Make some files more similar between D1X and D2X
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@ -3,6 +3,7 @@ D2X-Rebirth Changelog
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20090503
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--------
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main/net_ipx.c: Make sure HoardEquipped returns 1 if hoard.ham is in the Data folder, hence properly allowing hoard.ham to be in the Data folder
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main/config.c, main/menu.c: Make some files more similar between D1X and D2X
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20090430
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--------
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@ -30,13 +30,9 @@ COPYRIGHT 1993-1999 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED.
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#include "config.h"
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#include "pstypes.h"
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#include "game.h"
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#include "menu.h"
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#include "movie.h"
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#include "digi.h"
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#include "kconfig.h"
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#include "palette.h"
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#include "joy.h"
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#include "songs.h"
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#include "args.h"
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#include "player.h"
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#include "mission.h"
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140
main/menu.c
140
main/menu.c
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@ -71,7 +71,6 @@ COPYRIGHT 1993-1999 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED.
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#include "editor/editor.h"
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#endif
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//char *menu_difficulty_text[] = { "Trainee", "Rookie", "Fighter", "Hotshot", "Insane" };
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// Menu IDs...
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enum MENUS
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@ -92,16 +91,26 @@ enum MENUS
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MENU_DIFFICULTY,
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MENU_HELP,
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MENU_NEW_PLAYER,
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MENU_MULTIPLAYER,
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// Only if networking is enabled...
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#ifdef NETWORK
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MENU_MULTIPLAYER,
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#endif
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MENU_SHOW_CREDITS,
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MENU_ORDER_INFO,
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MENU_PLAY_SONG,
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MENU_START_APPLETALK_NETGAME,
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MENU_JOIN_APPLETALK_NETGAME,
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// Only if networking is enabled...
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#ifdef NETWORK
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MENU_START_IPX_NETGAME,
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MENU_JOIN_IPX_NETGAME,
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MENU_BROWSE_UDP_NETGAME, // UDP/IP support
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MENU_START_UDP_NETGAME,
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MENU_JOIN_UDP_NETGAME,
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MENU_START_KALI_NETGAME,
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MENU_START_KALI_NETGAME, // Kali support
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MENU_JOIN_KALI_NETGAME,
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#endif
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};
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//ADD_ITEM("Start netgame...", MENU_START_NETGAME, -1 );
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@ -172,11 +181,11 @@ try_again:;
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static int main_menu_choice = 0;
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// -----------------------------------------------------------------------------
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// Create the main menu.
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// -----------------------------------------------------------------------------
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// Create the main menu.
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void create_main_menu(newmenu_item *m, int *menu_choice, int *callers_num_options)
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{
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int num_options;
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int num_options;
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#ifndef DEMO_ONLY
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num_options = 0;
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@ -201,7 +210,7 @@ void create_main_menu(newmenu_item *m, int *menu_choice, int *callers_num_option
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ADD_ITEM(TXT_QUIT,MENU_QUIT,KEY_Q);
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#ifndef RELEASE
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if (!(Game_mode & GM_MULTI )) {
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if (!(Game_mode & GM_MULTI )) {
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//m[num_options].type=NM_TYPE_TEXT;
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//m[num_options++].text=" Debug options:";
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@ -224,7 +233,7 @@ int DoMenu()
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newmenu_item m[25];
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int num_options = 0;
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if ( Players[Player_num].callsign[0]==0 ) {
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if ( Players[Player_num].callsign[0]==0 ) {
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RegisterPlayer();
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return 0;
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}
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@ -234,7 +243,7 @@ int DoMenu()
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do {
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create_main_menu(m, menu_choice, &num_options); // may have to change, eg, maybe selected pilot and no save games.
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keyd_time_when_last_pressed = timer_get_fixed_seconds(); // .. 20 seconds from now!
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keyd_time_when_last_pressed = timer_get_fixed_seconds(); // .. 20 seconds from now!
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if (main_menu_choice < 0 )
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main_menu_choice = 0;
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main_menu_choice = newmenu_do2( "", NULL, num_options, m, autodemo_menu_check, main_menu_choice, Menu_pcx_name);
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@ -244,7 +253,7 @@ int DoMenu()
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return main_menu_choice;
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}
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extern void show_order_form(void); // John didn't want this in inferno.h so I just externed it.
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extern void show_order_form(void); // John didn't want this in inferno.h so I just externed it.
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//returns flag, true means quit menu
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void do_option ( int select)
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@ -286,12 +295,12 @@ void do_option ( int select)
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Function_mode = FMODE_EXIT;
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break;
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case MENU_NEW_PLAYER:
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RegisterPlayer(); //1 == allow escape out of menu
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RegisterPlayer(); //1 == allow escape out of menu
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break;
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#ifndef RELEASE
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case MENU_PLAY_SONG: {
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case MENU_PLAY_SONG: {
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int i;
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char * m[MAX_NUM_SONGS];
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@ -300,29 +309,29 @@ void do_option ( int select)
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}
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i = newmenu_listbox( "Select Song", Num_songs, m, 1, NULL );
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if ( i > -1 ) {
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if ( i > -1 ) {
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songs_play_song( i, 0 );
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}
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}
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break;
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case MENU_LOAD_LEVEL:
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if (Current_mission || select_mission(0, "Load Level\n\nSelect mission"))
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{
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newmenu_item m;
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char text[10]="";
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int new_level_num;
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case MENU_LOAD_LEVEL:
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if (Current_mission || select_mission(0, "Load Level\n\nSelect mission"))
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{
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newmenu_item m;
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char text[10]="";
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int new_level_num;
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m.type=NM_TYPE_INPUT; m.text_len = 10; m.text = text;
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m.type=NM_TYPE_INPUT; m.text_len = 10; m.text = text;
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newmenu_do( NULL, "Enter level to load", 1, &m, NULL );
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newmenu_do( NULL, "Enter level to load", 1, &m, NULL );
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new_level_num = atoi(m.text);
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new_level_num = atoi(m.text);
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if (new_level_num!=0 && new_level_num>=Last_secret_level && new_level_num<=Last_level) {
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StartNewGame(new_level_num);
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if (new_level_num!=0 && new_level_num>=Last_secret_level && new_level_num<=Last_level) {
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StartNewGame(new_level_num);
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}
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}
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}
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break;
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break;
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#endif //ifndef RELEASE
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@ -354,7 +363,6 @@ void do_option ( int select)
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case MENU_JOIN_UDP_NETGAME:
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// FIXME
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break;
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case MENU_MULTIPLAYER:
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do_multi_player_menu();
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break;
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@ -386,7 +394,7 @@ int do_difficulty_menu()
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s = newmenu_do1( NULL, TXT_DIFFICULTY_LEVEL, NDL, m, NULL, Difficulty_level);
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if (s > -1 ) {
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if (s > -1 ) {
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if (s != Difficulty_level)
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{
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PlayerCfg.DefaultDifficulty = s;
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@ -461,7 +469,6 @@ void options_menuset(int nitems, newmenu_item * items, int *last_key, int citem
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last_key++; //kill warning
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}
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int gcd(int a, int b)
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{
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if (!b)
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@ -658,6 +665,41 @@ void input_config()
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}
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void do_graphics_menu()
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{
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newmenu_item m[9];
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int i = 0, j = 0;
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do {
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m[0].type = NM_TYPE_TEXT; m[0].text="Texture Filtering:";
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m[1].type = NM_TYPE_RADIO; m[1].text = "None (Classical)"; m[1].value = 0; m[1].group = 0;
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m[2].type = NM_TYPE_RADIO; m[2].text = "Bilinear"; m[2].value = 0; m[2].group = 0;
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m[3].type = NM_TYPE_RADIO; m[3].text = "Trilinear"; m[3].value = 0; m[3].group = 0;
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m[4].type = NM_TYPE_TEXT; m[4].text="";
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m[5].type = NM_TYPE_CHECK; m[5].text="Transparency Effects"; m[5].value = PlayerCfg.OglAlphaEffects;
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m[6].type = NM_TYPE_CHECK; m[6].text="Vectorial Reticle"; m[6].value = PlayerCfg.OglReticle;
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m[7].type = NM_TYPE_CHECK; m[7].text="VSync"; m[7].value = GameCfg.VSync;
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m[8].type = NM_TYPE_CHECK; m[8].text="4x multisampling"; m[8].value = GameCfg.Multisample;
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m[GameCfg.TexFilt+1].value=1;
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i = newmenu_do1( NULL, "Graphics Options", sizeof(m)/sizeof(*m), m, NULL, i );
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if (GameCfg.VSync != m[7].value || GameCfg.Multisample != m[8].value)
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nm_messagebox( NULL, 1, TXT_OK, "To apply VSync or 4x Multisample\nyou need to restart the program");
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for (j = 0; j <= 2; j++)
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if (m[j+1].value)
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GameCfg.TexFilt = j;
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PlayerCfg.OglAlphaEffects = m[5].value;
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PlayerCfg.OglReticle = m[6].value;
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GameCfg.VSync = m[7].value;
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GameCfg.Multisample = m[8].value;
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gr_set_attributes();
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gr_set_mode(Game_screen_mode);
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} while( i>-1 );
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}
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void set_extmusic_volume(int volume);
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void sound_menuset(int nitems, newmenu_item * items, int *last_key, int citem )
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@ -735,41 +777,6 @@ void do_sound_menu()
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} while( i>-1 );
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}
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void do_graphics_menu()
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{
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newmenu_item m[9];
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int i = 0, j = 0;
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do {
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m[0].type = NM_TYPE_TEXT; m[0].text="Texture Filtering:";
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m[1].type = NM_TYPE_RADIO; m[1].text = "None (Classical)"; m[1].value = 0; m[1].group = 0;
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m[2].type = NM_TYPE_RADIO; m[2].text = "Bilinear"; m[2].value = 0; m[2].group = 0;
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m[3].type = NM_TYPE_RADIO; m[3].text = "Trilinear"; m[3].value = 0; m[3].group = 0;
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m[4].type = NM_TYPE_TEXT; m[4].text="";
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m[5].type = NM_TYPE_CHECK; m[5].text="Transparency Effects"; m[5].value = PlayerCfg.OglAlphaEffects;
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m[6].type = NM_TYPE_CHECK; m[6].text="Vectorial Reticle"; m[6].value = PlayerCfg.OglReticle;
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m[7].type = NM_TYPE_CHECK; m[7].text="VSync"; m[7].value = GameCfg.VSync;
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m[8].type = NM_TYPE_CHECK; m[8].text="4x multisampling"; m[8].value = GameCfg.Multisample;
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m[GameCfg.TexFilt+1].value=1;
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i = newmenu_do1( NULL, "Graphics Options", sizeof(m)/sizeof(*m), m, NULL, i );
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if (GameCfg.VSync != m[7].value || GameCfg.Multisample != m[8].value)
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nm_messagebox( NULL, 1, TXT_OK, "To apply VSync or 4x Multisample\nyou need to restart the program");
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for (j = 0; j <= 2; j++)
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if (m[j+1].value)
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GameCfg.TexFilt = j;
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PlayerCfg.OglAlphaEffects = m[5].value;
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PlayerCfg.OglReticle = m[6].value;
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GameCfg.VSync = m[7].value;
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GameCfg.Multisample = m[8].value;
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gr_set_attributes();
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gr_set_mode(Game_screen_mode);
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} while( i>-1 );
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}
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#define ADD_CHECK(n,txt,v) do { m[n].type=NM_TYPE_CHECK; m[n].text=txt; m[n].value=v;} while (0)
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void do_misc_menu()
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@ -834,7 +841,6 @@ void do_multi_player_menu()
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break; // leave menu
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} while( choice > -1 );
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}
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void do_ip_manual_join_menu()
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