Pass nm_set_item_number arg by &
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@ -324,13 +324,14 @@ static inline void nm_set_item_radio(newmenu_item &ni, const char *text, unsigne
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ni.group = grp;
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}
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static inline void nm_set_item_number(newmenu_item *ni, const char *text, unsigned now, unsigned low, unsigned high)
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__attribute_nonnull()
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static inline void nm_set_item_number(newmenu_item &ni, const char *text, unsigned now, unsigned low, unsigned high)
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{
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ni->type = NM_TYPE_NUMBER;
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ni->text = (char *)text;
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ni->value = now;
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ni->min_value = low;
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ni->max_value = high;
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ni.type = NM_TYPE_NUMBER;
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ni.text = (char *)text;
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ni.value = now;
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ni.min_value = low;
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ni.max_value = high;
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}
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static inline void nm_set_item_slider(newmenu_item *ni, const char *text, unsigned now, unsigned low, unsigned high)
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@ -1708,8 +1708,8 @@ static void do_cheat_menu()
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nm_set_item_checkbox(mm[0],TXT_INVULNERABILITY,Players[Player_num].flags & PLAYER_FLAGS_INVULNERABLE);
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nm_set_item_checkbox(mm[1],TXT_CLOAKED,Players[Player_num].flags & PLAYER_FLAGS_CLOAKED);
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nm_set_item_checkbox(mm[2],"All keys",0);
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nm_set_item_number(&mm[3], "% Energy", f2i(Players[Player_num].energy), 0, 200);
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nm_set_item_number(&mm[4], "% Shields", f2i(Players[Player_num].shields), 0, 200);
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nm_set_item_number(mm[3], "% Energy", f2i(Players[Player_num].energy), 0, 200);
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nm_set_item_number(mm[4], "% Shields", f2i(Players[Player_num].shields), 0, 200);
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nm_set_item_text(mm[5], "Score:");
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nm_set_item_input(mm[6], score_text);
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#if defined(DXX_BUILD_DESCENT_I)
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@ -1717,12 +1717,12 @@ static void do_cheat_menu()
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nm_set_item_radio(mm[8], "Laser level 2", (Players[Player_num].laser_level==1), 0);
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nm_set_item_radio(mm[9], "Laser level 3", (Players[Player_num].laser_level==2), 0);
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nm_set_item_radio(mm[10], "Laser level 4", (Players[Player_num].laser_level==3), 0);
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nm_set_item_number(&mm[11], "Missiles", Players[Player_num].secondary_ammo[CONCUSSION_INDEX], 0, 200);
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nm_set_item_number(mm[11], "Missiles", Players[Player_num].secondary_ammo[CONCUSSION_INDEX], 0, 200);
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mmn = newmenu_do("Wimp Menu",NULL,12, mm, unused_newmenu_subfunction, unused_newmenu_userdata);
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#elif defined(DXX_BUILD_DESCENT_II)
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nm_set_item_number(&mm[7], "Laser Level", Players[Player_num].laser_level+1, 0, MAX_SUPER_LASER_LEVEL+1);
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nm_set_item_number(&mm[8], "Missiles", Players[Player_num].secondary_ammo[CONCUSSION_INDEX], 0, 200);
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nm_set_item_number(mm[7], "Laser Level", Players[Player_num].laser_level+1, 0, MAX_SUPER_LASER_LEVEL+1);
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nm_set_item_number(mm[8], "Missiles", Players[Player_num].secondary_ammo[CONCUSSION_INDEX], 0, 200);
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mmn = newmenu_do("Wimp Menu",NULL,9, mm, unused_newmenu_subfunction, unused_newmenu_userdata);
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#endif
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