static void order(void) { void *f; char *text; int x, y; int size = 0; SDLTexture *restore = NULL; restore = render.createScreenTexture(); f = loadfile("pic\\order.pcx", &size); text = (char *)loadfile("stuff\\order1.txt", NULL); fadeout(FADE_PALETTE); render.clear(0, 0, 0); showpcx(f, 20, size); blue->print_c(XMAX/2, 0, "ORDER RAVAGE NOW"); x = 0; y = 30; beauty(tiny, x, y, text); unloadfile(text); fadein(NULL); input_wait(); input_fire(); input_wait(); fadeout(FADE_PALETTE); text = (char *)loadfile("stuff\\order2.txt", NULL); render.clear(0, 0, 0); showpcx(f, 20, size); blue->print_c(XMAX/2, 0, "HOW TO ORDER"); x = 0; y = 30; beauty(tiny, x, y, text); unloadfile(text); fadein(NULL); unloadfile(f); input_wait(); input_fire(); input_wait(); fadeout(FADE_PALETTE); render.drawTexture(restore, 0, 0); fadein(level.palette); restore->destroy(); delete restore; }
static void shutmenu(void) { fadeout(FADE_ALL); s_unloadmod(); // Housekeeping. weapon_removeall(nowplayer); shutlevel(); shutgame(); playback_stop(); cheatlevel = cheatsave; // Restore Previous Saved Game State. gstate = gsave; player[nowplayer] = psave; player[1-nowplayer] = psave2; // release resources. unloadfile(yesno); sYesNo.destroy(); unloadfile(addsub); sAddSub.destroy(); delete tiny; delete blue; delete back; unloadfile(pointer); sPointer.destroy(); unloadfile(head); sHead.destroy(); demoTexture.destroy(); delete menuback; }
static void showpicture(char *file) { void *f; int size = 0; SDLTexture *restore; restore = render.createScreenTexture(); f = loadfile(file, &size); fadeout(FADE_PALETTE); render.clear(0, 0, 0); showpcx(f, 0, size); unloadfile(f); fadein(NULL); input_wait(); input_fire(); input_wait(); fadeout(FADE_PALETTE); render.drawTexture(restore, 0, 0); fadein(level.palette); restore->destroy(); delete restore; }