mirror of
https://github.com/ZDoom/Raze.git
synced 2024-11-26 14:02:04 +00:00
- more file matching.
- moved c_con to Duke subproject because it's the only one using this stuff.
This commit is contained in:
parent
2883553ed2
commit
14cdfa3f3c
11 changed files with 48 additions and 51 deletions
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@ -720,7 +720,6 @@ set (PCH_SOURCES
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core/console/c_commandline.cpp
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core/console/c_dispatch.cpp
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core/console/d_event.cpp
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core/console/c_con.cpp
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common/thirdparty/sfmt/SFMT.cpp
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common/textures/bitmap.cpp
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@ -34,25 +34,21 @@
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#include <stdint.h>
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//#include "doomtype.h"
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#include "cmdlib.h"
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#include "keydef.h"
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#include "c_commandline.h"
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#include "c_bind.h"
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#include "c_dispatch.h"
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//#include "g_level.h"
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//#include "hu_stuff.h"
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#include "configfile.h"
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//#include "d_event.h"
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#include "filesystem.h"
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#include "templates.h"
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#include "i_time.h"
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//#include "menu/menu.h"
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#include "printf.h"
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#include "v_text.h"
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#include "d_event.h"
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#include "sc_man.h"
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#include "gamecontrol.h"
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#include "c_cvars.h"
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#include "d_event.h"
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const char *KeyNames[NUM_KEYS] =
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@ -706,8 +702,13 @@ void ReadBindings(int lump, bool override)
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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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void CONFIG_SetDefaultKeys(const char* baseconfig)
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void C_SetDefaultKeys(const char* baseconfig)
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{
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auto lump = fileSystem.CheckNumForFullName("engine/commonbinds.txt");
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if (lump >= 0) ReadBindings(lump, true);
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@ -719,15 +720,23 @@ void CONFIG_SetDefaultKeys(const char* baseconfig)
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ReadBindings(lump, true);
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}
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while ((lump = fileSystem.FindLumpFullName("defbinds.txt", &lastlump)) != -1)
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while ((lump = fileSystem.FindLump("DEFBINDS", &lastlump)) != -1)
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{
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ReadBindings(lump, 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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CVAR(Int, cl_defaultconfiguration, 2, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
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void C_BindDefaults()
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{
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CONFIG_SetDefaultKeys(cl_defaultconfiguration == 1 ? "engine/origbinds.txt" : cl_defaultconfiguration == 2 ? "engine/leftbinds.txt" : "engine/defbinds.txt");
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C_SetDefaultKeys(cl_defaultconfiguration == 1 ? "engine/origbinds.txt" : cl_defaultconfiguration == 2 ? "engine/leftbinds.txt" : "engine/defbinds.txt");
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}
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CCMD(controlpreset)
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@ -754,16 +763,6 @@ void C_SetDefaultBindings()
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C_BindDefaults();
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}
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// this is horrible!
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const char* KB_ScanCodeToString(int scancode)
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{
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if (scancode >= 0 && scancode < NUM_KEYS)
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return KeyNames[scancode];
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return "";
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}
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void AddCommandString (const char *copy, int keynum);
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//=============================================================================
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//
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//
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@ -819,13 +818,13 @@ bool C_DoKey (event_t *ev, FKeyBindings *binds, FKeyBindings *doublebinds)
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dclick = false;
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}
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if (ev->type == EV_KeyUp && binding[0] != '+')
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{
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return false;
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}
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if (!binding.IsEmpty())// && (chatmodeon == 0 || ev->data1 < 256))
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{
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if (ev->type == EV_KeyUp && binding[0] != '+')
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{
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return false;
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}
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char *copy = binding.LockBuffer();
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if (ev->type == EV_KeyUp)
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@ -88,11 +88,9 @@ enum GameFunction_t
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gamefunc_Zoom_In, // Map controls should not pollute the global button namespace.
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gamefunc_Zoom_Out,
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NUMGAMEFUNCTIONS
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};
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// Actions
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struct FButtonStatus
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{
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@ -113,17 +111,17 @@ struct FButtonStatus
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class ButtonMap
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{
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FButtonStatus Buttons[NUMGAMEFUNCTIONS];
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FString NumToName[NUMGAMEFUNCTIONS]; // The internal name of the button
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TArray<FButtonStatus> Buttons;
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TArray<FString> NumToName; // The internal name of the button
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TMap<FName, int> NameToNum;
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public:
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ButtonMap();
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void SetGameAliases();
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void SetButtons(const char** names, int count);
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constexpr int NumButtons() const
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{
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return NUMGAMEFUNCTIONS;
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return Buttons.Size();
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}
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int FindButtonIndex(const char* func) const;
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int index = FindButtonIndex(func);
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return index > -1? &Buttons[index] : nullptr;
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}
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// This is still in use but all cases are scheduled for termination.
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const char* GetButtonName(int32_t func) const
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{
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if ((unsigned)func >= (unsigned)NumButtons())
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return nullptr;
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return NumToName[func];
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}
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void ResetButtonTriggers (); // Call ResetTriggers for all buttons
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void ResetButtonStates (); // Same as above, but also clear bDown
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@ -1602,8 +1602,6 @@ static bool C_HandleKey (event_t *ev, FCommandBuffer &buffer)
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// Close console and clear command line. But if we're in the
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// fullscreen console mode, there's nothing to fall back on
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// if it's closed, so open the main menu instead.
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#if 0
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if (gamestate == GS_STARTUP)
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{
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return false;
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@ -1613,7 +1611,6 @@ static bool C_HandleKey (event_t *ev, FCommandBuffer &buffer)
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C_DoCommand ("menu_main");
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}
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else
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#endif
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{
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buffer.SetString("");
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HistPos = NULL;
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@ -1631,7 +1628,6 @@ static bool C_HandleKey (event_t *ev, FCommandBuffer &buffer)
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if (ev->data3 & GKM_CTRL)
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#endif // __APPLE__
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{
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#if 0
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if (data1 == 'C')
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{ // copy to clipboard
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if (buffer.TextLength() > 0)
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@ -1645,7 +1641,6 @@ static bool C_HandleKey (event_t *ev, FCommandBuffer &buffer)
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HistPos = NULL;
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}
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break;
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#endif
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}
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break;
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@ -97,7 +97,6 @@ FString LumpFilter;
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TMap<FName, int32_t> NameToTileIndex; // for assigning names to tiles. The menu accesses this list. By default it gets everything from the dynamic tile map in Duke Nukem and Redneck Rampage.
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// Todo: Add additional definition file for the other games or textures not in that list so that the menu does not have to rely on indices.
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CVAR(Int, cl_defaultconfiguration, 2, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
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CVAR(Bool, queryiwad, true, CVAR_ARCHIVE | CVAR_GLOBALCONFIG);
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CVAR(String, defaultiwad, "", CVAR_ARCHIVE | CVAR_GLOBALCONFIG);
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CVAR(Bool, disableautoload, false, CVAR_ARCHIVE | CVAR_NOINITCALL | CVAR_GLOBALCONFIG)
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@ -8,8 +8,6 @@
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#include "name.h"
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#include "memarena.h"
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EXTERN_CVAR(Int, cl_defaultconfiguration)
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extern FString currentGame;
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extern FString LumpFilter;
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class FArgs;
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extern TMap<FName, int32_t> NameToTileIndex;
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int CONFIG_Init();
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void CONFIG_SetDefaultKeys(const char *defbinds);
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// I am not sure if anything below will survive for long...
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@ -1081,6 +1081,12 @@ CCMD(reset2saved)
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GameConfig->DoGameSetup (currentGame);
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}
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CCMD(menu_main)
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{
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M_StartControlPanel(true);
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M_SetMenu(NAME_Mainmenu, -1);
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}
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CCMD(openmainmenu)
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{
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//gi->ClearSoundLocks();
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@ -2,6 +2,7 @@
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set( PCH_SOURCES
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src/actors.cpp
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src/anim.cpp
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src/c_con.cpp
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src/cheats.cpp
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src/cmdline.cpp
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src/common.cpp
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@ -128,7 +128,14 @@ static GameFuncDesc con_gamefuncs[] = {
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{"+Toggle_Crouch", "Toggle_Crouch"}
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};
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const char* KB_ScanCodeToString(int scancode); // convert scancode into a string
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// this is horrible!
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const char* KB_ScanCodeToString(int scancode)
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{
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if (scancode >= 0 && scancode < NUM_KEYS)
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return KeyNames[scancode];
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return "";
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}
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//=============================================================================
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//
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@ -21,6 +21,9 @@ void I_Init (void);
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unsigned int I_MakeRNGSeed();
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void I_ShowFatalError(const char* msg);
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void I_PutInClipboard(const char* str);
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FString I_GetFromClipboard(bool use_primary_selection);
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//
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// Called by D_DoomLoop,
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#include <GL/gl.h>
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#include <vector>
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#include "wglext.h"
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#include <vector>
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#include "gl_sysfb.h"
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#include "hardware.h"
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