mirror of
https://github.com/UberGames/rpgxEF.git
synced 2024-11-10 07:11:34 +00:00
- worked off remaining variableScope and unusedVariable in UI (unless I popped new ones up)
- fixed an issue with atoms Signed-off-by: Harry Young <hendrik.gerritzen@googlemail.com>
This commit is contained in:
parent
020b75608b
commit
ebaa118d4f
10 changed files with 29 additions and 40 deletions
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@ -1744,7 +1744,8 @@ void UI_InitRanksData( char* ranksName ) {
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refreshRank:
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/* using our current cvar'd rank, do a compare. if we find a match, set our player to that rank in the menu */
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for ( int i=0, uis.currentRank=0; i < MAX_RANKS; i++ ) {
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int i;
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for ( i=0, uis.currentRank=0; i < MAX_RANKS; i++ ) {
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if ( !Q_stricmp( uis.rankSet.rankNames[i].consoleName, UI_Cvar_VariableString( "ui_playerRank" ) ) ) {
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uis.currentRank = i;
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break;
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@ -1337,7 +1337,7 @@ static void UI_ParseLibraryText()
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{
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char *token;
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char *buffer,*holdPtr;
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int i,len;
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int len;
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memset(libraryText,0,sizeof(libraryText));
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@ -1348,7 +1348,6 @@ static void UI_ParseLibraryText()
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COM_BeginParseSession();
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buffer = LibraryText;
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i = 1; // Zero is null string
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while ( buffer )
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{
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token = COM_ParseExt( &buffer, qtrue );
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@ -573,10 +573,11 @@ int UI_GetAnim ( int anim, int weapon, qboolean upper )
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//1 handed weapon - "phaser"
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case WP_5:
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case WP_10:
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if (upper)
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if (upper){
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return BOTH_STAND1; //TORSO_WEAPONIDLE1
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else
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} else {
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return BOTH_STAND1;
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}
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break;
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//Generic tools - "everything else"
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case WP_4:
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@ -355,7 +355,7 @@ void MenuField_Draw( menufield_s *f )
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int w;
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int style;
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qboolean focus;
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int color,titleColor;
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int color;
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menuframework_s *menu;
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int offset;
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@ -453,6 +453,7 @@ void MenuField_Draw( menufield_s *f )
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if ( f->field.titleEnum )
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{
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int titleColor;
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if (f->field.titlecolor)
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{
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titleColor = f->field.titlecolor;
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@ -1552,8 +1552,6 @@ PlayerSettingsMenu_Graphics
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*/
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void PlayerModelMenu_Graphics (void)
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{
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int i;
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// Draw the basic screen layout
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UI_MenuFrame2(&s_playermodel.menu);
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@ -1655,6 +1653,7 @@ void PlayerModelMenu_Graphics (void)
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//paint the selected model white
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{
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int i;
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for ( i = 0; i < MAX_MENULISTITEMS; i++ )
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{
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if ( s_playermodel.charMenu[i].textcolor == CT_WHITE && s_playermodel.charMenu[i].textcolor2 == CT_WHITE )
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@ -1110,7 +1110,6 @@ static void PlayerModel_MenuInit(int menuFrom)
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static char playername[32];
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static char modelname[32];
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static char skinname[32];
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static char skinnameviewed[32];
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// zero set all our globals
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memset( &s_playermodel, 0 ,sizeof(playermodel_t) );
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@ -387,7 +387,6 @@ UI_RunLerpFrame
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===============
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*/
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static void UI_RunLerpFrame( playerInfo_t *ci, lerpFrame_t *lf, int newAnimation ) {
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int f;
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animation_t *anim;
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// see if the animation sequence is switching
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@ -413,7 +412,7 @@ static void UI_RunLerpFrame( playerInfo_t *ci, lerpFrame_t *lf, int newAnimation
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} else {
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lf->frameTime = lf->oldFrameTime + anim->frameLerp;
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}
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f = ( lf->frameTime - lf->animationTime ) / anim->frameLerp;
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int f = ( lf->frameTime - lf->animationTime ) / anim->frameLerp;
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if ( f >= anim->numFrames ) {
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f -= anim->numFrames;
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if ( anim->loopFrames ) {
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@ -605,7 +604,6 @@ UI_PlayerAngles
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static void UI_PlayerAngles( playerInfo_t *pi, vec3_t legs[3], vec3_t torso[3], vec3_t head[3] ) {
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vec3_t legsAngles, torsoAngles, headAngles;
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float dest;
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float adjust;
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VectorCopy( pi->viewAngles, headAngles );
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headAngles[YAW] = AngleMod( headAngles[YAW] );
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@ -625,10 +623,8 @@ static void UI_PlayerAngles( playerInfo_t *pi, vec3_t legs[3], vec3_t torso[3],
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// adjust legs for movement dir
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if ( !uis.spinView ) {
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//adjust = UI_MovedirAdjustment( pi ); //TiM: Do we really need this?
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adjust = 0;
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legsAngles[YAW] = headAngles[YAW] + adjust;
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torsoAngles[YAW] = headAngles[YAW] + /*0.25 **/ adjust;
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legsAngles[YAW] = headAngles[YAW];
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torsoAngles[YAW] = headAngles[YAW];
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// torso
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UI_SwingAngles( torsoAngles[YAW], 25, 90, SWINGSPEED, &pi->torso.yawAngle, &pi->torso.yawing );
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@ -736,7 +732,6 @@ void UI_DrawPlayer( float x, float y, float w, float h, vec3_t pOrigin, playerIn
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vec3_t maxs = {16, 16, 32};
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float len;
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float xx;
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int anim;
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if ( !pi->legsModel || !pi->torsoModel || !pi->headModel || !pi->animations[0].numFrames ) {
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return;
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@ -813,7 +808,7 @@ void UI_DrawPlayer( float x, float y, float w, float h, vec3_t pOrigin, playerIn
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//whup, time to play a random emote
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if ( pi->randomEmote && uis.realtime > pi->nextEmoteTime ) {
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//randomly pick an anim
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anim = irandom( BOTH_STAND1_RANDOM2, BOTH_STAND1_RANDOM11 );
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int anim = irandom( BOTH_STAND1_RANDOM2, BOTH_STAND1_RANDOM11 );
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//make sure we can play this emote
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if ( pi->animations[anim].numFrames > 0 ) {
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@ -79,7 +79,6 @@ static void Text_Init( menutext_s *t )
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{
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int x;
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int y;
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int w=0,w2,w3;
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int h,lines;
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char buff[512];
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char buff2[512];
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@ -98,10 +97,10 @@ static void Text_Init( menutext_s *t )
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}
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else
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{
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int w=0,w2=0,w3=0;
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// Button text (text can be clicked on)
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if (t->buttontextEnum)
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{
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w = w2 = w3 = 0;
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if (menu_button_text[t->buttontextEnum][0])
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{
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@ -528,9 +527,8 @@ void Bitmap_Draw( menubitmap_s *b )
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float h;
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vec4_t tempcolor;
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float* color;
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int colorI;
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char highlight;
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int textStyle,incY;
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int textStyle;
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menuframework_s *menu;
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textStyle = b->textStyle;
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@ -644,6 +642,7 @@ void Bitmap_Draw( menubitmap_s *b )
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// If there's text to go on top of the bitmap
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if ((b->textEnum) || (b->textPtr))
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{
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int colorI;
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// Bitmap is highlighted, use textcolor2
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if (highlight)
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{
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@ -669,6 +668,7 @@ void Bitmap_Draw( menubitmap_s *b )
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// Is there a 2nd line of button text?
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if (b->textEnum2)
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{
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int incY;
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if (textStyle & UI_SMALLFONT)
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{
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incY=PROP_HEIGHT * 1.15;
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@ -1267,10 +1267,6 @@ static void SpinControl_Init( menulist_s *s )
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}
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static sfxHandle_t SpinControl_InitListRender( menulist_s* s ) {
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int bestWidth=0;
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int i;
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int widthOffset;
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int heightOffset;
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if ( !s->generic.parent->displaySpinList ) {
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if ( (s->generic.flags & QMF_HASMOUSEFOCUS) ) { //we clicked on the button, and the list wasn't open lol
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@ -1278,7 +1274,10 @@ static sfxHandle_t SpinControl_InitListRender( menulist_s* s ) {
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{
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//init the data area
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memset( &s->drawList, 0, sizeof( drawList_t ) );
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int bestWidth=0;
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int i;
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int widthOffset;
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int heightOffset;
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//first, find the longest string in the list
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for ( i=0; i<s->numitems; i++ ) {
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if ( s->listnames ) {
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@ -1495,7 +1494,7 @@ SpinControl_Draw
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*/
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static void SpinControl_Draw( menulist_s *s )
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{
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int x,y,listX,buttonColor,buttonTextColor;
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int x,y,buttonColor,buttonTextColor;
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int boxWidth,color;
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char text[64];
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@ -1549,6 +1548,7 @@ static void SpinControl_Draw( menulist_s *s )
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}
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else
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{
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int listX;
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// Draw button and button text
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trap_R_SetColor( colorTable[buttonColor]);
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//if (!s->focusHeight && !s->focusWidth)
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@ -2300,16 +2300,12 @@ void Menu_Draw( menuframework_s *menu )
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#ifndef NDEBUG
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if( uis.debug ) {
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int x;
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int y;
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int w;
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int h;
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if( !( itemptr->flags & QMF_INACTIVE ) ) {
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x = itemptr->left;
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y = itemptr->top;
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w = itemptr->right - itemptr->left + 1;
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h = itemptr->bottom - itemptr->top + 1;
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int x = itemptr->left;
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int y = itemptr->top;
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int w = itemptr->right - itemptr->left + 1;
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int h = itemptr->bottom - itemptr->top + 1;
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if (itemptr->flags & QMF_HASMOUSEFOCUS) {
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UI_DrawRect(x, y, w, h, colorYellow );
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@ -21,9 +21,9 @@ void dllEntry( int (QDECL *syscallptr)( int arg,... ) ) {
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}*/
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int PASSFLOAT( float x ) {
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float floatTemp;
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int floatTemp;
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floatTemp = x;
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return *(int *)&floatTemp;
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return floatTemp;
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}
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void trap_Print( const char *string ) {
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@ -121,8 +121,6 @@ M_TacticalMenu_Graphics
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*/
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static void M_TacticalMenu_Graphics (void) {
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menubitmap_s *holdWeapon;
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int i,length,xWeaponStart;
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int numColor,roundColor;
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vec4_t bgColor = { 0.1, 0.1, 0.1, .75 };
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