Exemplo n.º 1
0
/*
=================
UI_PopMenu
=================
*/
void UI_PopMenu( void )
{
	UI_StartSound( uiSoundOut );

	uiStatic.menuDepth--;

	if( uiStatic.menuDepth < 0 )
		HOST_ERROR( "UI_PopMenu: menu stack underflow\n" );

	UI_PopPButtonStack();

	if( uiStatic.menuDepth )
	{
		uiStatic.menuActive = uiStatic.menuStack[uiStatic.menuDepth-1];
		uiStatic.firstDraw = true;
	}
	else if ( CL_IsActive( ))
	{
		UI_CloseMenu();
	}
	else
	{
		// never trying the close menu when client isn't connected
		KEY_SetDest( KEY_MENU );
		UI_Main_Menu();
	}

	if( uiStatic.m_fDemosPlayed && uiStatic.m_iOldMenuDepth == uiStatic.menuDepth )
	{
		CLIENT_COMMAND( FALSE, "demos\n" );
		uiStatic.m_fDemosPlayed = false;
		uiStatic.m_iOldMenuDepth = 0;
	}
}
Exemplo n.º 2
0
/*
=================
UI_PopMenu
=================
*/
void UI_PopMenu( void )
{
	UI_StartSound( uiSoundOut );

	uiStatic.menuDepth--;

	if( uiStatic.menuDepth < 0 )
		HOST_ERROR( "UI_PopMenu: menu stack underflow\n" );

	UI_PopPButtonStack();

	if( uiStatic.menuDepth )
	{
		uiStatic.menuActive = uiStatic.menuStack[uiStatic.menuDepth-1];
		uiStatic.firstDraw = true;
	}
	else if ( CL_IsActive( ))
	{
		UI_CloseMenu();
	}
	else
	{
		// never trying the close menu when client isn't connected
		KEY_SetDest( KEY_MENU );
		UI_Main_Menu();
	}
}
Exemplo n.º 3
0
/*
=================
UI_SetActiveMenu
=================
*/
void UI_SetActiveMenu( int fActive )
{
	if( !uiStatic.initialized )
		return;

	// don't continue firing if we leave game
	KEY_ClearStates();
	uiStatic.framecount = 0;

	if( fActive )
	{
		KEY_SetDest( KEY_MENU );
		UI_Main_Menu();
	}
	else
	{
		UI_CloseMenu();
	}
}