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https://github.com/ZDoom/raze-gles.git
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- more work on Blood menus. Game start works.
This commit is contained in:
parent
e2be025433
commit
e8c5939695
6 changed files with 54 additions and 163 deletions
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@ -90,13 +90,11 @@ struct GameInterface : ::GameInterface
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FString statFPS() override;
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FString statFPS() override;
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FSavegameInfo GetSaveSig() override;
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FSavegameInfo GetSaveSig() override;
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void MenuOpened() override;
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void MenuOpened() override;
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void MenuSound(EMenuSounds snd) override;
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void MenuClosed() override;
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void MenuClosed() override;
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bool CanSave() override;
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bool CanSave() override;
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void StartGame(FGameStartup& gs) override;
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void StartGame(FGameStartup& gs) override;
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void DrawNativeMenuText(int fontnum, int state, double xpos, double ypos, float fontscale, const char* text, int flags) override;
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void DrawNativeMenuText(int fontnum, int state, double xpos, double ypos, float fontscale, const char* text, int flags) override;
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void DrawMenuCaption(const DVector2& origin, const char* text) override;
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void DrawMenuCaption(const DVector2& origin, const char* text) override;
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void DrawCenteredTextScreen(const DVector2& origin, const char* text, int position) override;
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};
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};
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END_BLD_NS
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END_BLD_NS
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@ -39,6 +39,7 @@ Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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#include "view.h"
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#include "view.h"
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#include "demo.h"
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#include "demo.h"
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#include "network.h"
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#include "network.h"
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#include "mmulti.h"
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#include "c_bind.h"
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#include "c_bind.h"
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#include "menu/menu.h"
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#include "menu/menu.h"
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@ -136,13 +137,6 @@ void CGameMenuItemQAV::Draw(void)
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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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/*
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CGameMenuItemQAV itemCreditsQAV("", 3, 160, 100, "CREDITS", false, true);
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CGameMenuItemQAV itemHelp3QAV("", 3, 160, 100, "HELP3", false, false);
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CGameMenuItemQAV itemHelp3BQAV("", 3, 160, 100, "HELP3B", false, false);
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CGameMenuItemQAV itemHelp4QAV("", 3, 160, 100, "HELP4", false, true);
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CGameMenuItemQAV itemHelp5QAV("", 3, 160, 100, "HELP5", false, true);
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*/
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void UpdateNetworkMenus(void)
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void UpdateNetworkMenus(void)
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@ -172,29 +166,6 @@ void UpdateNetworkMenus(void)
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#endif
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#endif
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}
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}
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void MenuSetupEpisodeInfo(void)
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{
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#if 0
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memset(zEpisodeNames, 0, sizeof(zEpisodeNames));
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memset(zLevelNames, 0, sizeof(zLevelNames));
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for (int i = 0; i < 6; i++)
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{
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if (i < gEpisodeCount)
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{
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EPISODEINFO* pEpisode = &gEpisodeInfo[i];
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zEpisodeNames[i] = pEpisode->at0;
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for (int j = 0; j < 16; j++)
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{
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if (j < pEpisode->nLevels)
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{
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zLevelNames[i][j] = pEpisode->data[j].at90;
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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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//----------------------------------------------------------------------------
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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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// Implements the native looking menu used for the main menu
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@ -216,6 +187,38 @@ protected:
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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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class BloodImageScreen : public ImageScreen
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{
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CGameMenuItemQAV anim;
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public:
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BloodImageScreen(FImageScrollerDescriptor::ScrollerItem* desc)
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: ImageScreen(desc), anim(169, 100, mDesc->text.GetChars(), false, true)
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{
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}
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void Drawer() override
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{
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anim.Draw();
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}
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};
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class DBloodImageScrollerMenu : public DImageScrollerMenu
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{
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ImageScreen* newImageScreen(FImageScrollerDescriptor::ScrollerItem* desc) override
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{
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if (desc->type >= 0) return DImageScrollerMenu::newImageScreen(desc);
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return new BloodImageScreen(desc);
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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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// Menu related game interface functions
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// Menu related game interface functions
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@ -246,129 +249,29 @@ void GameInterface::DrawNativeMenuText(int fontnum, int state, double xpos, doub
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void GameInterface::MenuOpened()
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void GameInterface::MenuOpened()
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{
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{
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#if 0
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S_PauseSounds(true);
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if ((!g_netServer && ud.multimode < 2))
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{
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ready2send = 0;
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totalclock = ototalclock;
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screenpeek = myconnectindex;
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}
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auto& gm = g_player[myconnectindex].ps->gm;
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if (gm & MODE_GAME)
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{
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gm |= MODE_MENU;
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}
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#endif
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itemBloodQAV.reset(new CGameMenuItemQAV(160, 100, "BDRIP.QAV", true));
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itemBloodQAV.reset(new CGameMenuItemQAV(160, 100, "BDRIP.QAV", true));
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}
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}
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void GameInterface::MenuSound(EMenuSounds snd)
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{
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#if 0
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switch (snd)
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{
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case CursorSound:
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S_PlaySound(RR ? 335 : KICK_HIT);
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break;
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case AdvanceSound:
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S_PlaySound(RR ? 341 : PISTOL_BODYHIT);
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break;
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case CloseSound:
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S_PlaySound(EXITMENUSOUND);
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break;
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default:
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return;
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}
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#endif
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}
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void GameInterface::MenuClosed()
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void GameInterface::MenuClosed()
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{
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{
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itemBloodQAV.reset();
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itemBloodQAV.reset();
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#if 0
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auto& gm = g_player[myconnectindex].ps->gm;
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if (gm & MODE_GAME)
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{
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if (gm & MODE_MENU)
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I_ClearAllInput();
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// The following lines are here so that you cannot close the menu when no game is running.
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gm &= ~MODE_MENU;
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if ((!g_netServer && ud.multimode < 2) && ud.recstat != 2)
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{
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ready2send = 1;
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totalclock = ototalclock;
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CAMERACLOCK = (int32_t)totalclock;
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CAMERADIST = 65536;
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// Reset next-viewscreen-redraw counter.
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// XXX: are there any other cases like that in need of handling?
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if (g_curViewscreen >= 0)
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actor[g_curViewscreen].t_data[0] = (int32_t)totalclock;
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}
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G_UpdateScreenArea();
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S_PauseSounds(false);
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}
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#endif
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}
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}
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bool GameInterface::CanSave()
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bool GameInterface::CanSave()
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{
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{
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#if 0
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return (gGameStarted && gPlayer[myconnectindex].pXSprite->health != 0);
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if (ud.recstat == 2) return false;
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auto& myplayer = *g_player[myconnectindex].ps;
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if (sprite[myplayer.i].extra <= 0)
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{
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P_DoQuote(QUOTE_SAVE_DEAD, &myplayer);
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return false;
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}
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#endif
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return true;
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}
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}
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void GameInterface::StartGame(FGameStartup& gs)
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void GameInterface::StartGame(FGameStartup& gs)
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{
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{
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#if 0
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gGameOptions.nDifficulty = gs.Skill;
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int32_t skillsound = PISTOL_BODYHIT;
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gGameOptions.nEpisode = gs.Episode;
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gSkill = gs.Skill;
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switch (gs.Skill)
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gGameOptions.nLevel = gs.Level;
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{
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if (gDemo.at1)
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case 0:
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gDemo.StopPlayback();
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skillsound = 427;
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gStartNewGame = true;
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break;
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gCheatMgr.sub_5BCF4();
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case 1:
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skillsound = 428;
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break;
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case 2:
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skillsound = 196;
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break;
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case 3:
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skillsound = 195;
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break;
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case 4:
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skillsound = 197;
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break;
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}
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ud.m_player_skill = gs.Skill + 1;
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if (menu_sounds) g_skillSoundVoice = S_PlaySound(skillsound);
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ud.m_respawn_monsters = (gs.Skill == 3);
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ud.m_monsters_off = ud.monsters_off = 0;
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ud.m_respawn_items = 0;
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ud.m_respawn_inventory = 0;
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ud.multimode = 1;
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ud.m_volume_number = gs.Episode;
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ud.m_level_number = gs.Level;
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G_NewGame_EnterLevel();
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#endif
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}
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}
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FSavegameInfo GameInterface::GetSaveSig()
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FSavegameInfo GameInterface::GetSaveSig()
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@ -385,16 +288,6 @@ void GameInterface::DrawMenuCaption(const DVector2& origin, const char* text)
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viewDrawText(1, text, 160, 20 - height / 2, -128, 0, 1, false);
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viewDrawText(1, text, 160, 20 - height / 2, -128, 0, 1, false);
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}
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}
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void GameInterface::DrawCenteredTextScreen(const DVector2& origin, const char* text, int position)
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{
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#if 0
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Menu_DrawBackground(origin);
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G_ScreenText(MF_Bluefont.tilenum, int((origin.X + 160) * 65536), int((origin.Y + position) * 65536), MF_Bluefont.zoom, 0, 0, text, 0, MF_Bluefont.pal,
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2 | 8 | 16 | ROTATESPRITE_FULL16, 0, MF_Bluefont.emptychar.x, MF_Bluefont.emptychar.y, MF_Bluefont.between.x, MF_Bluefont.between.y,
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MF_Bluefont.textflags | TEXT_XCENTER, 0, 0, xdim - 1, ydim - 1);
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#endif
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}
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END_BLD_NS
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END_BLD_NS
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@ -406,8 +299,10 @@ END_BLD_NS
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static TMenuClassDescriptor<Blood::BloodListMenu> _lm("Blood.ListMenu");
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static TMenuClassDescriptor<Blood::BloodListMenu> _lm("Blood.ListMenu");
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static TMenuClassDescriptor<Blood::DBloodImageScrollerMenu> _im("Blood.ImageScrollerMenu");
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void RegisterBloodMenus()
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void RegisterBloodMenus()
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{
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{
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menuClasses.Push(&_lm);
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menuClasses.Push(&_lm);
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menuClasses.Push(&_im);
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}
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}
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@ -221,8 +221,6 @@ void levelLoadMapInfo(IniFile *pIni, LEVELINFO *pLevelInfo, const char *pzSectio
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}
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}
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}
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}
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extern void MenuSetupEpisodeInfo(void);
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void levelLoadDefaults(void)
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void levelLoadDefaults(void)
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{
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{
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char buffer[64];
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char buffer[64];
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@ -272,7 +270,6 @@ void levelLoadDefaults(void)
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pEpisodeInfo->nLevels = j;
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pEpisodeInfo->nLevels = j;
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}
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}
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gEpisodeCount = i;
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gEpisodeCount = i;
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MenuSetupEpisodeInfo();
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}
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}
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void levelAddUserMap(const char *pzMap)
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void levelAddUserMap(const char *pzMap)
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gGameOptions.nLevel = nLevel;
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gGameOptions.nLevel = nLevel;
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gGameOptions.uMapCRC = dbReadMapCRC(pLevelInfo->at0);
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gGameOptions.uMapCRC = dbReadMapCRC(pLevelInfo->at0);
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strcpy(gGameOptions.zLevelName, pLevelInfo->at0);
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strcpy(gGameOptions.zLevelName, pLevelInfo->at0);
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MenuSetupEpisodeInfo();
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}
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}
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void levelGetNextLevels(int nEpisode, int nLevel, int *pnEndingA, int *pnEndingB)
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void levelGetNextLevels(int nEpisode, int nLevel, int *pnEndingA, int *pnEndingB)
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@ -69,10 +69,11 @@ void ImageScreen::Drawer()
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rotatesprite_fs(int(origin.X * 65536) + (160 << 16), int(origin.Y * 65536) + (100 << 16), 65536L, 0, tileindex, 0, 0, 10 + 64);
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rotatesprite_fs(int(origin.X * 65536) + (160 << 16), int(origin.Y * 65536) + (100 << 16), 65536L, 0, tileindex, 0, 0, 10 + 64);
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}
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}
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}
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}
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else
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else if (mDesc->type > 0)
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{
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{
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gi->DrawCenteredTextScreen(origin, mDesc->text, mDesc->type);
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gi->DrawCenteredTextScreen(origin, mDesc->text, mDesc->type);
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}
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}
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// QAVs are handled in the Blood frontend. Maybe they should be moved out? Stuff for later, but this is a feature where it is feasible.
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}
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}
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ImageScreen* DImageScrollerMenu::newImageScreen(FImageScrollerDescriptor::ScrollerItem* desc)
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ImageScreen* DImageScrollerMenu::newImageScreen(FImageScrollerDescriptor::ScrollerItem* desc)
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@ -678,6 +678,7 @@ class DImageScrollerMenu : public DMenu
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int index = 0;
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int index = 0;
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MenuTransition pageTransition = {};
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MenuTransition pageTransition = {};
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protected:
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virtual ImageScreen* newImageScreen(FImageScrollerDescriptor::ScrollerItem* desc);
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virtual ImageScreen* newImageScreen(FImageScrollerDescriptor::ScrollerItem* desc);
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public:
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public:
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@ -420,12 +420,12 @@ ImageScroller "HelpMenu"
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ifgame(blood)
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ifgame(blood)
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{
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{
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// The duplication here is to integrate the alternating versions of HELP3
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// The duplication here is to integrate the alternating versions of HELP3
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QAVAnimationItem "Help4"
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QAVAnimationItem "Help4.qav"
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QAVAnimationItem "Help5"
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QAVAnimationItem "Help5.qav"
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QAVAnimationItem "Help3"
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QAVAnimationItem "Help3.qav"
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QAVAnimationItem "Help4"
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QAVAnimationItem "Help4.qav"
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QAVAnimationItem "Help5"
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QAVAnimationItem "Help5.qav"
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QAVAnimationItem "Help3b"
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QAVAnimationItem "Help3b.qav"
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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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@ -530,7 +530,7 @@ ImageScroller "CreditsMenu"
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}
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}
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ifgame(blood)
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ifgame(blood)
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{
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{
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QAVAnimationItem "Credits"
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QAVAnimationItem "Credits.qav"
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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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