Beispiel #1
0
/*
=================
Main_MenuEvent
=================
*/
void Main_MenuEvent (void* ptr, int event) {
	if( event != QM_ACTIVATED ) {
		return;
	}

	switch( ((menucommon_s*)ptr)->id ) {
	case ID_JOINGAME:
		UI_ArenaServersMenu();
		break;

	case ID_STARTSERVER:
		UI_StartServerMenu( qtrue );
		break;

	case ID_SETUP:
		UI_SetupMenu();
		break;

	case ID_DEMOS:
		UI_DemosMenu();
		break;

	case ID_MODS:
		UI_ModsMenu();
		break;

	case ID_EXIT:
		UI_ConfirmMenu( "EXIT GAME?", NULL, MainMenu_ExitAction );
		break;
	}
}
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_OPTIONS:
            UI_SetupMenu();
            break;

        case ID_DEMOS:
            UI_DemosMenu();
            break;

        case ID_EXIT:
            UI_ConfirmMenu("Exit " PRODUCT_NAME "?", 0, MainMenu_ExitAction);
            break;
    }
}
Beispiel #3
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;
	}
}
Beispiel #4
0
/*
=================
InGame_Event
=================
*/
void InGame_Event( void *ptr, int notification ) {
	if( notification != QM_ACTIVATED ) {
		return;
	}

	switch( ((menucommon_s*)ptr)->id ) {
	case ID_TEAM:
		UI_TeamMainMenu();
		break;

	case ID_SETUP:
		UI_SetupMenu();
		break;

	case ID_LEAVEARENA:
		trap_Cmd_ExecuteText( EXEC_APPEND, "disconnect\n" );
		break;

	case ID_RESTART:
		UI_ConfirmMenu( "RESTART ARENA?", 0, InGame_RestartAction );
		break;

	case ID_QUIT:
		UI_ConfirmMenu( "EXIT GAME?",  0, InGame_QuitAction );
		break;

	case ID_SERVERINFO:
		UI_ServerInfoMenu();
		break;

	case ID_ADDBOTS:
		UI_AddBotsMenu();
		break;

	case ID_REMOVEBOTS:
		UI_RemoveBotsMenu();
		break;

	case ID_TEAMORDERS:
		UI_TeamOrdersMenu();
		break;

	case ID_RESUME:
		UI_PopMenu();
		break;

	case ID_SLUGROCK:
		UI_SlugRockMenu();
		break;
	}
}
Beispiel #5
0
/*
=================
InGame_Event
=================
*/
void InGame_Event( void *ptr, int notification ) {
	if( notification != QM_ACTIVATED ) {
		return;
	}

	switch( ((menucommon_s*)ptr)->id ) {
	case ID_TEAM:
		InSelectPlayerMenu(UI_TeamMainMenu, "CHANGE TEAM", qtrue);
		break;

	case ID_SETUP:
		UI_SetupMenu();
		break;

	case ID_LEAVEARENA:
		trap_Cmd_ExecuteText( EXEC_APPEND, "disconnect\n" );
		break;

	case ID_RESTART:
		UI_ConfirmMenu( "RESTART ARENA?", 0, InGame_RestartAction );
		break;

	case ID_QUIT:
		UI_ConfirmMenu( "EXIT GAME?",  0, InGame_QuitAction );
		break;

	case ID_SERVERINFO:
		UI_ServerInfoMenu();
		break;

	case ID_ADDBOTS:
		UI_AddBotsMenu();
		break;

	case ID_REMOVEBOTS:
		UI_RemoveBotsMenu();
		break;

	case ID_TEAMORDERS:
		UI_TeamOrdersMenu();
		break;

	case ID_RESUME:
		UI_PopMenu();
		break;

	case ID_LOCALPLAYERS:
		InSelectPlayerMenu(UI_TogglePlayerIngame, "ADD OR DROP", qfalse);
		break;
	}
}
Beispiel #6
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:
		if(ui_setupchecked.integer)
			UI_ArenaServersMenu();
		else
			UI_FirstConnectMenu();
		break;

	case ID_SETUP:
		UI_SetupMenu();
		break;

	case ID_DEMOS:
		UI_DemosMenu();
		break;

	/*case ID_CINEMATICS:
		UI_CinematicsMenu();
		break;*/

	case ID_CHALLENGES:
		UI_Challenges();
		break;

	case ID_MODS:
		UI_ModsMenu();
		break;

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

	case ID_EXIT:
		//UI_ConfirmMenu( "EXIT GAME?", 0, MainMenu_ExitAction );
		UI_CreditMenu();
		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;
	}
}
Beispiel #8
0
/*
===============
Rankings_MenuEvent
===============
*/
static void Rankings_MenuEvent( void* ptr, int event )
{
    if( event != QM_ACTIVATED )
    {
        return;
    }

    switch( ((menucommon_s*)ptr)->id )
    {
    case ID_LOGIN:
        UI_LoginMenu();
        break;

    case ID_LOGOUT:
        // server side masqueraded player logout first
        trap_CL_UI_RankUserRequestLogout();
        UI_ForceMenuOff();
        break;

    case ID_CREATE:
        UI_SignupMenu();
        break;

    case ID_SPECTATE:
        Cbuf_ExecuteText( EXEC_APPEND, "cmd rank_spectate\n" );
        UI_ForceMenuOff();
        break;

    case ID_SETUP:
        UI_SetupMenu();
        break;

    case ID_LEAVE:
        Cbuf_ExecuteText( EXEC_APPEND, "disconnect\n" );
        UI_ForceMenuOff();
        break;

    }
}
/*
=================
InGame_Event
=================
*/
void InGame_Event( void *ptr, int notification ) {
	if( notification != QM_ACTIVATED ) {
		return;
	}

	switch( ((menucommon_s*)ptr)->id ) {
	case ID_TEAM:
		UI_TeamMainMenu();
		break;

	case ID_SETUP:
		UI_SetupMenu();
		break;

	case ID_LEAVEARENA:
		trap_Cmd_ExecuteText( EXEC_APPEND, "disconnect\n" );
		break;

	case ID_RESTART:
		UI_ConfirmMenu( "RESTART MAP?", 0, InGame_RestartAction );
		break;

	case ID_QUIT:
		UI_ConfirmMenu( "EXIT GAME?",  0, InGame_QuitAction );
		break;

	case ID_SERVERINFO:
		UI_ServerInfoMenu();
		break;

	case ID_ADDBOTS:
		UI_AddBotsMenu();
		break;

	case ID_REMOVEBOTS:
		UI_RemoveBotsMenu();
		break;

	case ID_VOICEINGAME:
		UI_VoiceIngame();
		break;

/*	case ID_TEAMORDERS:
		UI_TeamOrdersMenu();
		break;
*/
	case ID_CALLVOTE:
		UI_CallVoteMenu();
		break;

	case ID_RESUME:
		UI_PopMenu();
		break;

	case ID_WOPMUSIC:
		trap_Cmd_ExecuteText(EXEC_APPEND,"wop_music\n");//call wop-music-menu (in ui O_o) ... get cl_paused 0 ;)
		UI_PopMenu();//pop the menu ;)
		break;

	case ID_NEXTMAP:
		trap_Cmd_ExecuteText( EXEC_APPEND, "vstr nextmap\n" );
		UI_PopMenu();
		break;
	case ID_RECHOOSELOGO:
		trap_Cmd_ExecuteText(EXEC_APPEND,"rechooselogo\n");//call logomenu (in cgame)
		UI_PopMenu();//pop the menu ;)
		break;
	}
}