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https://github.com/ZDoom/raze-gles.git
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257 lines
6.6 KiB
C++
257 lines
6.6 KiB
C++
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/*
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** playermenu.cpp
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** The player setup menu's setters. These are native for security purposes.
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**
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**---------------------------------------------------------------------------
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** Copyright 2001-2010 Randy Heit
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** Copyright 2010 Christoph Oelckers
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** All rights reserved.
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**
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** Redistribution and use in source and binary forms, with or without
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** modification, are permitted provided that the following conditions
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** are met:
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**
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** 1. Redistributions of source code must retain the above copyright
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** notice, this list of conditions and the following disclaimer.
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** 2. Redistributions in binary form must reproduce the above copyright
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** notice, this list of conditions and the following disclaimer in the
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** documentation and/or other materials provided with the distribution.
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** 3. The name of the author may not be used to endorse or promote products
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** derived from this software without specific prior written permission.
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**
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** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
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** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
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** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
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** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
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** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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**---------------------------------------------------------------------------
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**
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*/
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#include "menu.h"
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#include "c_dispatch.h"
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#include "vm.h"
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EXTERN_CVAR(Int, team)
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EXTERN_CVAR(Float, autoaim)
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EXTERN_CVAR(Bool, neverswitchonpickup)
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EXTERN_CVAR(Bool, cl_run)
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//=============================================================================
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//
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//
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//
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//=============================================================================
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#if 0
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DEFINE_ACTION_FUNCTION(DPlayerMenu, ColorChanged)
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{
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PARAM_PROLOGUE;
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PARAM_INT(r);
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PARAM_INT(g);
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PARAM_INT(b);
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// only allow if the menu is active to prevent abuse.
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if (DMenu::InMenu)
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{
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char command[24];
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players[consoleplayer].userinfo.ColorChanged(MAKERGB(r, g, b));
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mysnprintf(command, countof(command), "color \"%02x %02x %02x\"", r, g, b);
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C_DoCommand(command);
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}
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return 0;
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}
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#endif
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//=============================================================================
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//
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// access to the player config is done natively, so that broader access
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// functions do not need to be exported.
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//
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//=============================================================================
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DEFINE_ACTION_FUNCTION(DPlayerMenu, PlayerNameChanged)
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{
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#if 0
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PARAM_PROLOGUE;
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PARAM_STRING(s);
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const char *pp = s;
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FString command("name \"");
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if (DMenu::InMenu)
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{
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// Escape any backslashes or quotation marks before sending the name to the console.
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for (auto p = pp; *p != '\0'; ++p)
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{
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if (*p == '"' || *p == '\\')
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{
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command << '\\';
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}
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command << *p;
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}
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command << '"';
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C_DoCommand(command);
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}
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#endif
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return 0;
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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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#if 0
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DEFINE_ACTION_FUNCTION(DPlayerMenu, ColorSetChanged)
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{
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PARAM_PROLOGUE;
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PARAM_INT(sel);
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if (DMenu::InMenu)
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{
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players[consoleplayer].userinfo.ColorSetChanged(sel);
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char command[24];
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mysnprintf(command, countof(command), "colorset %d", sel);
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C_DoCommand(command);
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}
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return 0;
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}
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#endif
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//=============================================================================
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//
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//
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//
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//=============================================================================
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#if 0
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DEFINE_ACTION_FUNCTION(DPlayerMenu, ClassChanged)
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{
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PARAM_PROLOGUE;
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PARAM_INT(sel);
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PARAM_POINTER(cls, FPlayerClass);
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if (DMenu::InMenu)
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{
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const char *pclass = sel == -1 ? "Random" : GetPrintableDisplayName(cls->Type).GetChars();
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players[consoleplayer].userinfo.PlayerClassChanged(pclass);
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cvar_set("playerclass", pclass);
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}
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return 0;
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}
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#endif
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//=============================================================================
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//
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//
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//
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//=============================================================================
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#if 0
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DEFINE_ACTION_FUNCTION(DPlayerMenu, SkinChanged)
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{
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PARAM_PROLOGUE;
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PARAM_INT(sel);
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if (DMenu::InMenu)
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{
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players[consoleplayer].userinfo.SkinNumChanged(sel);
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cvar_set("skin", Skins[sel].Name);
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}
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return 0;
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}
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#endif
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//=============================================================================
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//
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//
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//
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//=============================================================================
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#if 0
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DEFINE_ACTION_FUNCTION(DPlayerMenu, AutoaimChanged)
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{
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PARAM_PROLOGUE;
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PARAM_FLOAT(val);
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// only allow if the menu is active to prevent abuse.
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if (DMenu::InMenu)
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{
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autoaim = float(val);
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}
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return 0;
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}
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#endif
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//=============================================================================
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//
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//
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//
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//=============================================================================
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#if 0
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DEFINE_ACTION_FUNCTION(DPlayerMenu, TeamChanged)
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{
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PARAM_PROLOGUE;
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PARAM_INT(val);
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// only allow if the menu is active to prevent abuse.
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if (DMenu::InMenu)
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{
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team = val == 0 ? TEAM_NONE : val - 1;
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}
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return 0;
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}
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#endif
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//=============================================================================
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//
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//
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//
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//=============================================================================
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DEFINE_ACTION_FUNCTION(DPlayerMenu, GenderChanged)
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{
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PARAM_PROLOGUE;
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PARAM_INT(v);
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// only allow if the menu is active to prevent abuse.
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if (DMenu::InMenu)
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{
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switch(v)
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{
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case 0: cvar_set("gender", "male"); break;
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case 1: cvar_set("gender", "female"); break;
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case 2: cvar_set("gender", "neutral"); break;
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case 3: cvar_set("gender", "other"); break;
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}
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}
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return 0;
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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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#if 0
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DEFINE_ACTION_FUNCTION(DPlayerMenu, SwitchOnPickupChanged)
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{
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PARAM_PROLOGUE;
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PARAM_INT(v);
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// only allow if the menu is active to prevent abuse.
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if (DMenu::InMenu)
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{
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neverswitchonpickup = !!v;
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}
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return 0;
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}
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#endif
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//=============================================================================
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//
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//
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//
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//=============================================================================
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#if 0
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DEFINE_ACTION_FUNCTION(DPlayerMenu, AlwaysRunChanged)
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{
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PARAM_PROLOGUE;
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PARAM_INT(v);
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// only allow if the menu is active to prevent abuse.
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if (DMenu::InMenu)
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{
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cl_run = !!v;
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}
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return 0;
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}
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#endif
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