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https://github.com/yquake2/yquake2remaster.git
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Some load/save menu tuning.
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parent
36dd56c5c8
commit
83037ace88
1 changed files with 17 additions and 20 deletions
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@ -2360,6 +2360,9 @@ M_Menu_Game_f(void)
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#define MAX_SAVESLOTS 16
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#define MAX_SAVEPAGES 2
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static char m_savestrings[MAX_SAVESLOTS][32];
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static qboolean m_savevalid[MAX_SAVESLOTS];
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static int m_loadsave_page;
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static char m_loadsave_statusbar[32];
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@ -2369,9 +2372,6 @@ static menuaction_s s_loadgame_actions[MAX_SAVESLOTS];
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static menuframework_s s_savegame_menu;
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static menuaction_s s_savegame_actions[MAX_SAVESLOTS];
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static char m_savestrings[MAX_SAVESLOTS][32];
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static qboolean m_savevalid[MAX_SAVESLOTS];
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static void
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Create_Savestrings(void)
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{
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@ -2421,11 +2421,7 @@ LoadGameCallback(void *self)
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{
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menuaction_s *a = (menuaction_s *)self;
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if (m_savevalid[a->generic.localdata[0]])
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{
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Cbuf_AddText(va("load save%i\n", m_loadsave_page * MAX_SAVESLOTS + a->generic.localdata[0]));
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}
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Cbuf_AddText(va("load save%i\n", a->generic.localdata[0]));
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M_ForceMenuOff();
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}
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@ -2446,13 +2442,20 @@ LoadGame_MenuInit(void)
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s_loadgame_actions[i].generic.name = m_savestrings[i];
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s_loadgame_actions[i].generic.x = 0;
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s_loadgame_actions[i].generic.y = i * 10;
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s_loadgame_actions[i].generic.localdata[0] = i;
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s_loadgame_actions[i].generic.localdata[0] = i + m_loadsave_page * MAX_SAVESLOTS;
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s_loadgame_actions[i].generic.flags = QMF_LEFT_JUSTIFY;
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if (m_loadsave_page == 0 && i == 0)
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{
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s_loadgame_actions[i].generic.flags |= QMF_GRAYED;
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}
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s_loadgame_actions[i].generic.callback = LoadGameCallback;
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if (!m_savevalid[i])
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{
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s_loadgame_actions[i].generic.callback = NULL;
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}
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else
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{
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s_loadgame_actions[i].generic.callback = LoadGameCallback;
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}
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Menu_AddItem(&s_loadgame_menu, &s_loadgame_actions[i]);
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}
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@ -2476,10 +2479,6 @@ LoadGame_MenuKey(int key)
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switch (key)
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{
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case K_ESCAPE:
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case K_ENTER:
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s_savegame_menu.cursor = s_loadgame_menu.cursor;
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break;
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case K_KP_UPARROW:
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case K_UPARROW:
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old_cursor = m->cursor;
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@ -2520,6 +2519,7 @@ LoadGame_MenuKey(int key)
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Menu_AdjustCursor(m, 1);
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return menu_move_sound;
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default:
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s_savegame_menu.cursor = s_loadgame_menu.cursor;
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break;
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}
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@ -2543,7 +2543,7 @@ SaveGameCallback(void *self)
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{
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menuaction_s *a = (menuaction_s *)self;
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Cbuf_AddText(va("save save%i\n", m_loadsave_page * MAX_SAVESLOTS + a->generic.localdata[0]));
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Cbuf_AddText(va("save save%i\n", a->generic.localdata[0]));
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M_ForceMenuOff();
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}
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@ -2583,7 +2583,7 @@ SaveGame_MenuInit(void)
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s_savegame_actions[i].generic.name = m_savestrings[i];
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s_savegame_actions[i].generic.x = 0;
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s_savegame_actions[i].generic.y = i * 10;
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s_savegame_actions[i].generic.localdata[0] = i;
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s_savegame_actions[i].generic.localdata[0] = i + m_loadsave_page * MAX_SAVESLOTS;
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s_savegame_actions[i].generic.flags = QMF_LEFT_JUSTIFY;
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s_savegame_actions[i].generic.callback = SaveGameCallback;
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@ -2601,10 +2601,6 @@ SaveGame_MenuKey(int key)
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switch (key)
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{
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case K_ESCAPE:
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case K_ENTER:
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s_loadgame_menu.cursor = s_savegame_menu.cursor;
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break;
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case K_KP_UPARROW:
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case K_UPARROW:
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old_cursor = m->cursor;
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@ -2645,6 +2641,7 @@ SaveGame_MenuKey(int key)
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Menu_AdjustCursor(m, 1);
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return menu_move_sound;
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default:
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s_loadgame_menu.cursor = s_savegame_menu.cursor;
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break;
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}
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