mirror of
https://github.com/ZDoom/raze-gles.git
synced 2024-12-27 20:20:40 +00:00
- added a menu control for Blood's dripping blood.
This commit is contained in:
parent
3ddc544a85
commit
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4 changed files with 78 additions and 45 deletions
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@ -2,8 +2,9 @@
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/*
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/*
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Copyright (C) 2010-2019 EDuke32 developers and contributors
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Copyright (C) 2010-2019 EDuke32 developers and contributors
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Copyright (C) 2019 Nuke.YKT
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Copyright (C) 2019 Nuke.YKT
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Copyright (C) 2020 Christoph Oelckers
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This file is part of NBlood.
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This file is part of Raze.
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NBlood is free software; you can redistribute it and/or
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NBlood is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License version 2
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modify it under the terms of the GNU General Public License version 2
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@ -37,6 +38,7 @@ Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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#include "sound.h"
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#include "sound.h"
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#include "v_video.h"
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#include "v_video.h"
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#include "v_draw.h"
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#include "v_draw.h"
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#include "vm.h"
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bool ShowOptionMenu();
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bool ShowOptionMenu();
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@ -119,56 +121,39 @@ void CGameMenuItemQAV::Draw(void)
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}
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}
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static std::unique_ptr<CGameMenuItemQAV> itemBloodQAV; // This must be global to ensure that the animation remains consistent across menus.
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static std::unique_ptr<CGameMenuItemQAV> itemBloodQAV; // This must be global to ensure that the animation remains consistent across menus.
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DEFINE_ACTION_FUNCTION(DListMenuItemBloodDripDrawer, Draw)
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{
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// For narrow screens this would be mispositioned so skip drawing it there.
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double ratio = screen->GetWidth() / double(screen->GetHeight());
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if (ratio > 1.32) itemBloodQAV->Draw();
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return 0;
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}
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void UpdateNetworkMenus(void)
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void UpdateNetworkMenus(void)
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{
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{
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#if 0
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// For now disable the network menu item as it is not functional.
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// For now disable the network menu item as it is not yet functional.
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for (auto name : { NAME_Mainmenu, NAME_IngameMenu })
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for (auto name : { NAME_Mainmenu, NAME_IngameMenu })
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{
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{
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FMenuDescriptor** desc = MenuDescriptors.CheckKey(name);
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DMenuDescriptor** desc = MenuDescriptors.CheckKey(name);
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if (desc != NULL && (*desc)->mType == MDESC_ListMenu)
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if (desc != NULL && (*desc)->IsKindOf(RUNTIME_CLASS(DListMenuDescriptor)))
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{
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{
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FListMenuDescriptor* ld = static_cast<FListMenuDescriptor*>(*desc);
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DListMenuDescriptor* ld = static_cast<DListMenuDescriptor*>(*desc);
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for (auto& li : ld->mItems)
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for (auto& li : ld->mItems)
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{
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{
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if (li->GetAction(nullptr) == NAME_MultiMenu)
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if (li->mAction == NAME_MultiMenu)
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{
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{
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li->mEnabled = false;
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li->mEnabled = false;
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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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#endif
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}
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}
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#if 0
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#if 0
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//----------------------------------------------------------------------------
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//
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// Implements the native looking menu used for the main menu
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// and the episode/skill selection screens, i.e. the parts
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// that need to look authentic
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//
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//----------------------------------------------------------------------------
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class BloodListMenu : public DListMenu
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{
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using Super = DListMenu;
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protected:
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void PostDraw()
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{
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// For narrow screens this would be mispositioned so skip drawing it there.
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double ratio = screen->GetWidth() / double(screen->GetHeight());
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if (ratio > 1.32) itemBloodQAV->Draw();
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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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@ -56,12 +56,27 @@
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#include "i_system.h"
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#include "i_system.h"
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#include "gameconfigfile.h"
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#include "gameconfigfile.h"
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#include "gamecontrol.h"
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#include "gamecontrol.h"
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#include "raze_sound.h"
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#include "gamestruct.h"
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enum EMenuSounds : int
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{
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ActivateSound,
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CursorSound,
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AdvanceSound,
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BackSound,
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CloseSound,
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PageSound,
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ChangeSound,
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ChooseSound
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};
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EXTERN_CVAR(Int, cl_gfxlocalization)
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EXTERN_CVAR(Int, cl_gfxlocalization)
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EXTERN_CVAR(Bool, m_quickexit)
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EXTERN_CVAR(Bool, m_quickexit)
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EXTERN_CVAR(Bool, saveloadconfirmation) // [mxd]
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EXTERN_CVAR(Bool, saveloadconfirmation) // [mxd]
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EXTERN_CVAR(Bool, quicksaverotation)
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EXTERN_CVAR(Bool, quicksaverotation)
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EXTERN_CVAR(Bool, show_messages)
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EXTERN_CVAR(Bool, show_messages)
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CVAR(Bool, menu_sounds, true, CVAR_ARCHIVE) // added mainly because RR's sounds are so supremely annoying.
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typedef void(*hfunc)();
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typedef void(*hfunc)();
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DMenu* CreateMessageBoxMenu(DMenu* parent, const char* message, int messagemode, bool playsound, FName action = NAME_None, hfunc handler = nullptr);
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DMenu* CreateMessageBoxMenu(DMenu* parent, const char* message, int messagemode, bool playsound, FName action = NAME_None, hfunc handler = nullptr);
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@ -158,24 +173,33 @@ bool M_SetSpecialMenu(FName& menu, int param)
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//
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//
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//=============================================================================
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//=============================================================================
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void M_StartControlPanel(bool makeSound, bool scaleoverride)
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void M_MenuSound(EMenuSounds snd)
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{
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{
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#if 0
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if (menu_sounds) gi->MenuSound(snd);
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if (hud_toggled)
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}
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D_ToggleHud();
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//=============================================================================
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//
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//
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//
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//=============================================================================
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void M_StartControlPanel(bool makeSound, bool)
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{
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static bool created = false;
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// intro might call this repeatedly
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// intro might call this repeatedly
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if (CurrentMenu != nullptr)
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if (CurrentMenu != NULL)
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return;
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return;
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P_CheckTickerPaused();
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if (!created) // Cannot do this earlier.
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if (makeSound)
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{
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{
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S_Sound(CHAN_VOICE, CHANF_UI, "menu/activate", snd_menuvolume, ATTN_NONE);
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created = true;
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M_CreateMenus();
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}
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}
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M_DoStartControlPanel(scaleoverride);
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GSnd->SetSfxPaused(true, PAUSESFX_MENU);
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#endif
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gi->MenuOpened();
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if (makeSound) M_MenuSound(ActivateSound);
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M_DoStartControlPanel(false);
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}
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}
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@ -6,6 +6,7 @@
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LISTMENU "MainMenu"
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LISTMENU "MainMenu"
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{
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{
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Size 320, 200
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//class "$.MainMenu"
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//class "$.MainMenu"
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ifgame(Duke, Nam, WW2GI, Redneck, RedneckRides)
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ifgame(Duke, Nam, WW2GI, Redneck, RedneckRides)
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{
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{
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@ -25,10 +26,10 @@ LISTMENU "MainMenu"
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ifgame(Blood)
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ifgame(Blood)
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{
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{
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CaptionItem "Blood"
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CaptionItem "Blood"
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/*
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position 160, 45
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position 160, 45, 150
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centermenu
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Linespacing 20
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Linespacing 20
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/*
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centermenu
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NativeTextItem "$MNU_NEWGAME", "n", "EpisodeMenu"
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NativeTextItem "$MNU_NEWGAME", "n", "EpisodeMenu"
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NativeTextItem "$MNU_MULTIPLAYER", "m", "MultiMenu"
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NativeTextItem "$MNU_MULTIPLAYER", "m", "MultiMenu"
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NativeTextItem "$MNU_OPTIONS", "o", "OptionsMenu"
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NativeTextItem "$MNU_OPTIONS", "o", "OptionsMenu"
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@ -37,6 +38,7 @@ LISTMENU "MainMenu"
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NativeTextItem "$MNU_CREDITS", "c", "CreditsMenu"
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NativeTextItem "$MNU_CREDITS", "c", "CreditsMenu"
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NativeTextItem "$MNU_QUITGAME", "q", "QuitMenu"
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NativeTextItem "$MNU_QUITGAME", "q", "QuitMenu"
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*/
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*/
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BloodDripDrawer
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}
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}
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ifgame(ShadowWarrior)
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ifgame(ShadowWarrior)
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{
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{
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@ -1,4 +1,10 @@
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//-------------------------------------------------------------------------------------------
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//
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// Caption drawer
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//
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//-------------------------------------------------------------------------------------------
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class MenuCustomizerBlood : MenuCustomize
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class MenuCustomizerBlood : MenuCustomize
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{
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{
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override int DrawCaption(String title, Font fnt, int y, bool drawit)
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override int DrawCaption(String title, Font fnt, int y, bool drawit)
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return int((y+h) * fh / 200); // This must be the covered height of the header in true pixels.
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return int((y+h) * fh / 200); // This must be the covered height of the header in true pixels.
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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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// The dripping blood - partially native.
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//
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//-------------------------------------------------------------------------------------------
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class ListMenuItemBloodDripDrawer : ListMenuItem
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{
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void Init(ListMenuDescriptor desc)
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{
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Super.Init(0, 0);
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}
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native override void Draw(bool selected, ListMenuDescriptor desc);
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}
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