBTITLE_ALIGN_VIS( pdesc, ITEM_ALIGN_LEFT, when( dvarString( language ) != "german" || (CHEAT_CONDITION ) ); name "image_"p_mapname group "map_image_group" rect 0 56 275 164 HORIZONTAL_ALIGN_CENTER VERTICAL_ALIGN_CENTER ) \
PREPROC_SHADER_DRAW_ALIGNED_VIS( 0 -160 275 164 HORIZONTAL_ALIGN_CENTER VERTICAL_ALIGN_CENTER, 0 5, "mission_screen_"p_mapname"_lock", 1 1 1 1, 0, 0, 0 0 0 0, when( dvarInt( mis_01 ) < (offset) && CHEAT_CONDITION_NOT && dvarInt( mis_01_unlock ) > (offset) && dvarString( language ) != "german" ) name "image_"p_mapname group "map_image_group" )
#define LOCAL_MAP_FRAME_BG \
PREPROC_SHADER_DRAW_ALIGNED( GAMEINFO_ORIGIN GAMEINFO_WIDTH2 92 HORIZONTAL_ALIGN_CENTER VERTICAL_ALIGN_CENTER, 0 (GAMEINFO_HEIGHT-6), "white", 0 0 0 0.4, 0, 0, 0 0 0 0 )\
#define LOCAL_MAP_FRAME \
UI_EDGE_REVERSE( GAMEINFO_ORIGIN,HORIZONTAL_ALIGN_CENTER VERTICAL_ALIGN_CENTER, 0, 0, 0.1 0.1 0.1 1 ) \
UI_EDGE_REVERSE( GAMEINFO_ORIGIN,HORIZONTAL_ALIGN_CENTER VERTICAL_ALIGN_CENTER, 0, 0, 0.9 0.95 1 0.4 )\
PREPROC_SHADER_DRAW_ALIGNED( GAMEINFO_ORIGIN GAMEINFO_WIDTH 20 HORIZONTAL_ALIGN_CENTER VERTICAL_ALIGN_CENTER, 5 0, "white", 0.1 0.1 0.1 1, 0, 0, 0 0 0 0 )\
PREPROC_SHADER_DRAW_ALIGNED( GAMEINFO_ORIGIN (-(GAMEINFO_WIDTH)) 20 HORIZONTAL_ALIGN_CENTER VERTICAL_ALIGN_CENTER, 5 0, "gradient_fadein", 0.9 0.95 1 0.4, 0, 0, 0 0 0 0 )\
PREPROC_SHADER_DRAW_ALIGNED( GAMEINFO_ORIGIN -80 20 HORIZONTAL_ALIGN_CENTER VERTICAL_ALIGN_CENTER, (GAMEINFO_WIDTH-76) 0, "ui_perforation", 1 1 1 1, 0, 0, 0 0 0 0 )\
PREPROC_SHADER_DRAW_ALIGNED( GAMEINFO_ORIGIN GAMEINFO_WIDTH2 16 HORIZONTAL_ALIGN_CENTER VERTICAL_ALIGN_CENTER, 0 20, "gradient_top", 0 0 0 .75, 0, 0, 0 0 0 0 )\
PREPROC_SHADER_DRAW_ALIGNED( GAMEINFO_ORIGIN GAMEINFO_WIDTH2 16 HORIZONTAL_ALIGN_CENTER VERTICAL_ALIGN_CENTER, 0 (GAMEINFO_HEIGHT-22), "gradient_bottom", 0 0 0 .75, 0, 0, 0 0 0 0 )\
PREPROC_TEXT_DRAW_ALIGNED_EXP( GAMEINFO_ORIGIN (GAMEINFO_WIDTH-4) GAMEINFO_HEIGHT2 HORIZONTAL_ALIGN_CENTER VERTICAL_ALIGN_CENTER, 4 (GAMEINFO_HEIGHT+82), locString("@MENU_ARCADE_SCORE", dvarInt(dvarString(ui_arcade_score))), TEXTSIZE_SMALL, 0, 0, ITEM_ALIGN_LEFT, COLOR_TITLE visible when( dvarBool( arcademode ) ); )
/*
#define ACT_ORIGIN CHOICE_ORIGIN( 1 )
#define ACT_HEIGHT 344
#define ACT_BG_COLOR 0.95 0.95 0.97 0.1
#define ACT_BG_COLOR2 0 0 0.02 0.45 //1 1 1 0.1
#define ACT_BG( ptitle, act_group ) ACT_BG_RAW( -4, -26, ptitle, act_group )
#define ACT_BG_RAW( base_x, base_y, ptitle, act_group ) \
PREPROC_SHADER_DRAW_ALIGNED( ACT_ORIGIN (CHOICE_SIZE_X+10) ACT_HEIGHT CHOICE_HORIZONTAL_ALIGN CHOICE_VERTICAL_ALIGN, (base_x-4) base_y, "gradient_fadein", ACT_BG_COLOR, 0, 0, 0 0 0 0 group act_group )\
PREPROC_SHADER_DRAW_ALIGNED( ACT_ORIGIN 8 32 CHOICE_HORIZONTAL_ALIGN CHOICE_VERTICAL_ALIGN, (base_x+CHOICE_SIZE_X+6) base_y, "button_highlight_end", ACT_BG_COLOR, 0, 0, 0 0 0 0 group act_group ) \
PREPROC_SHADER_DRAW_ALIGNED( ACT_ORIGIN 8 (ACT_HEIGHT-32) CHOICE_HORIZONTAL_ALIGN CHOICE_VERTICAL_ALIGN, (base_x+CHOICE_SIZE_X+6) (base_y+32), "white", ACT_BG_COLOR, 0, 0, 0 0 0 0 group act_group ) \
PREPROC_SHADER_DRAW_ALIGNED( ACT_ORIGIN (CHOICE_SIZE_X+10) (ACT_HEIGHT-8) CHOICE_HORIZONTAL_ALIGN CHOICE_VERTICAL_ALIGN, (base_x-9) (base_y+4), "gradient_fadein", ACT_BG_COLOR2, 0, 0, 0 0 0 0 group act_group )\
PREPROC_SHADER_DRAW_ALIGNED( ACT_ORIGIN 8 32 CHOICE_HORIZONTAL_ALIGN CHOICE_VERTICAL_ALIGN, (base_x+CHOICE_SIZE_X+1) (base_y+4), "button_highlight_end", ACT_BG_COLOR2, 0, 0, 0 0 0 0 group act_group ) \
PREPROC_SHADER_DRAW_ALIGNED( ACT_ORIGIN 8 (ACT_HEIGHT-40) CHOICE_HORIZONTAL_ALIGN CHOICE_VERTICAL_ALIGN, (base_x+CHOICE_SIZE_X+1) (base_y+36), "white", ACT_BG_COLOR2, 0, 0, 0 0 0 0 group act_group ) \
PREPROC_TEXT_DRAW_ALIGNED_EXP( ACT_ORIGIN CHOICE_SIZE_X 20 CHOICE_HORIZONTAL_ALIGN CHOICE_VERTICAL_ALIGN, -26 (base_y+4), ptitle, TEXTSIZE_DEFAULT, 0, 0, ITEM_ALIGN_MIDDLE_RIGHT, COLOR_TITLE group act_group )
*/
#define LOCAL_BACK_BUTTON \
itemDef {\
name back\
text "@MENU_BACK"\
type 1\
style WINDOW_STYLE_FILLED\
textstyle ITEM_TEXTSTYLE_SHADOWED\
rect -250 -26 40 20 HORIZONTAL_ALIGN_CENTER VERTICAL_ALIGN_BOTTOM\
textfont UI_FONT_NORMAL\
textalign ITEM_ALIGN_LEFT\
textscale TEXTSIZE_SMALL\
textaligny 18\
visible 1\
mouseEnter { play "mouse_over"; }\
action {\
play "mouse_click";\
close self;\
} \
}
#ifdef PC
#define LOCAL_X_TITLE_OFFSET 0
#else
#define LOCAL_X_TITLE_OFFSET 25
#endif
#define LOCAL_CHOICE_MENU_TITLE( titleArg ) \
TITLE_STRIP \
itemDef \
{ \
type ITEM_TYPE_TEXT \
rect (CHOICE_X_START+LOCAL_X_TITLE_OFFSET) 5 100 100 HORIZONTAL_ALIGN_LEFT VERTICAL_ALIGN_TOP \
origin ORIGIN_TITLE \
forecolor COLOR_TITLE \
text titleArg \
textfont UI_FONT_NORMAL \
textscale TEXTSIZE_TITLE \
textstyle CHOICE_TEXTSTYLE \
textalign ITEM_ALIGN_TOP_LEFT \
visible 1 \
decoration \
}
{
menuDef
{
name levels
fullscreen 1
rect 0 0 640 480
focuscolor COLOR_FOCUSED
style WINDOW_STYLE_FILLED
border 0
soundloop "music_mainmenu"
onOpen
{
hide act_group
setLocalVarInt ui_hide_act_button 0;
#ifdef PC
show act_pre_image;
#else
focusFirst;
#endif
exec "set ui_load_index 0";
LOCAL_MAP_SHOW( "mak", "@MENU_LEVEL_DESC_MAK", 0, exec "set ui_load_index 0" );
//open levels_unlock
}
onClose
{
setLocalVarBool ui_hideBack 0;
}
onFocus
{
#ifdef CONSOLE
exec "endsplitscreensignin";
#endif
}
onEsc
{
close levels;
}
#include "ui/sp_sub_bg.inc"
#undef BACK_OPEN
#define BACK_OPEN close levels;
#include "ui/navcontrols.inc"
LOCAL_CHOICE_MENU_TITLE( "@MENU_MISSIONS_CAP" )
// draws signin status
SIGNIN_STATUS
//#undef CHOICE_Y_START
//#define CHOICE_Y_START 60
//#undef CHOICE_GROUP
//#define CHOICE_GROUP "level_select"
LOCAL_MAP_SELECTION( 1, "@MENU_LEVEL_MAK", "mak" ,"@MENU_LEVEL_DESC_MAK", 0, exec "set ui_load_index 0", exec "set ui_gametype cmp" )
LOCAL_MAP_SELECTION( 2, "@MENU_LEVEL_PEL1", "pel1" ,"@MENU_LEVEL_DESC_PEL1", 1, exec "set ui_load_index 1", exec "set ui_gametype cmp" )
LOCAL_MAP_SELECTION( 3, "@MENU_LEVEL_PEL2", "pel2" ,"@MENU_LEVEL_DESC_PEL2", 2, exec "set ui_load_index 2", exec "set ui_gametype cmp" )
LOCAL_MAP_SELECTION( 4, "@MENU_LEVEL_SNIPER", "sniper" ,"@MENU_LEVEL_DESC_SNIPER", 3, exec "set ui_load_index 3", exec "set ui_gametype cmp" )
LOCAL_MAP_SELECTION( 5, "@MENU_LEVEL_SEE1", "see1" ,"@MENU_LEVEL_DESC_SEE1", 4, exec "set ui_load_index 4", exec "set ui_gametype cmp" )
LOCAL_MAP_SELECTION( 6, "@MENU_LEVEL_PEL1A", "pel1a" ,"@MENU_LEVEL_DESC_PEL1A", 5, exec "set ui_load_index 5", exec "set ui_gametype cmp" )
LOCAL_MAP_SELECTION( 7, "@MENU_LEVEL_PEL1B", "pel1b" ,"@MENU_LEVEL_DESC_PEL1B", 6, exec "set ui_load_index 6", exec "set ui_gametype cmp" )
LOCAL_MAP_SELECTION( 8, "@MENU_LEVEL_SEE2", "see2" ,"@MENU_LEVEL_DESC_SEE2", 7, exec "set ui_load_index 7", exec "set ui_gametype cmp" )
LOCAL_MAP_SELECTION( 9, "@MENU_LEVEL_BER1", "ber1" ,"@MENU_LEVEL_DESC_BER1", 8, exec "set ui_load_index 8", exec "set ui_gametype cmp" )
LOCAL_MAP_SELECTION( 10, "@MENU_LEVEL_BER2", "ber2" ,"@MENU_LEVEL_DESC_BER2", 9, exec "set ui_load_index 9", exec "set ui_gametype cmp" )
LOCAL_MAP_SELECTION( 11, "@MENU_LEVEL_PBY", "pby_fly" ,"@MENU_LEVEL_DESC_PBY", 10, exec "set ui_load_index 10", exec "set ui_gametype cmp" )
LOCAL_MAP_SELECTION( 12, "@MENU_LEVEL_OKI2", "oki2" ,"@MENU_LEVEL_DESC_OKI2", 11, exec "set ui_load_index 11", exec "set ui_gametype cmp" )
LOCAL_MAP_SELECTION( 13, "@MENU_LEVEL_OKI3", "oki3" ,"@MENU_LEVEL_DESC_OKI3", 12, exec "set ui_load_index 12", exec "set ui_gametype cmp" )
LOCAL_MAP_SELECTION( 14, "@MENU_LEVEL_BER3", "ber3" ,"@MENU_LEVEL_DESC_BER3", 13, exec "set ui_load_index 13", exec "set ui_gametype cmp" )
LOCAL_MAP_SELECTION( 15, "@MENU_LEVEL_BER3B", "ber3b" ,"@MENU_LEVEL_DESC_BER3B", 14, exec "set ui_load_index 14", exec "set ui_gametype cmp" )
// opens zombie menu selection
ZOMBIE_CHOICE_BUTTON( 16, "@PATCH_ZOMBIE_MAPS", open levels_unlock, "nazi_zombie_prototype", "@PATCH_ZOMBIE_MAPS_DESC", 15, exec "set ui_load_index 15" )
//#if !GERMAN_ZOMBIE_BUILD
// LOCAL_NONGERMAN_MAP_SELECTION_NODIFFICULTY( 16, "@MENU_LEVEL_ZOMBIE_PROTOTYPE", "nazi_zombie_prototype", "@MENU_LEVEL_DESC_ZOM_PROTO", 15, exec "set ui_load_index 15", exec "set ui_gametype zom" )
// LOCAL_NONGERMAN_MAP_SELECTION_NODIFFICULTY( 17, "@PATCH_LEVEL_ZOMBIE_ASYLUM", "nazi_zombie_asylum", "@PATCH_LEVEL_DESC_ZOM_ASYLUM", 16, exec "set ui_load_index 16", exec "set ui_gametype zom" )
// LOCAL_NONGERMAN_MAP_SELECTION_NODIFFICULTY( 18, "@PATCH_LEVEL_ZOMBIE_SUMPF", "nazi_zombie_sumpf", "@PATCH_LEVEL_DESC_ZOM_SUMPF", 17, exec "set ui_load_index 17", exec "set ui_gametype zom" )
//#else
// LOCAL_MAP_SELECTION_NODIFFICULTY( 16, "@MENU_LEVEL_ZOMBIE_PROTOTYPE", "nazi_zombie_prototype", "@MENU_LEVEL_DESC_ZOM_PROTO", 15, exec "set ui_load_index 15", exec "set ui_gametype cmp" )
// LOCAL_MAP_SELECTION_NODIFFICULTY( 17, "@PATCH_LEVEL_ZOMBIE_ASYLUM", "nazi_zombie_asylum", "@PATCH_LEVEL_DESC_ZOM_ASYLUM", 16, exec "set ui_load_index 16", exec "set ui_gametype cmp" )
// LOCAL_MAP_SELECTION_NODIFFICULTY( 18, "@PATCH_LEVEL_ZOMBIE_SUMPF", "nazi_zombie_sumpf", "@PATCH_LEVEL_DESC_ZOM_SUMPF", 17, exec "set ui_load_index 17", exec "set ui_gametype cmp" )
//#endif // #ifdef GERMAN_ZOMBIE_BUILD
LOCAL_DIFFICULTY_WIDGET
// --------- button ----------
itemDef
{
rect -140 -4 0 0 HORIZONTAL_ALIGN_CENTER VERTICAL_ALIGN_BOTTOM
origin 0 0
text "@PLATFORM_TEST_LEVELS"
textfont UI_FONT_NORMAL
textscale TEXTSIZE_SMALL
textalign ITEM_ALIGN_BOTTOM_LEFT
visible when ( dvarbool( cg_development ) || dvarbool ( ui_shipping_cheats ) );
#ifdef CONSOLE
decoration
execkeyint BUTTON_Y {open cod5_levels_test;}
#endif
//#ifdef PC
// type 1
// rect -140 -26 60 20 HORIZONTAL_ALIGN_CENTER VERTICAL_ALIGN_BOTTOM
// mouseEnter { play "mouse_over"; }
// action
// {
// play "mouse_click";
// close self;
// open cod5_levels_test;
// }
//#endif
}
/*
#ifdef PC
PREPROC_SHADER_DRAW_ALIGNED( GAMEINFO_ORIGIN GAMEINFO_WIDTH2 GAMEINFO_WIDTH2 HORIZONTAL_ALIGN_CENTER VERTICAL_ALIGN_CENTER, 0 5, levelshot_cargoship, 1 1 1 1, 0, 0, 0 0 0 0 )
#endif
#define LOCAL_ACT_IMAGE(pname, pimage) \
PREPROC_SHADER_DRAW_ALIGNED( GAMEINFO_ORIGIN GAMEINFO_WIDTH2 (GAMEINFO_WIDTH2-8) HORIZONTAL_ALIGN_CENTER VERTICAL_ALIGN_CENTER, 0 5, pimage, 1 1 1 1, 0, 0, 0 0 0 0 name pname group act_group )
//LOCAL_ACT_IMAGE( "act_pre_image", "levelshot_cargoship" )
//LOCAL_ACT_IMAGE( "act_one_image", "levelshot_bog_b" )
//LOCAL_ACT_IMAGE( "act_two_image", "levelshot_sniperescape" )
//LOCAL_ACT_IMAGE( "act_three_image", "levelshot_launchfacility_a" )
//LOCAL_ACT_IMAGE( "act_ep_image", "levelshot_airplane" )
UI_EDGE_REVERSE( GAMEINFO_ORIGIN,HORIZONTAL_ALIGN_CENTER VERTICAL_ALIGN_CENTER, 0, 0, 0.1 0.1 0.1 1 )
UI_EDGE_REVERSE( GAMEINFO_ORIGIN,HORIZONTAL_ALIGN_CENTER VERTICAL_ALIGN_CENTER, 0, 0, 0.9 0.95 1 0.4 )
PREPROC_SHADER_DRAW_ALIGNED( GAMEINFO_ORIGIN GAMEINFO_WIDTH 20 HORIZONTAL_ALIGN_CENTER VERTICAL_ALIGN_CENTER, 5 0, "white", 0.1 0.1 0.1 1, 0, 0, 0 0 0 0 )
PREPROC_SHADER_DRAW_ALIGNED( GAMEINFO_ORIGIN (-(GAMEINFO_WIDTH)) 20 HORIZONTAL_ALIGN_CENTER VERTICAL_ALIGN_CENTER, 5 0, "gradient_fadein", 0.9 0.95 1 0.4, 0, 0, 0 0 0 0 )
PREPROC_SHADER_DRAW_ALIGNED( GAMEINFO_ORIGIN -80 20 HORIZONTAL_ALIGN_CENTER VERTICAL_ALIGN_CENTER, (GAMEINFO_WIDTH-76) 0, "ui_perforation", 1 1 1 1, 0, 0, 0 0 0 0 )
PREPROC_SHADER_DRAW_ALIGNED( GAMEINFO_ORIGIN GAMEINFO_WIDTH2 16 HORIZONTAL_ALIGN_CENTER VERTICAL_ALIGN_CENTER, 0 20, "gradient_top", 0 0 0 .75, 0, 0, 0 0 0 0 )
PREPROC_SHADER_DRAW_ALIGNED( GAMEINFO_ORIGIN GAMEINFO_WIDTH2 16 HORIZONTAL_ALIGN_CENTER VERTICAL_ALIGN_CENTER, 0 (GAMEINFO_HEIGHT-22), "gradient_bottom", 0 0 0 .75, 0, 0, 0 0 0 0 )
CHOICE_BUTTON_VIS( 1, "@MENU_DEV", open levels_game, when( localVarInt( ui_hide_act_button ) == 0 ); )
#undef GAMEINFO_HEIGHT
#undef GAMEINFO_HEIGHT2
#define GAMEINFO_HEIGHT 258
#define GAMEINFO_HEIGHT2 (86+PC_OFFSET_Y)
CHEATS_INDICATOR
*/
}
// TU4/DLC2 hack for new zombie menu
#include "ui/overlaybg.inc"
menuDef
{
name levels_unlock
rect 0 0 640 470 HORIZONTAL_ALIGN_FULLSCREEN VERTICAL_ALIGN_FULLSCREEN
focuscolor COLOR_FOCUSED
style WINDOW_STYLE_FILLED
soundloop "music_mainmenu"
#ifdef CONSOLE
onFocus{ exec "endsplitscreensignin" }
#endif
onEsc{ close self }
onOpen
{
hide act_group
setLocalVarInt ui_hide_act_button 0;
#ifdef PC
show act_pre_image;
#else
focusFirst;
#endif
exec "set ui_load_index 0";
setLocalVarBool ui_hideBack 1;
LOCAL_MAP_SHOW( "nazi_zombie_prototype", "@MENU_LEVEL_ZOMBIE_PROTOTYPE", 0, exec "set ui_load_index 15" );
}
onClose
{
setLocalVarBool ui_hideBack 0;
}
// background from overlaybg.inc
OVERLAY_BACKGROUND
#include "ui/navcontrols.inc"
#if !GERMAN_ZOMBIE_BUILD
LOCAL_NONGERMAN_MAP_SELECTION_NODIFFICULTY2( 2, "@MENU_LEVEL_ZOMBIE_PROTOTYPE", "nazi_zombie_prototype", "", "@MENU_LEVEL_DESC_ZOM_PROTO", 15, exec "set ui_load_index 15" )
LOCAL_NONGERMAN_MAP_SELECTION_NODIFFICULTY2( 3, "@PATCH_LEVEL_ZOMBIE_ASYLUM", "nazi_zombie_asylum", "", "@PATCH_LEVEL_DESC_ZOM_ASYLUM", 15, exec "set ui_load_index 15" )
LOCAL_NONGERMAN_MAP_SELECTION_NODIFFICULTY2( 4, "@PATCH_LEVEL_ZOMBIE_SUMPF", "nazi_zombie_sumpf", "_mini", "@PATCH_LEVEL_DESC_ZOM_SUMPF", 15, exec "set ui_load_index 15" )
LOCAL_NONGERMAN_MAP_SELECTION_NODIFFICULTY2( 5, "@PATCH_LEVEL_ZOMBIE_FACTORY", "nazi_zombie_factory", "_mini", "@PATCH_LEVEL_DESC_ZOM_FACTORY",15, exec "set ui_load_index 15" )
#else
LOCAL_MAP_SELECTION_NODIFFICULTY( 2, "@MENU_LEVEL_ZOMBIE_PROTOTYPE", "nazi_zombie_prototype", "@MENU_LEVEL_DESC_ZOM_PROTO", 15, exec "set ui_load_index 15" )
#endif // #ifdef GERMAN_ZOMBIE_BUILD
#undef BACK_OPEN
#define BACK_OPEN close levels_unlock;
#include "ui/navcontrols.inc"
}
}