void ARXMenu_LoadQuest(SavegameHandle num) { LOADQUEST_SLOT = num; ARX_SOUND_PlayMenu(SND_MENU_CLICK); REFUSE_GAME_RETURN = false; ARX_MENU_Clicked_QUIT(); }
void ARX_Menu_Manage() { // looks for keys for each mode. switch(ARXmenu.currentmode) { case AMCM_OFF: { // Checks for ESC key if(GInput->isKeyPressedNowUnPressed(Keyboard::Key_Escape)) { if(cinematicBorder.isActive()) { // Disabling ESC capture while fading in or out. if(!FADEDIR) { if(SendMsgToAllIO(SM_KEY_PRESSED, "") != REFUSE) { REQUEST_SPEECH_SKIP=1; } } } else { GRenderer->getSnapshot(savegame_thumbnail, 160, 100); arxtime.pause(); ARX_MENU_Launch(true); bFadeInOut=false; //fade out bFade=true; //active le fade TRUE_PLAYER_MOUSELOOK_ON = false; ARX_PLAYER_PutPlayerInNormalStance(); } } break; } case AMCM_NEWQUEST: { if( GInput->isKeyPressedNowUnPressed(Keyboard::Key_Escape) && !bFadeInOut // XS: Disabling ESC capture while fading in or out. ) { ARX_SOUND_PlayMenu(SND_MENU_CLICK); ARXmenu.currentmode = AMCM_MAIN; } break; } case AMCM_MAIN: { if( GInput->isKeyPressedNowUnPressed(Keyboard::Key_Escape) && MENU_NoActiveWindow() && !REFUSE_GAME_RETURN ) { arxtime.resume(); ARX_MENU_Clicked_QUIT(); } break; } case AMCM_CREDITS: { if( GInput->isKeyPressedNowUnPressed(Keyboard::Key_Escape) || GInput->isKeyPressedNowUnPressed(Keyboard::Key_Spacebar) ) { ARX_SOUND_PlayMenu(SND_MENU_CLICK); bFadeInOut = true; //fade out bFade = true; //active le fade iFadeAction = AMCM_MAIN; ARX_MENU_LaunchAmb(AMB_MENU); } break; } default: break; } }
void ARX_MENU_NEW_QUEST_Clicked_QUIT() { START_NEW_QUEST = 1; REFUSE_GAME_RETURN = 0; ARX_MENU_Clicked_QUIT(); }
static void ARX_MENU_NEW_QUEST_Clicked_QUIT() { START_NEW_QUEST = true; g_canResumeGame = true; ARX_MENU_Clicked_QUIT(); }