mirror of
https://github.com/ZDoom/raze-gles.git
synced 2024-12-24 10:40:46 +00:00
- allow starting Duke, NAM and WW2GI with the RedNukem-based game code for Redneck Rampage.
This mainly required some rework of the menu setup to be less explicit about the frontend's menu classes.
This commit is contained in:
parent
82939f2037
commit
7909f29691
10 changed files with 42 additions and 55 deletions
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@ -77,6 +77,7 @@ void sndPlaySpecialMusicOrNothing(int nMusic);
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struct GameInterface : ::GameInterface
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{
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const char* Name() override { return "Blood"; }
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void faketimerhandler() override;
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int app_main() override;
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void UpdateScreenSize() override;
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@ -98,6 +98,7 @@ enum EMenuSounds : int;
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struct GameInterface
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{
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virtual const char* Name() { return "$"; }
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virtual ~GameInterface() {}
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virtual bool GenerateSavePic() { return false; }
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virtual void faketimerhandler() {} // This is a remnant of older versions, but Blood backend has not updated yet.
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@ -305,6 +305,8 @@ namespace Powerslave
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::GameInterface* CreateInterface();
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}
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CVAR(Bool, duke_compatibility_15, false, CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
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void CheckFrontend(int flags)
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{
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if (flags & GAMEFLAG_BLOOD)
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@ -323,10 +325,15 @@ void CheckFrontend(int flags)
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{
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gi = Powerslave::CreateInterface();
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}
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else
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else if (flags & GAMEFLAG_FURY)
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{
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gi = Duke::CreateInterface();
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}
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else
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{
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gi = *duke_compatibility_15 ? Redneck::CreateInterface() : Duke::CreateInterface();
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}
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}
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void I_StartupJoysticks();
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@ -303,7 +303,9 @@ static void ParseListMenuBody(FScanner &sc, FListMenuDescriptor *desc)
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else if (sc.Compare("Class"))
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{
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sc.MustGetString();
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desc->mClass = sc.String;
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FString s = sc.String;
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s.Substitute("$", gi->Name());
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desc->mClass = s;
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}
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else if (sc.Compare("Selector"))
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{
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@ -633,7 +635,9 @@ static void ParseImageScrollerBody(FScanner &sc, FImageScrollerDescriptor *desc)
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else if (sc.Compare("Class"))
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{
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sc.MustGetString();
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desc->mClass = sc.String;
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FString s = sc.String;
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s.Substitute("$", gi->Name());
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desc->mClass = s;
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}
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else if (sc.Compare("TextItem") || sc.Compare("ImageItem"))
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{
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@ -850,7 +854,9 @@ static void ParseOptionMenuBody(FScanner &sc, FOptionMenuDescriptor *desc)
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else if (sc.Compare("Class"))
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{
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sc.MustGetString();
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desc->mClass = sc.String;
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FString s = sc.String;
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s.Substitute("$", gi->Name());
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desc->mClass = s;
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}
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else if (sc.Compare("Title") || sc.Compare("Caption"))
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{
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@ -142,6 +142,7 @@ static inline int32_t G_DefaultActorHealth(int spriteNum)
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struct GameInterface : ::GameInterface
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{
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const char* Name() override { return "Duke"; }
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int app_main() override;
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void UpdateScreenSize() override;
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void FreeGameData() override;
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@ -273,6 +273,7 @@ void G_DoAutoload(const char* dirname);
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struct GameInterface : ::GameInterface
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{
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const char* Name() override { return "Exhumed"; }
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int app_main() override;
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void UpdateScreenSize() override;
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bool GenerateSavePic() override;
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@ -517,9 +517,11 @@ END_RR_NS
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static TMenuClassDescriptor<Redneck::RedneckMainMenu> _mm("Redneck.MainMenu");
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static TMenuClassDescriptor<Redneck::RedneckListMenu> _lm("Redneck.ListMenu");
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static TMenuClassDescriptor<DImageScrollerMenu> _ism("Redneck.ImageScrollerMenu"); // does not implement a new class, we only need the descriptor.
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void RegisterRedneckMenus()
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{
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menuClasses.Push(&_mm);
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menuClasses.Push(&_lm);
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menuClasses.Push(&_ism);
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}
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@ -145,6 +145,7 @@ static inline int32_t G_DefaultActorHealth(int spriteNum)
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struct GameInterface : ::GameInterface
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{
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const char* Name() override { return "Redneck"; }
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int app_main() override;
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void UpdateScreenSize() override;
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void FreeGameData() override;
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@ -2428,6 +2428,7 @@ void LoadSaveMsg(const char *msg);
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struct GameInterface : ::GameInterface
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{
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const char* Name() override { return "ShadowWarrior"; }
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int app_main() override;
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void UpdateScreenSize() override;
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void FreeGameData() override;
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@ -7,6 +7,7 @@
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LISTMENU "MainMenu"
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{
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ScriptId 0
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class "$.MainMenu"
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ifgame(Duke, Nam, WW2GI, Fury, Redneck, RedneckRides)
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{
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ifgame(fury)
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@ -20,14 +21,6 @@ LISTMENU "MainMenu"
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centermenu
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animatedtransition
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}
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ifgame(Duke, Nam, WW2GI, Fury)
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{
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class "Duke.MainMenu"
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}
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else
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{
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class "Redneck.MainMenu"
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}
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NativeTextItem "$MNU_NEWGAME", "n", "EpisodeMenu"
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//NativeTextItem "$MNU_NEWGAME", "m", "MultiMenu" // In EDuke this replaces "New Game" when in networking mode. Kept here as a reminder.
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ifgame(fury)
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@ -47,7 +40,6 @@ LISTMENU "MainMenu"
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{
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position 160, 45, 150
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caption "Blood"
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class "Blood.ListMenu"
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centermenu
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Linespacing 20
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NativeTextItem "$MNU_NEWGAME", "n", "EpisodeMenu"
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@ -62,7 +54,6 @@ LISTMENU "MainMenu"
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{
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Position 55, 32
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Linespacing 17
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class "ShadowWarrior.MainMenu"
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NativeTextItem "$MNU_NEWGAME", "n", "EpisodeMenu"
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NativeTextItem "$MNU_LOADGAME", "l", "LoadGameMenu"
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NativeTextItem "$MNU_SAVEGAME", "s", "SaveGameMenu"
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@ -82,7 +73,6 @@ LISTMENU "MainMenu"
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{
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Position 160, 65
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centermenu
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class "Exhumed.MainMenu"
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linespacing 22
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NativeTextItem "3460", "n", "StartGame", 1
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NativeTextItem "3461", "l", "LoadGameMenu"
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@ -101,6 +91,7 @@ LISTMENU "MainMenu"
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LISTMENU "IngameMenu"
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{
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ScriptId 50
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class "$.MainMenu"
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ifgame(Duke, Nam, WW2GI, Fury, Redneck, RedneckRides)
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{
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ifgame(fury)
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@ -114,14 +105,6 @@ LISTMENU "IngameMenu"
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centermenu
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animatedtransition
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}
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ifgame(Duke, Nam, WW2GI, Fury)
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{
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class "Duke.MainMenu"
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}
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else
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{
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class "Redneck.MainMenu"
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}
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NativeTextItem "$MNU_NEWGAME", "n", "EpisodeMenu"
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NativeTextItem "$MNU_SAVEGAME", "s", "SaveGameMenu"
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NativeTextItem "$MNU_LOADGAME", "l", "LoadGameMenu"
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@ -134,7 +117,6 @@ LISTMENU "IngameMenu"
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{
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position 160, 45, 150
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caption "Blood"
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class "Blood.ListMenu"
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centermenu
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Linespacing 17
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NativeTextItem "$MNU_NEWGAME", "n", "EpisodeMenu"
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@ -150,7 +132,6 @@ LISTMENU "IngameMenu"
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{
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Position 55, 32
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Linespacing 17
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class "ShadowWarrior.MainMenu"
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NativeTextItem "$MNU_NEWGAME", "n", "EpisodeMenu"
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NativeTextItem "$MNU_LOADGAME", "l", "LoadGameMenu"
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NativeTextItem "$MNU_SAVEGAME", "s", "SaveGameMenu"
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@ -169,7 +150,6 @@ LISTMENU "IngameMenu"
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{
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Position 160, 65
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centermenu
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class "Exhumed.MainMenu"
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linespacing 22
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NativeTextItem "3460", "n", "StartGame", 1
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NativeTextItem "3461", "l", "LoadGameMenu"
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@ -189,25 +169,18 @@ LISTMENU "EpisodeMenu"
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{
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ifgame(Duke, Nam, WW2GI, Fury, Redneck, RedneckRides) // Ion Fury does not use this menu.
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{
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class "$.ListMenu"
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caption "$MNU_SELECTEPISODE"
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position 160, 48, 142
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centermenu
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fixedspacing 5
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animatedtransition
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ifgame(Duke, Nam, WW2GI, Fury)
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{
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class "Duke.ListMenu"
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}
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else
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{
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class "Redneck.ListMenu"
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}
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}
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ifgame(blood)
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{
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class "$.ListMenu"
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caption "$MNU_EPISODES"
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position 160, 45, 150
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class "Blood.ListMenu"
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centermenu
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Linespacing 20
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}
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@ -225,6 +198,7 @@ LISTMENU "SkillMenu"
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{
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ifgame(Duke, Nam, WW2GI, Fury, Redneck, RedneckRides)
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{
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class "$.ListMenu"
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ifgame(fury)
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{
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position 160, 55, 115
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@ -238,21 +212,13 @@ LISTMENU "SkillMenu"
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}
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caption "$MNU_SELECTSKILL"
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fixedspacing 5
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ifgame(Duke, Nam, WW2GI, Fury)
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{
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class "Duke.ListMenu"
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}
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else
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{
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class "Redneck.ListMenu"
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}
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animatedtransition
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}
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ifgame(blood)
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{
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class "$.ListMenu"
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caption "$MNU_DIFFICULTY"
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position 160, 60, 150
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class "Blood.ListMenu"
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centermenu
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Linespacing 20
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}
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@ -285,7 +251,7 @@ LISTMENU "CustomGameMenu"
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animatedtransition
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}
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ScriptId 102
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class "Duke.ListMenu"
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class "$.ListMenu"
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centermenu
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}
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@ -304,7 +270,7 @@ LISTMENU "CustomSubMenu1"
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}
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centermenu
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ScriptId 103
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class "Duke.ListMenu"
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class "$.ListMenu"
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}
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LISTMENU "CustomSubMenu2"
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@ -321,7 +287,7 @@ LISTMENU "CustomSubMenu2"
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}
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centermenu
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ScriptId 103
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class "Duke.ListMenu"
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class "$.ListMenu"
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}
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LISTMENU "CustomSubMenu3"
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@ -338,7 +304,7 @@ LISTMENU "CustomSubMenu3"
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}
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centermenu
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ScriptId 103
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class "Duke.ListMenu"
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class "$.ListMenu"
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}
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LISTMENU "CustomSubMenu4"
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@ -355,7 +321,7 @@ LISTMENU "CustomSubMenu4"
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}
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centermenu
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ScriptId 103
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class "Duke.ListMenu"
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class "$.ListMenu"
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}
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LISTMENU "CustomSubMenu5"
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@ -372,7 +338,7 @@ LISTMENU "CustomSubMenu5"
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}
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centermenu
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ScriptId 103
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class "Duke.ListMenu"
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class "$.ListMenu"
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}
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LISTMENU "CustomSubMenu6"
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@ -389,7 +355,7 @@ LISTMENU "CustomSubMenu6"
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}
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centermenu
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ScriptId 103
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class "Duke.ListMenu"
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class "$.ListMenu"
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}
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LISTMENU "CustomSubMenu7"
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@ -406,7 +372,7 @@ LISTMENU "CustomSubMenu7"
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}
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centermenu
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ScriptId 103
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class "Duke.ListMenu"
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class "$.ListMenu"
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}
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//-------------------------------------------------------------------------------------------
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@ -421,7 +387,7 @@ ImageScroller "HelpMenu"
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{
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ImageItem "TEXTSTORY", 400
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ImageItem "F1HELP", 401
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class "Duke.ImageScrollerMenu"
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class "$.ImageScrollerMenu"
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ifgame(Duke, Nam, WW2GI)
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{
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animatedtransition
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@ -439,7 +405,7 @@ ImageScroller "HelpMenu"
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}
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ifgame(blood)
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{
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class "Blood.ImageScrollerMenu"
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class "$.ImageScrollerMenu"
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// The duplication here is to integrate the alternating versions of HELP3
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QAVAnimationItem "Help4.qav"
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QAVAnimationItem "Help5.qav"
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