void LoadGame_MenuInit( void ) { int i; memset(&s_loadgame_menu, 0, sizeof(s_loadgame_menu)); s_loadgame_menu.x = viddef.width / 2 - 120; s_loadgame_menu.y = viddef.height / 2 - 58; s_loadgame_menu.nitems = 0; s_loadgame_menu.draw = LoadGame_MenuDraw; s_loadgame_menu.key = LoadGame_MenuKey; Create_Savestrings(); for ( i = 0; i < MAX_SAVEGAMES; i++ ) { s_loadgame_actions[i].generic.name = m_savestrings[i]; s_loadgame_actions[i].generic.flags = QMF_LEFT_JUSTIFY; s_loadgame_actions[i].generic.localdata[0] = i; s_loadgame_actions[i].generic.callback = LoadGameCallback; s_loadgame_actions[i].generic.x = 0; s_loadgame_actions[i].generic.y = ( i ) * 10; if (i>0) // separate from autosave s_loadgame_actions[i].generic.y += 10; s_loadgame_actions[i].generic.type = MTYPE_ACTION; Menu_AddItem( &s_loadgame_menu, &s_loadgame_actions[i] ); } }
void SaveGame_MenuInit( void ) { int i; memset(&s_savegame_menu, 0, sizeof(s_savegame_menu)); s_savegame_menu.x = viddef.width / 2 - 120; s_savegame_menu.y = viddef.height / 2 - 58; s_savegame_menu.nitems = 0; s_savegame_menu.draw = SaveGame_MenuDraw; s_savegame_menu.key = SaveGame_MenuKey; Create_Savestrings(); // don't include the autosave slot for ( i = 0; i < MAX_SAVEGAMES-1; i++ ) { s_savegame_actions[i].generic.name = m_savestrings[i+1]; s_savegame_actions[i].generic.localdata[0] = i+1; s_savegame_actions[i].generic.flags = QMF_LEFT_JUSTIFY; s_savegame_actions[i].generic.callback = SaveGameCallback; s_savegame_actions[i].generic.x = 0; s_savegame_actions[i].generic.y = ( i ) * 10; s_savegame_actions[i].generic.type = MTYPE_ACTION; Menu_AddItem( &s_savegame_menu, &s_savegame_actions[i] ); } }
void M_Menu_SaveGame_f (void) { if (!Com_ServerState()) return; // not playing a game SaveGame_MenuInit(); M_PushMenu( &s_savegame_menu ); Create_Savestrings (); }
void M_Menu_SaveGame_f(void) { if (!Com_ServerState()) { return; // not playing a game } SaveGame_MenuInit(); UI_PushMenu(SaveGame_MenuDraw, SaveGame_MenuKey); Create_Savestrings(); }
void LoadGame_MenuInit(void) { int i; s_loadgame_menu.x = SCREEN_WIDTH * 0.5 - 240; s_loadgame_menu.y = SCREEN_HEIGHT * 0.5 - 58; s_loadgame_menu.nitems = 0; Create_Savestrings(); for (i = 0; i < MAX_SAVEGAMES; i++) { s_loadgame_actions[i].generic.name = m_savestrings[i]; s_loadgame_actions[i].generic.flags = QMF_LEFT_JUSTIFY; s_loadgame_actions[i].generic.localdata[0] = i; s_loadgame_actions[i].generic.callback = LoadGameCallback; s_loadgame_actions[i].generic.x = 0; s_loadgame_actions[i].generic.y = (i) * MENU_LINE_SIZE; if (i > 0) // separate from autosave { s_loadgame_actions[i].generic.y += 10; } s_loadgame_actions[i].generic.type = MTYPE_ACTION; Menu_AddItem(&s_loadgame_menu, &s_loadgame_actions[i]); } s_loadgame_back_action.generic.type = MTYPE_ACTION; s_loadgame_back_action.generic.flags = QMF_LEFT_JUSTIFY; s_loadgame_back_action.generic.x = 0; s_loadgame_back_action.generic.y = (MAX_SAVEGAMES + 3) * MENU_LINE_SIZE; s_loadgame_back_action.generic.name = " back"; s_loadgame_back_action.generic.callback = UI_BackMenu; Menu_AddItem(&s_loadgame_menu, &s_loadgame_back_action); InitSaveshots(true); // register saveshots }
void SaveGame_MenuInit(void) { int i; s_savegame_menu.x = SCREEN_WIDTH * 0.5 - 240; s_savegame_menu.y = SCREEN_HEIGHT * 0.5 - 58; s_savegame_menu.nitems = 0; Create_Savestrings(); // don't include the autosave slot for (i = 0; i < MAX_SAVEGAMES - 1; i++) { s_savegame_actions[i].generic.name = m_savestrings[i + 1]; s_savegame_actions[i].generic.localdata[0] = i + 1; s_savegame_actions[i].generic.flags = QMF_LEFT_JUSTIFY; s_savegame_actions[i].generic.callback = SaveGameCallback; s_savegame_actions[i].generic.x = 0; s_savegame_actions[i].generic.y = (i) * MENU_LINE_SIZE; s_savegame_actions[i].generic.type = MTYPE_ACTION; Menu_AddItem(&s_savegame_menu, &s_savegame_actions[i]); } s_savegame_back_action.generic.type = MTYPE_ACTION; s_savegame_back_action.generic.flags = QMF_LEFT_JUSTIFY; s_savegame_back_action.generic.x = 0; s_savegame_back_action.generic.y = (MAX_SAVEGAMES + 1) * MENU_LINE_SIZE; s_savegame_back_action.generic.name = " back"; s_savegame_back_action.generic.callback = UI_BackMenu; Menu_AddItem(&s_savegame_menu, &s_savegame_back_action); InitSaveshots(false); }