mirror of
https://github.com/ZDoom/raze-gles.git
synced 2024-11-10 23:02:03 +00:00
- 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.
This commit is contained in:
parent
3380420de9
commit
72036721d5
2 changed files with 16 additions and 0 deletions
|
@ -363,6 +363,18 @@ int GameMain()
|
|||
|
||||
void SetDefaultStrings()
|
||||
{
|
||||
if ((g_gameType & GAMEFLAG_DUKE) && (g_gameType & GAMEFLAG_SHAREWARE))
|
||||
{
|
||||
// Shareware does not define episodes
|
||||
gVolumeNames[0] = "$L.A. Meltdown";
|
||||
gVolumeNames[1] = "$Lunar Apocalypse";
|
||||
gVolumeNames[2] = "$Shrapnel City";
|
||||
gVolumeNames[3] = "$The Birth";
|
||||
gSkillNames[0] = "$Piece of Cake";
|
||||
gSkillNames[1] = "$Let's Rock";
|
||||
gSkillNames[2] = "$Come get Some";
|
||||
gSkillNames[3] = "$Damn I'm Good";
|
||||
}
|
||||
// Blood hard codes its skill names, so we have to define them manually.
|
||||
if (g_gameType & GAMEFLAG_BLOOD)
|
||||
{
|
||||
|
|
|
@ -1250,6 +1250,10 @@ static void BuildEpisodeMenu()
|
|||
|
||||
{
|
||||
auto it = new FListMenuItemNativeText(ld->mXpos, y, 0, gVolumeNames[i][0], gVolumeNames[i], NIT_BigFont, NIT_ActiveState, 1, NAME_SkillMenu, i);
|
||||
if ((g_gameType & GAMEFLAG_DUKE) && (g_gameType & GAMEFLAG_SHAREWARE) && i > 0)
|
||||
{
|
||||
it->mEnabled = false;
|
||||
}
|
||||
y += ld->mLinespacing;
|
||||
ld->mItems.Push(it);
|
||||
addedVolumes++;
|
||||
|
|
Loading…
Reference in a new issue