Partial implementation of Autocannon.
Fix mouse input in menus (among other things).
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e4c93e892b
commit
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5 changed files with 195 additions and 12 deletions
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@ -117,8 +117,8 @@ OptionMenu "UnrealCreditsMenu"
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ListMenu "MainMenu"
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{
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Class "UnrealListMenu"
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LineSpacing 40
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UnrealBg " "
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Position 0, 0
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UnrealTextItem "$MNU_NEWGAME", "n", "PlayerclassMenu"
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UnrealTextItem "$MNU_OPTIONS", "o", "OptionsMenu"
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@ -133,8 +133,8 @@ ListMenu "MainMenu"
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ListMenu "MainMenuTextOnly"
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{
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Class "UnrealListMenu"
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LineSpacing 40
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UnrealBg " "
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Position 0, 0
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UnrealTextItem "$MNU_NEWGAME", "n", "PlayerclassMenu"
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UnrealTextItem "$MNU_OPTIONS", "o", "OptionsMenu"
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@ -12,3 +12,76 @@ Model "SMiniGun"
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ROTATING
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FrameIndex SMIP A 1 0
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}
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Model "SMiniGun"
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{
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Path "models"
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Model 0 "SMinigun_d.3d"
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Skin 0 "Minigun.png"
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AngleOffset 180
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Scale 0.1 -0.08 0.1
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Offset 6 -18 -10
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// Down
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FrameIndex SMID A 0 1
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FrameIndex SMID B 0 2
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FrameIndex SMID C 0 3
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FrameIndex SMID D 0 4
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FrameIndex SMID E 0 5
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FrameIndex SMID F 0 6
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// Select
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FrameIndex SMIS A 0 6
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FrameIndex SMIS B 0 7
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FrameIndex SMIS C 0 8
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FrameIndex SMIS D 0 9
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FrameIndex SMIS E 0 10
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FrameIndex SMIS F 0 11
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FrameIndex SMIS G 0 12
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FrameIndex SMIS H 0 13
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FrameIndex SMIS I 0 14
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// Idle
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FrameIndex SMII A 0 15
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FrameIndex SMII B 0 16
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FrameIndex SMII C 0 17
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FrameIndex SMII D 0 18
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FrameIndex SMII E 0 19
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// Fire1
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FrameIndex SMIF A 0 20
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FrameIndex SMIF B 0 21
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FrameIndex SMIF C 0 22
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FrameIndex SMIF D 0 23
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FrameIndex SMIF E 0 24
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FrameIndex SMIF F 0 25
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// Fire2
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FrameIndex SMIF G 0 26
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FrameIndex SMIF H 0 27
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FrameIndex SMIF I 0 28
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FrameIndex SMIF J 0 29
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FrameIndex SMIF K 0 30
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FrameIndex SMIF L 0 31
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// Fire3
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FrameIndex SMIF M 0 32
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FrameIndex SMIF N 0 33
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FrameIndex SMIF O 0 34
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FrameIndex SMIF P 0 35
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FrameIndex SMIF Q 0 36
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FrameIndex SMIF R 0 37
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// Fire4
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FrameIndex SMIF S 0 38
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FrameIndex SMIF T 0 39
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FrameIndex SMIF U 0 40
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FrameIndex SMIF V 0 41
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FrameIndex SMIF W 0 42
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FrameIndex SMIF X 0 43
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// AltFire
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FrameIndex SMIA A 0 44
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FrameIndex SMIA B 0 45
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FrameIndex SMIA C 0 46
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FrameIndex SMIA D 0 47
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FrameIndex SMIA E 0 48
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FrameIndex SMIA F 0 49
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FrameIndex SMIA G 0 50
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FrameIndex SMIA H 0 51
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FrameIndex SMIA I 0 52
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FrameIndex SMIA J 0 53
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}
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@ -292,6 +292,11 @@ big/reload bigmrelo
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big/shell bigmshel
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big/blast bigmhit
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smini/select sminisel
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smini/fire sminione
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smini/altfire sminialt
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smini/endfire sminiend
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translator/event transa3
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detector/start detact
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@ -69,6 +69,28 @@ Class SMiniGun : UnrealWeapon
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Destroy();
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}
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}
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action void A_SMiniFire( bool bAlt = false )
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{
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if ( bAlt ) invoker.special1 = 0;
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else
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{
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State which = ResolveState("FireOne");
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if ( invoker.special1 == 1 ) which = ResolveState("FireTwo");
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else if ( invoker.special1 == 2 ) which = ResolveState("FireThree");
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else if ( invoker.special1 == 3 ) which = ResolveState("FireFour");
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player.SetPSprite(PSP_WEAPON,which);
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invoker.special1 = (invoker.special1%4)+1;
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}
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A_PlaySound(bAlt?"smini/altfire":"smini/fire",CHAN_WEAPON);
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// TODO everything
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}
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action void A_Cooldown()
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{
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// TODO steam effect
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invoker.special2--;
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if ( invoker.special2 <= 0 )
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player.SetPSprite(PSP_WEAPON,ResolveState("Idle"));
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}
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Default
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{
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Tag "$T_SMINI";
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@ -94,5 +116,66 @@ Class SMiniGun : UnrealWeapon
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Stop;
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SMIP B -1;
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Stop;
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Select:
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SMIS A 1 A_Raise(int.max);
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Wait;
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Ready:
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SMIS ABCDEFGHI 2 A_WeaponReady(WRF_NOFIRE);
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Goto Idle;
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Dummy:
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TNT1 A 1
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{
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A_CheckReload();
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A_WeaponReady();
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}
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Wait;
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Idle:
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SMII A 0 A_Overlay(-9999,"Dummy");
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SMII ABCDE 20;
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Goto Idle+1;
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Fire:
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SMIF A 0
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{
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A_Overlay(-9999,"Dummy");
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A_SMiniFire(false);
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}
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FireOne:
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SMIF ABCDEF 2;
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SMII A 0 A_Refire("Fire");
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Goto Release;
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FireTwo:
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SMIF GHIJKL 2;
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SMII A 0 A_Refire("Fire");
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Goto Release;
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FireThree:
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SMIF MNOPQR 2;
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SMII A 0 A_Refire("Fire");
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Goto Release;
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FireFour:
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SMIF STUVWX 2;
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SMII A 0 A_Refire("Fire");
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Goto Release;
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AltFire:
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SMIA A 0
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{
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A_Overlay(-9999,"Dummy");
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A_SMiniFire(true);
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}
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SMIA ABCDEFGHIJ 3;
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SMII A 0 A_Refire("AltFire");
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Goto Release;
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Release:
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SMII A 0
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{
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A_PlaySound("smini/endfire",CHAN_ITEM);
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invoker.special2 = 25;
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}
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SMII A 1 A_Cooldown();
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Wait;
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Deselect:
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#### # 1 A_Overlay(-9999,"Null");
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SMID ABCDEF 1;
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SMID F 1 A_Lower(int.max);
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Wait;
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}
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}
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@ -1,17 +1,16 @@
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// draws unreal-style main menu
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Class ListMenuItemUnrealBg : ListMenuItem
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Class UnrealListMenu : ListMenu
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{
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TextureID tex[3];
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void Init( ListMenuDescriptor desc, String dummy )
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override void Init( Menu parent, ListMenuDescriptor desc )
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{
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Super.Init(0,0);
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Super.Init(parent,desc);
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tex[0] = TexMan.CheckForTexture("graphics/rmetal.png",TexMan.Type_Any);
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tex[1] = TexMan.CheckForTexture("graphics/menubarr.png",TexMan.Type_Any);
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tex[2] = TexMan.CheckForTexture("graphics/unlogo.png",TexMan.Type_Any);
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}
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override void Drawer( bool selected )
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override void Drawer()
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{
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double StartX = 0.5*CleanWidth_1-128;
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int num = (CleanHeight_1/512)+1;
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@ -19,6 +18,30 @@ Class ListMenuItemUnrealBg : ListMenuItem
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Screen.DrawTexture(tex[0],false,StartX*CleanXFac_1,512*CleanYFac_1*i,DTA_CleanNoMove_1,true);
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Screen.DrawTexture(tex[1],false,StartX*CleanXFac_1,(CleanHeight_1-58)*CleanYFac_1,DTA_CleanNoMove_1,true,DTA_LegacyRenderStyle,STYLE_Add);
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Screen.DrawTexture(tex[2],false,StartX*CleanXFac_1,(CleanHeight_1-52)*CleanYFac_1,DTA_CleanNoMove_1,true);
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Super.Drawer();
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}
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override bool MouseEvent( int type, int x, int y )
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{
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int sel = -1;
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if ( mFocusControl )
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{
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mFocusControl.MouseEvent(type,x,y);
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return true;
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}
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else
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{
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for ( int i=0; i<mDesc.mItems.Size(); i++ )
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{
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if ( mDesc.mItems[i].CheckCoordinate(x,y) )
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{
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mDesc.mSelectedItem = i;
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mDesc.mItems[i].MouseEvent(type,x,y);
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return true;
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}
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}
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}
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mDesc.mSelectedItem = -1;
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return true;
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}
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}
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@ -67,14 +90,13 @@ Class ListMenuItemUnrealTextItem : ListMenuItemSelectable
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override bool CheckCoordinate( int x, int y )
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{
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/*String str = StringTable.Localize(mText);
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String str = StringTable.Localize(mText);
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let fnt = (generic_ui||!mFont.CanPrint(str))?NewSmallFont:mFont;
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int w = fnt.StringWidth(str);
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int h = fnt.GetHeight();
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double basex = floor(0.5*(CleanWidth_1-w));
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double basey = floor(0.25*(CleanHeight_1-mSpacing*5));
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return (mEnabled && (x >= basex) && (x < basex+w) && (y >= basey) && (y < basey+h));*/
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return false; // since we can't change the main menu class, this won't work anyway
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double basex = floor(0.5*(CleanWidth_1-w))+mXPos;
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double basey = floor(0.25*(CleanHeight_1-mSpacing*5))+mYPos;
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return (mEnabled && (x >= basex) && (x < basex+w) && (y >= basey) && (y < basey+h));
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}
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override void DrawSelector( double xofs, double yofs, TextureID tex )
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