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- made DN3D shareware operable.
The GRP defines neither episodes nor skills, so they have to be provided internally. This isn't 100% correct yet, but should do for now.
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2 changed files with 16 additions and 0 deletions
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@ -363,6 +363,18 @@ int GameMain()
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void SetDefaultStrings()
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void SetDefaultStrings()
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{
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{
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if ((g_gameType & GAMEFLAG_DUKE) && (g_gameType & GAMEFLAG_SHAREWARE))
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{
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// Shareware does not define episodes
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gVolumeNames[0] = "$L.A. Meltdown";
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gVolumeNames[1] = "$Lunar Apocalypse";
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gVolumeNames[2] = "$Shrapnel City";
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gVolumeNames[3] = "$The Birth";
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gSkillNames[0] = "$Piece of Cake";
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gSkillNames[1] = "$Let's Rock";
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gSkillNames[2] = "$Come get Some";
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gSkillNames[3] = "$Damn I'm Good";
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}
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// Blood hard codes its skill names, so we have to define them manually.
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// Blood hard codes its skill names, so we have to define them manually.
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if (g_gameType & GAMEFLAG_BLOOD)
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if (g_gameType & GAMEFLAG_BLOOD)
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{
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{
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@ -1250,6 +1250,10 @@ static void BuildEpisodeMenu()
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{
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{
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auto it = new FListMenuItemNativeText(ld->mXpos, y, 0, gVolumeNames[i][0], gVolumeNames[i], NIT_BigFont, NIT_ActiveState, 1, NAME_SkillMenu, i);
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auto it = new FListMenuItemNativeText(ld->mXpos, y, 0, gVolumeNames[i][0], gVolumeNames[i], NIT_BigFont, NIT_ActiveState, 1, NAME_SkillMenu, i);
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if ((g_gameType & GAMEFLAG_DUKE) && (g_gameType & GAMEFLAG_SHAREWARE) && i > 0)
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{
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it->mEnabled = false;
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}
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y += ld->mLinespacing;
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y += ld->mLinespacing;
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ld->mItems.Push(it);
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ld->mItems.Push(it);
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addedVolumes++;
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addedVolumes++;
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