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make reloadables optional
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6912cfe98a
commit
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@ -204,6 +204,9 @@ enum Config {
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#else
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#define AUDIO_OAL
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#endif
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#ifdef DEBUGMENU
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#define RELOADABLES // some debug menu options to reload TXD files
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#endif
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// Particle
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//#define PC_PARTICLE
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@ -385,10 +385,12 @@ DebugMenuPopulate(void)
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DebugMenuAddCmd("Debug", "Start Credits", CCredits::Start);
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DebugMenuAddCmd("Debug", "Stop Credits", CCredits::Stop);
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#ifdef RELOADABLES
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DebugMenuAddCmd("Reload", "HUD.TXD", CHud::ReloadTXD);
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DebugMenuAddCmd("Reload", "FONTS.TXD", NULL);
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DebugMenuAddCmd("Reload", "FRONTEN1.TXD", NULL);
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DebugMenuAddCmd("Reload", "FRONTEN2.TXD", NULL);
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#endif
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extern bool PrintDebugCode;
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extern int16 DebugCamMode;
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@ -1476,6 +1476,7 @@ void CHud::GetRidOfAllHudMessages()
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}
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}
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#ifdef RELOADABLES
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void CHud::ReloadTXD()
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{
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for (int i = 0; i < NUM_HUD_SPRITES; ++i) {
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@ -1497,6 +1498,7 @@ void CHud::ReloadTXD()
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Sprites[i].SetTexture(WeaponFilenames[i].name, WeaponFilenames[i].mask);
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}
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}
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#endif
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void CHud::Initialise()
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{
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@ -124,7 +124,9 @@ public:
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static void Draw();
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static void DrawAfterFade();
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static void GetRidOfAllHudMessages();
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#ifdef RELOADABLES
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static void ReloadTXD();
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#endif
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static void Initialise();
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static void ReInitialise();
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static void SetBigMessage(wchar *message, int16 style);
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