Beispiel #1
0
/*
===============
UI_CinematicsMenu_f
===============
*/
void UI_CinematicsMenu_f( void ) {
	int		n;

	n = atoi( UI_Argv( 1 ) );
	UI_CinematicsMenu();
	Menu_SetCursorToItem( &cinematicsMenuInfo.menu, cinematicsMenuInfo.menu.items[n + 3] );
}
Beispiel #2
0
/*
=================
Main_MenuEvent
=================
*/
void Main_MenuEvent (void* ptr, int event) {
	if( event != QM_ACTIVATED ) {
		return;
	}

	switch( ((menucommon_s*)ptr)->id ) {
	case ID_SINGLEPLAYER:
		UI_SPLevelMenu();
		break;

	case ID_MULTIPLAYER:
		UI_ArenaServersMenu();
		break;

	case ID_SETUP:
		UI_SetupMenu();
		break;

	case ID_DEMOS:
		UI_DemosMenu(qfalse);
		break;

	case ID_QLDEMOS:
		UI_DemosMenu(qtrue);
		break;

	case ID_CINEMATICS:
		UI_CinematicsMenu();
		break;

	case ID_MODS:
		UI_ModsMenu();
		break;

	case ID_TEAMARENA:
		trap_Cvar_Set( "fs_game", BASETA);
		trap_Cmd_ExecuteText( EXEC_APPEND, "vid_restart;" );
		break;

	case ID_OPEN_QUAKE_LIVE_DIRECTORY:
		trap_OpenQuakeLiveDirectory();
		break;

	case ID_OPEN_WOLFCAM_DIRECTORY:
		trap_OpenWolfcamDirectory();
		break;

	case ID_EXIT:
		//UI_ConfirmMenu( "EXIT GAME?", 0, MainMenu_ExitAction );
		trap_Cmd_ExecuteText( EXEC_APPEND, "quit\n" );
		break;
	}
}
/*
=================
Main_MenuEvent
=================
*/
void Main_MenuEvent (void* ptr, int event) {
	if( event != QM_ACTIVATED ) {
		return;
	}

	switch( ((menucommon_s*)ptr)->id ) {
	case ID_SINGLEPLAYER:
		UI_SPLevelMenu();
		break;

	case ID_MULTIPLAYER:
		UI_ArenaServersMenu();
		break;

	case ID_SETUP:
		UI_SetupMenu();
		break;

	case ID_DEMOS:
		UI_DemosMenu();
		break;

	case ID_CINEMATICS:
		UI_CinematicsMenu();
		break;

	case ID_MODS:
		UI_ModsMenu();
		break;

#ifndef MISSIONPACK
	case ID_TEAMARENA:
		trap_Cvar_Set( "fs_game", BASETA);
		trap_Cmd_ExecuteText( EXEC_APPEND, "vid_restart;" );
		break;
#endif

	case ID_EXIT:
		UI_ConfirmMenu( "EXIT GAME?", 0, MainMenu_ExitAction );
		break;
	}
}