- moved out the Doom specific parts from menu.cpp and messagebox.cpp.
This commit is contained in:
parent
86e5f5a4cb
commit
90befff479
16 changed files with 539 additions and 455 deletions
499
src/menu/doommenu.cpp
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499
src/menu/doommenu.cpp
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/*
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** menu.cpp
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** Menu base class and global interface
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**
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**---------------------------------------------------------------------------
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** Copyright 2010 Christoph Oelckers
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** All rights reserved.
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**
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** Redistribution and use in source and binary forms, with or without
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** modification, are permitted provided that the following conditions
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** are met:
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**
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** 1. Redistributions of source code must retain the above copyright
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** notice, this list of conditions and the following disclaimer.
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** 2. Redistributions in binary form must reproduce the above copyright
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** notice, this list of conditions and the following disclaimer in the
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** documentation and/or other materials provided with the distribution.
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** 3. The name of the author may not be used to endorse or promote products
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** derived from this software without specific prior written permission.
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**
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** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
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** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
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** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
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** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
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** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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**---------------------------------------------------------------------------
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**
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*/
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#include "c_dispatch.h"
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#include "d_gui.h"
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#include "c_buttons.h"
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#include "c_console.h"
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#include "c_bind.h"
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#include "d_eventbase.h"
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#include "g_input.h"
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#include "configfile.h"
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#include "gstrings.h"
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#include "menu.h"
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#include "vm.h"
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#include "v_video.h"
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#include "i_system.h"
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#include "types.h"
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#include "texturemanager.h"
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#include "v_draw.h"
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#include "vm.h"
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#include "gamestate.h"
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#include "i_interface.h"
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#include "gi.h"
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#include "g_game.h"
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#include "g_level.h"
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#include "d_event.h"
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#include "p_tick.h"
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#include "st_start.h"
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#include "d_main.h"
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#include "i_system.h"
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#include "doommenu.h"
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#include "r_utility.h"
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#include "gameconfigfile.h"
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EXTERN_CVAR(Int, cl_gfxlocalization)
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EXTERN_CVAR(Bool, m_quickexit)
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EXTERN_CVAR(Bool, saveloadconfirmation) // [mxd]
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EXTERN_CVAR(Bool, quicksaverotation)
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EXTERN_CVAR(Bool, show_messages)
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typedef void(*hfunc)();
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DMenu* CreateMessageBoxMenu(DMenu* parent, const char* message, int messagemode, bool playsound, FName action = NAME_None, hfunc handler = nullptr);
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bool OkForLocalization(FTextureID texnum, const char* substitute);
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void D_ToggleHud();
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void I_WaitVBL(int count);
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extern bool hud_toggled;
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FNewGameStartup NewGameStartupInfo;
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bool M_SetSpecialMenu(FName menu, int param)
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{
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// some menus need some special treatment
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switch (menu.GetIndex())
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{
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case NAME_Mainmenu:
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if (gameinfo.gametype & GAME_DoomStrifeChex) // Raven's games always used text based menus
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{
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if (gameinfo.forcetextinmenus) // If text is forced, this overrides any check.
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{
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menu = NAME_MainmenuTextOnly;
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}
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else if (cl_gfxlocalization != 0 && !gameinfo.forcenogfxsubstitution)
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{
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// For these games we must check up-front if they get localized because in that case another template must be used.
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DMenuDescriptor **desc = MenuDescriptors.CheckKey(NAME_Mainmenu);
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if (desc != nullptr)
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{
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if ((*desc)->IsKindOf(RUNTIME_CLASS(DListMenuDescriptor)))
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{
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DListMenuDescriptor *ld = static_cast<DListMenuDescriptor*>(*desc);
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if (ld->mFromEngine)
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{
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// This assumes that replacing one graphic will replace all of them.
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// So this only checks the "New game" entry for localization capability.
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FTextureID texid = TexMan.CheckForTexture("M_NGAME", ETextureType::MiscPatch);
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if (!OkForLocalization(texid, "$MNU_NEWGAME"))
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{
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menu = NAME_MainmenuTextOnly;
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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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break;
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case NAME_Episodemenu:
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// sent from the player class menu
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NewGameStartupInfo.Skill = -1;
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NewGameStartupInfo.Episode = -1;
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NewGameStartupInfo.PlayerClass =
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param == -1000? nullptr :
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param == -1? "Random" : GetPrintableDisplayName(PlayerClasses[param].Type).GetChars();
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M_StartupEpisodeMenu(&NewGameStartupInfo); // needs player class name from class menu (later)
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break;
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case NAME_Skillmenu:
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// sent from the episode menu
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if ((gameinfo.flags & GI_SHAREWARE) && param > 0)
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{
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// Only Doom and Heretic have multi-episode shareware versions.
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M_StartMessage(GStrings("SWSTRING"), 1);
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return false;
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}
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NewGameStartupInfo.Episode = param;
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M_StartupSkillMenu(&NewGameStartupInfo); // needs player class name from class menu (later)
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break;
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case NAME_StartgameConfirm:
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{
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// sent from the skill menu for a skill that needs to be confirmed
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NewGameStartupInfo.Skill = param;
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const char *msg = AllSkills[param].MustConfirmText;
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if (*msg==0) msg = GStrings("NIGHTMARE");
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M_StartMessage (msg, 0, NAME_StartgameConfirmed);
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return false;
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}
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case NAME_Startgame:
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// sent either from skill menu or confirmation screen. Skill gets only set if sent from skill menu
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// Now we can finally start the game. Ugh...
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NewGameStartupInfo.Skill = param;
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case NAME_StartgameConfirmed:
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G_DeferedInitNew (&NewGameStartupInfo);
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if (gamestate == GS_FULLCONSOLE)
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{
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gamestate = GS_HIDECONSOLE;
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gameaction = ga_newgame;
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}
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M_ClearMenus ();
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return false;
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case NAME_Savegamemenu:
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if (!usergame || (players[consoleplayer].health <= 0 && !multiplayer) || gamestate != GS_LEVEL)
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{
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// cannot save outside the game.
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M_StartMessage (GStrings("SAVEDEAD"), 1);
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return false;
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}
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case NAME_Quitmenu:
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// The separate menu class no longer exists but the name still needs support for existing mods.
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C_DoCommand("menu_quit");
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return false;
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case NAME_EndGameMenu:
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// The separate menu class no longer exists but the name still needs support for existing mods.
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void ActivateEndGameMenu();
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ActivateEndGameMenu();
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return false;
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case NAME_Playermenu:
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menu = NAME_NewPlayerMenu; // redirect the old player menu to the new one.
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break;
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}
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// End of special checks
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return true;
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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_StartControlPanel(bool makeSound, bool scaleoverride)
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{
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if (hud_toggled)
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D_ToggleHud();
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// intro might call this repeatedly
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if (CurrentMenu != nullptr)
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return;
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P_CheckTickerPaused();
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if (makeSound)
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{
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S_Sound(CHAN_VOICE, CHANF_UI, "menu/activate", snd_menuvolume, ATTN_NONE);
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}
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M_DoStartControlPanel(scaleoverride);
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}
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//==========================================================================
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//
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// M_Dim
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//
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// Applies a colored overlay to the entire screen, with the opacity
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// determined by the dimamount cvar.
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//
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//==========================================================================
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CUSTOM_CVAR(Float, dimamount, -1.f, CVAR_ARCHIVE)
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{
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if (self < 0.f && self != -1.f)
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{
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self = -1.f;
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}
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else if (self > 1.f)
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{
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self = 1.f;
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}
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}
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CVAR(Color, dimcolor, 0xffd700, CVAR_ARCHIVE)
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void System_M_Dim()
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{
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PalEntry dimmer;
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float amount;
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if (dimamount >= 0)
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{
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dimmer = PalEntry(dimcolor);
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amount = dimamount;
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}
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else
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{
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dimmer = gameinfo.dimcolor;
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amount = gameinfo.dimamount;
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}
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Dim(twod, dimmer, amount, 0, 0, twod->GetWidth(), twod->GetHeight());
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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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CCMD (menu_quit)
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{ // F10
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if (m_quickexit)
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{
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ST_Endoom();
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}
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M_StartControlPanel (true);
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const size_t messageindex = static_cast<size_t>(gametic) % gameinfo.quitmessages.Size();
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FString EndString;
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const char *msg = gameinfo.quitmessages[messageindex];
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if (msg[0] == '$')
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{
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if (msg[1] == '*')
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{
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EndString = GStrings(msg + 2);
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}
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else
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{
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EndString.Format("%s\n\n%s", GStrings(msg + 1), GStrings("DOSY"));
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}
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}
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else EndString = gameinfo.quitmessages[messageindex];
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DMenu *newmenu = CreateMessageBoxMenu(CurrentMenu, EndString, 0, false, NAME_None, []()
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{
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if (!netgame)
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{
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if (gameinfo.quitSound.IsNotEmpty())
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{
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S_Sound(CHAN_VOICE, CHANF_UI, gameinfo.quitSound, snd_menuvolume, ATTN_NONE);
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I_WaitVBL(105);
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}
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}
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ST_Endoom();
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});
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M_ActivateMenu(newmenu);
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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 ActivateEndGameMenu()
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{
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FString tempstring = GStrings(netgame ? "NETEND" : "ENDGAME");
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DMenu *newmenu = CreateMessageBoxMenu(CurrentMenu, tempstring, 0, false, NAME_None, []()
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{
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M_ClearMenus();
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if (!netgame)
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{
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if (demorecording)
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G_CheckDemoStatus();
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D_StartTitle();
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}
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});
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M_ActivateMenu(newmenu);
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}
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CCMD (menu_endgame)
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{ // F7
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if (!usergame)
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{
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S_Sound (CHAN_VOICE, CHANF_UI, "menu/invalid", snd_menuvolume, ATTN_NONE);
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return;
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}
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//M_StartControlPanel (true);
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S_Sound (CHAN_VOICE, CHANF_UI, "menu/activate", snd_menuvolume, ATTN_NONE);
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ActivateEndGameMenu();
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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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CCMD (quicksave)
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{ // F6
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if (!usergame || (players[consoleplayer].health <= 0 && !multiplayer))
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{
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S_Sound (CHAN_VOICE, CHANF_UI, "menu/invalid", snd_menuvolume, ATTN_NONE);
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return;
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}
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if (gamestate != GS_LEVEL)
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return;
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// If the quick save rotation is enabled, it handles the save slot.
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if (quicksaverotation)
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{
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G_DoQuickSave();
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return;
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}
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if (savegameManager.quickSaveSlot == NULL || savegameManager.quickSaveSlot == (FSaveGameNode*)1)
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{
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S_Sound(CHAN_VOICE, CHANF_UI, "menu/activate", snd_menuvolume, ATTN_NONE);
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M_StartControlPanel(false);
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M_SetMenu(NAME_Savegamemenu);
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return;
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}
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// [mxd]. Just save the game, no questions asked.
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if (!saveloadconfirmation)
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{
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G_SaveGame(savegameManager.quickSaveSlot->Filename.GetChars(), savegameManager.quickSaveSlot->SaveTitle.GetChars());
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return;
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}
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S_Sound(CHAN_VOICE, CHANF_UI, "menu/activate", snd_menuvolume, ATTN_NONE);
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FString tempstring = GStrings("QSPROMPT");
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tempstring.Substitute("%s", savegameManager.quickSaveSlot->SaveTitle.GetChars());
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DMenu *newmenu = CreateMessageBoxMenu(CurrentMenu, tempstring, 0, false, NAME_None, []()
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{
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G_SaveGame(savegameManager.quickSaveSlot->Filename.GetChars(), savegameManager.quickSaveSlot->SaveTitle.GetChars());
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S_Sound(CHAN_VOICE, CHANF_UI, "menu/dismiss", snd_menuvolume, ATTN_NONE);
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M_ClearMenus();
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});
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M_ActivateMenu(newmenu);
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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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CCMD (quickload)
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{ // F9
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if (netgame)
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{
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M_StartControlPanel(true);
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M_StartMessage (GStrings("QLOADNET"), 1);
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return;
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}
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if (savegameManager.quickSaveSlot == NULL || savegameManager.quickSaveSlot == (FSaveGameNode*)1)
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{
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M_StartControlPanel(true);
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// signal that whatever gets loaded should be the new quicksave
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savegameManager.quickSaveSlot = (FSaveGameNode *)1;
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M_SetMenu(NAME_Loadgamemenu);
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return;
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}
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// [mxd]. Just load the game, no questions asked.
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if (!saveloadconfirmation)
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{
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G_LoadGame(savegameManager.quickSaveSlot->Filename.GetChars());
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return;
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}
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FString tempstring = GStrings("QLPROMPT");
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tempstring.Substitute("%s", savegameManager.quickSaveSlot->SaveTitle.GetChars());
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M_StartControlPanel(true);
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DMenu *newmenu = CreateMessageBoxMenu(CurrentMenu, tempstring, 0, false, NAME_None, []()
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{
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G_LoadGame(savegameManager.quickSaveSlot->Filename.GetChars());
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S_Sound(CHAN_VOICE, CHANF_UI, "menu/dismiss", snd_menuvolume, ATTN_NONE);
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M_ClearMenus();
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});
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M_ActivateMenu(newmenu);
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}
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//
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// Toggle messages on/off
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//
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CCMD (togglemessages)
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{
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if (show_messages)
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{
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Printf (128, "%s\n", GStrings("MSGOFF"));
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show_messages = false;
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}
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else
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{
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Printf (128, "%s\n", GStrings("MSGON"));
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show_messages = true;
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}
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}
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EXTERN_CVAR (Int, screenblocks)
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CCMD (sizedown)
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{
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screenblocks = screenblocks - 1;
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S_Sound (CHAN_VOICE, CHANF_UI, "menu/change", snd_menuvolume, ATTN_NONE);
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}
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CCMD (sizeup)
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{
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screenblocks = screenblocks + 1;
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S_Sound (CHAN_VOICE, CHANF_UI, "menu/change", snd_menuvolume, ATTN_NONE);
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}
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CCMD(reset2defaults)
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{
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C_SetDefaultBindings ();
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C_SetCVarsToDefaults ();
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R_SetViewSize (screenblocks);
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}
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CCMD(reset2saved)
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{
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GameConfig->DoGlobalSetup ();
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GameConfig->DoGameSetup (gameinfo.ConfigName);
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GameConfig->DoModSetup (gameinfo.ConfigName);
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R_SetViewSize (screenblocks);
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}
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