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- prototyping the Blood fullscreen menu entries
These are a bit more sophisticated than what the other games have. ;)
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2 changed files with 24 additions and 0 deletions
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@ -604,6 +604,19 @@ static void ParseImageScrollerBody(FScanner &sc, FImageScrollerDescriptor *desc)
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}
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desc->mItems.Push(item);
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}
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else if (sc.Compare("qavanimationitem"))
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{
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if (!(g_gameType & GAMEFLAG_BLOOD))
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{
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I_Error("QAV animations not available!"); // these (currently) only exist in Blood.
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}
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FImageScrollerDescriptor::ScrollerItem item;
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sc.GetString();
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item.text = sc.String;
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item.type = -1;
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item.scriptID = INT_MAX;
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desc->mItems.Push(item);
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}
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else if (sc.Compare("animatedtransition"))
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{
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desc->mFlags |= LMF_Animate;
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@ -380,6 +380,13 @@ ImageScroller "HelpMenu"
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ImageItem "TEXTSTORY", 400
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ImageItem "F1HELP", 401
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}
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ifgame(blood)
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{
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QAVAnimationItem "Help4"
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QAVAnimationItem "Help5"
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QAVAnimationItem "Help3"
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QAVAnimationItem "Help3b"
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}
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ifgame(ShadowWarrior)
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{
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// The menu has no default binding, but if someone tries to open it anyway show the cool retro ads that were shipped with the game. :D
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@ -479,6 +486,10 @@ ImageScroller "CreditsMenu"
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TextItem "REDNECK RAMPAGE RIDES AGAIN\n(c) 1998 XATRIX ENTERTAINMENT, INC.\n\nREDNECK RAMPAGE RIDES AGAIN\nIS A TRADEMARK OF\nINTERPLAY PRODUCTIONS", 70
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animatedtransition
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}
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ifgame(blood)
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{
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QAVAnimationItem "Credits"
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}
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ifgame(ShadowWarrior)
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{
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ifshareware
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