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Merge branch 'master' into powerslave
# Conflicts: # source/build/src/sdlayer.cpp # source/common/menu/menu.cpp # source/sw/src/config.cpp # source/sw/src/game.cpp
This commit is contained in:
commit
1a8f11e01d
315 changed files with 28483 additions and 53290 deletions
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@ -423,6 +423,12 @@ void M_ActivateMenu(DMenu *menu)
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bool M_SetMenu(FName menu, int param, FName caller)
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{
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#if 0
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// skip the menu and go right into the first level.
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// For tracking memory leaks that normally require operating the menu to start the game so that they always get the same allocation number.
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GameStartupInfo.Episode = GameStartupInfo.Skill = 0;
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menu = NAME_StartGame;
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#endif
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if (DrawBackground == -1)
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{
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if (menu == NAME_MainMenu) DrawBackground = 1;
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@ -905,7 +911,7 @@ void M_Drawer (void)
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//
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//=============================================================================
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void M_ClearMenus ()
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void M_ClearMenus (bool final)
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{
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M_DemoNoPlay = false;
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transition.previous = transition.current = nullptr;
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@ -920,8 +926,11 @@ void M_ClearMenus ()
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}
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DMenu::CurrentMenu = nullptr;
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menuactive = MENU_Off;
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if (!final)
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{
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mouseGrabInput(true);
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gi->MenuClosed();
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}
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}
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void Menu_Close(int playerid)
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@ -951,6 +960,22 @@ void M_MenuSound(EMenuSounds snd)
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//
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//=============================================================================
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void M_PreviousMenu()
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{
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if (DMenu::CurrentMenu != nullptr)
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{
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DMenu* parent = DMenu::CurrentMenu->mParentMenu;
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DMenu::CurrentMenu->Destroy();
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DMenu::CurrentMenu = parent;
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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 M_Init (void)
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{
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RegisterDukeMenus();
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