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https://github.com/ZDoom/qzdoom.git
synced 2024-11-28 06:53:58 +00:00
- added a NOMENU option for skills.
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parent
51b5b327ef
commit
80e9763d64
4 changed files with 58 additions and 36 deletions
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@ -524,6 +524,7 @@ struct FSkillInfo
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bool EasyBossBrain;
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bool EasyBossBrain;
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bool EasyKey;
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bool EasyKey;
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bool NoMenu;
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int RespawnCounter;
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int RespawnCounter;
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int RespawnLimit;
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int RespawnLimit;
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double Aggressiveness;
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double Aggressiveness;
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@ -60,6 +60,7 @@ void FMapInfoParser::ParseSkill ()
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bool thisisdefault = false;
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bool thisisdefault = false;
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bool acsreturnisset = false;
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bool acsreturnisset = false;
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skill.NoMenu = false;
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skill.AmmoFactor = 1.;
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skill.AmmoFactor = 1.;
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skill.DoubleAmmoFactor = 2.;
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skill.DoubleAmmoFactor = 2.;
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skill.DropAmmoFactor = -1.;
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skill.DropAmmoFactor = -1.;
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@ -149,6 +150,10 @@ void FMapInfoParser::ParseSkill ()
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{
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{
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skill.AutoUseHealth = true;
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skill.AutoUseHealth = true;
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}
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}
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else if (sc.Compare("nomenu"))
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{
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skill.NoMenu = true;
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}
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else if (sc.Compare("respawntime"))
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else if (sc.Compare("respawntime"))
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{
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{
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ParseAssign();
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ParseAssign();
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@ -508,6 +513,7 @@ FSkillInfo &FSkillInfo::operator=(const FSkillInfo &other)
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{
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{
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Name = other.Name;
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Name = other.Name;
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AmmoFactor = other.AmmoFactor;
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AmmoFactor = other.AmmoFactor;
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NoMenu = other.NoMenu;
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DoubleAmmoFactor = other.DoubleAmmoFactor;
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DoubleAmmoFactor = other.DoubleAmmoFactor;
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DropAmmoFactor = other.DropAmmoFactor;
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DropAmmoFactor = other.DropAmmoFactor;
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DamageFactor = other.DamageFactor;
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DamageFactor = other.DamageFactor;
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@ -339,7 +339,6 @@ void M_ActivateMenu(DMenu *menu);
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void M_ClearMenus ();
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void M_ClearMenus ();
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void M_ParseMenuDefs();
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void M_ParseMenuDefs();
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void M_StartupSkillMenu(FGameStartup *gs);
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void M_StartupSkillMenu(FGameStartup *gs);
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int M_GetDefaultSkill();
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void M_StartControlPanel (bool makeSound);
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void M_StartControlPanel (bool makeSound);
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void M_SetMenu(FName menu, int param = -1);
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void M_SetMenu(FName menu, int param = -1);
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void M_StartMessage(const char *message, int messagemode, FName action = NAME_None);
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void M_StartMessage(const char *message, int messagemode, FName action = NAME_None);
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@ -1327,6 +1327,43 @@ void M_StartupSkillMenu(FGameStartup *gs)
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{
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{
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static int done = -1;
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static int done = -1;
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bool success = false;
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bool success = false;
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TArray<FSkillInfo*> MenuSkills;
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TArray<int> SkillIndices;
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if (MenuSkills.Size() == 0)
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{
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for (unsigned ind = 0; ind < AllSkills.Size(); ind++)
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{
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if (!AllSkills[ind].NoMenu)
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{
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MenuSkills.Push(&AllSkills[ind]);
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SkillIndices.Push(ind);
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}
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}
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}
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if (MenuSkills.Size() == 0) I_Error("No valid skills for menu found. At least one must be defined.");
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int defskill = DefaultSkill;
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if ((unsigned int)defskill >= MenuSkills.Size())
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{
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defskill = SkillIndices[(MenuSkills.Size() - 1) / 2];
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}
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if (AllSkills[defskill].NoMenu)
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{
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for (defskill = 0; defskill < (int)AllSkills.Size(); defskill++)
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{
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if (!AllSkills[defskill].NoMenu) break;
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}
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}
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int defindex = 0;
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for (unsigned i = 0; i < MenuSkills.Size(); i++)
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{
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if (MenuSkills[i] == &AllSkills[defskill])
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{
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defindex = i;
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break;
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}
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}
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DMenuDescriptor **desc = MenuDescriptors.CheckKey(NAME_Skillmenu);
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DMenuDescriptor **desc = MenuDescriptors.CheckKey(NAME_Skillmenu);
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if (desc != nullptr)
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if (desc != nullptr)
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{
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{
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@ -1350,12 +1387,7 @@ void M_StartupSkillMenu(FGameStartup *gs)
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if (done != restart)
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if (done != restart)
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{
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{
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done = restart;
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done = restart;
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int defskill = DefaultSkill;
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ld->mSelectedItem = ld->mItems.Size() + defindex;
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if ((unsigned int)defskill >= AllSkills.Size())
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{
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defskill = (AllSkills.Size() - 1) / 2;
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}
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ld->mSelectedItem = ld->mItems.Size() + defskill;
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int posy = y;
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int posy = y;
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int topy = posy;
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int topy = posy;
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@ -1368,9 +1400,9 @@ void M_StartupSkillMenu(FGameStartup *gs)
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}
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}
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// center the menu on the screen if the top space is larger than the bottom space
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// center the menu on the screen if the top space is larger than the bottom space
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int totalheight = posy + AllSkills.Size() * ld->mLinespacing - topy;
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int totalheight = posy + MenuSkills.Size() * ld->mLinespacing - topy;
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if (totalheight < 190 || AllSkills.Size() == 1)
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if (totalheight < 190 || MenuSkills.Size() == 1)
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{
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{
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int newtop = (200 - totalheight + topy) / 2;
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int newtop = (200 - totalheight + topy) / 2;
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int topdelta = newtop - topy;
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int topdelta = newtop - topy;
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@ -1393,9 +1425,9 @@ void M_StartupSkillMenu(FGameStartup *gs)
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}
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}
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unsigned firstitem = ld->mItems.Size();
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unsigned firstitem = ld->mItems.Size();
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for(unsigned int i = 0; i < AllSkills.Size(); i++)
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for(unsigned int i = 0; i < MenuSkills.Size(); i++)
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{
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{
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FSkillInfo &skill = AllSkills[i];
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FSkillInfo &skill = *MenuSkills[i];
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DMenuItemBase *li;
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DMenuItemBase *li;
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// Using a different name for skills that must be confirmed makes handling this easier.
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// Using a different name for skills that must be confirmed makes handling this easier.
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FName action = (skill.MustConfirm && !AllEpisodes[gs->Episode].mNoSkill) ?
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FName action = (skill.MustConfirm && !AllEpisodes[gs->Episode].mNoSkill) ?
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@ -1409,22 +1441,22 @@ void M_StartupSkillMenu(FGameStartup *gs)
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if (skill.PicName.Len() != 0 && pItemText == nullptr)
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if (skill.PicName.Len() != 0 && pItemText == nullptr)
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{
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{
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FTextureID tex = GetMenuTexture(skill.PicName);
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FTextureID tex = GetMenuTexture(skill.PicName);
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li = CreateListMenuItemPatch(ld->mXpos, y, ld->mLinespacing, skill.Shortcut, tex, action, i);
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li = CreateListMenuItemPatch(ld->mXpos, y, ld->mLinespacing, skill.Shortcut, tex, action, SkillIndices[i]);
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}
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}
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else
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else
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{
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{
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EColorRange color = (EColorRange)skill.GetTextColor();
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EColorRange color = (EColorRange)skill.GetTextColor();
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if (color == CR_UNTRANSLATED) color = ld->mFontColor;
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if (color == CR_UNTRANSLATED) color = ld->mFontColor;
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li = CreateListMenuItemText(x, y, ld->mLinespacing, skill.Shortcut,
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li = CreateListMenuItemText(x, y, ld->mLinespacing, skill.Shortcut,
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pItemText? *pItemText : skill.MenuName, ld->mFont, color,ld->mFontColor2, action, i);
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pItemText? *pItemText : skill.MenuName, ld->mFont, color,ld->mFontColor2, action, SkillIndices[i]);
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}
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}
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ld->mItems.Push(li);
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ld->mItems.Push(li);
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GC::WriteBarrier(*desc, li);
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GC::WriteBarrier(*desc, li);
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y += ld->mLinespacing;
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y += ld->mLinespacing;
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}
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}
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if (AllEpisodes[gs->Episode].mNoSkill || AllSkills.Size() == 1)
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if (AllEpisodes[gs->Episode].mNoSkill || MenuSkills.Size() == 1)
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{
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{
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ld->mAutoselect = firstitem + M_GetDefaultSkill();
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ld->mAutoselect = firstitem + defindex;
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}
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}
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else
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else
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{
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{
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@ -1443,7 +1475,7 @@ fail:
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MenuDescriptors[NAME_Skillmenu] = od;
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MenuDescriptors[NAME_Skillmenu] = od;
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od->mMenuName = NAME_Skillmenu;
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od->mMenuName = NAME_Skillmenu;
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od->mTitle = "$MNU_CHOOSESKILL";
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od->mTitle = "$MNU_CHOOSESKILL";
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od->mSelectedItem = 0;
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od->mSelectedItem = defindex;
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od->mScrollPos = 0;
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od->mScrollPos = 0;
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od->mClass = nullptr;
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od->mClass = nullptr;
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od->mPosition = -15;
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od->mPosition = -15;
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@ -1457,9 +1489,9 @@ fail:
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od = static_cast<DOptionMenuDescriptor*>(*desc);
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od = static_cast<DOptionMenuDescriptor*>(*desc);
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od->mItems.Clear();
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od->mItems.Clear();
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}
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}
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for(unsigned int i = 0; i < AllSkills.Size(); i++)
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for(unsigned int i = 0; i < MenuSkills.Size(); i++)
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{
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{
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FSkillInfo &skill = AllSkills[i];
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FSkillInfo &skill = *MenuSkills[i];
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DMenuItemBase *li;
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DMenuItemBase *li;
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// Using a different name for skills that must be confirmed makes handling this easier.
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// Using a different name for skills that must be confirmed makes handling this easier.
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const char *action = (skill.MustConfirm && !AllEpisodes[gs->Episode].mNoSkill) ?
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const char *action = (skill.MustConfirm && !AllEpisodes[gs->Episode].mNoSkill) ?
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@ -1470,29 +1502,13 @@ fail:
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{
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{
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pItemText = skill.MenuNamesForPlayerClass.CheckKey(gs->PlayerClass);
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pItemText = skill.MenuNamesForPlayerClass.CheckKey(gs->PlayerClass);
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}
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}
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li = CreateOptionMenuItemSubmenu(pItemText? *pItemText : skill.MenuName, action, i);
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li = CreateOptionMenuItemSubmenu(pItemText? *pItemText : skill.MenuName, action, SkillIndices[i]);
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od->mItems.Push(li);
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od->mItems.Push(li);
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GC::WriteBarrier(od, li);
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GC::WriteBarrier(od, li);
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if (!done)
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if (!done)
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{
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{
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done = true;
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done = true;
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od->mSelectedItem = M_GetDefaultSkill();
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od->mSelectedItem = defindex;
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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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//=============================================================================
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//
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// Returns the default skill level.
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//
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//=============================================================================
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int M_GetDefaultSkill()
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{
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int defskill = DefaultSkill;
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if ((unsigned int)defskill >= AllSkills.Size())
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{
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defskill = (AllSkills.Size() - 1) / 2;
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}
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return defskill;
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}
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