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https://git.rip/DMCA_FUCKER/re3.git
synced 2024-12-23 07:30:01 +00:00
Xbox message screen, disabled by default
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b2f9b3175b
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b7783b19d2
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@ -150,6 +150,14 @@ const char* FrontendFilenames[][2] = {
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#define MENU_Y(y) StretchY(y)
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#endif
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#ifdef XBOX_MESSAGE_SCREEN
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bool CMenuManager::m_bDialogOpen = false;
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uint32 CMenuManager::m_nDialogHideTimer = 0;
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PauseModeTime CMenuManager::m_nDialogHideTimerPauseMode = 0;
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bool CMenuManager::m_bSaveWasSuccessful = false;
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wchar* CMenuManager::m_pDialogText = nil;
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#endif
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#define PREPARE_MENU_HEADER \
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CFont::SetRightJustifyOn(); \
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CFont::SetFontStyle(FONT_LOCALE(FONT_HEADING)); \
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@ -1351,9 +1359,12 @@ CMenuManager::DrawStandardMenus(bool activeScreen)
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if (m_nCurrScreen == MENUPAGE_DELETING_IN_PROGRESS) {
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SmallMessageScreen("FEDL_WR");
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} else if (m_nCurrScreen == MENUPAGE_SAVING_IN_PROGRESS) {
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}
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#ifndef XBOX_MESSAGE_SCREEN
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else if (m_nCurrScreen == MENUPAGE_SAVING_IN_PROGRESS) {
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SmallMessageScreen("FESZ_WR");
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}
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#endif
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}
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// --MIAMI: Done
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@ -3215,6 +3226,10 @@ CMenuManager::PrintStats()
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void
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CMenuManager::Process(void)
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{
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#ifdef XBOX_MESSAGE_SCREEN
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ProcessDialogTimer();
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#endif
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if (TheCamera.GetScreenFadeStatus() != FADE_0)
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return;
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@ -4863,6 +4878,129 @@ float CMenuManager::StretchY(float y)
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return SCREEN_STRETCH_Y(y);
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}
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#ifdef XBOX_MESSAGE_SCREEN
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void
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CMenuManager::CloseDialog(void)
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{
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// We don't have this on PC GXT :shrug:
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static wchar* gameSaved = AllocUnicode("Game saved successfully!");
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if (m_bSaveWasSuccessful && DialogTextCmp("FESZ_WR")) {
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m_bSaveWasSuccessful = false; // i don't know where XBOX resets that
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m_pDialogText = gameSaved;
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SetDialogTimer(1000);
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ProcessDialogTimer();
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} else {
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ToggleDialog(false);
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}
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}
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void
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CMenuManager::ProcessDialogTimer(void)
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{
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if (!m_bDialogOpen || m_nDialogHideTimer == 0)
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return;
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// Also XBOX has unified time source for in-game/menu, but we don't have that
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if (m_bMenuActive && CTimer::GetTimeInMilliseconds() > m_nDialogHideTimer || !m_bMenuActive && CTimer::GetTimeInMillisecondsPauseMode() > m_nDialogHideTimerPauseMode) {
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// This is originally activePage.funcs->closePage()
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CloseDialog();
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}
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}
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void
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CMenuManager::SetDialogTimer(uint32 timer)
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{
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// XBOX iterates some page list(actives?) and then sets timer variable of specified page to specified value. We only have dialog right now.
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// Also XBOX has unified time source for in-game/menu, but we don't have that, thus 2 timer variables...
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m_nDialogHideTimer = CTimer::GetTimeInMilliseconds() + timer;
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m_nDialogHideTimerPauseMode = CTimer::GetTimeInMillisecondsPauseMode() + timer;
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}
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void
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CMenuManager::SetDialogText(const char* key)
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{
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// There are many things going around here, idk why
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m_pDialogText = TheText.Get(key);
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}
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bool
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CMenuManager::DialogTextCmp(const char* key)
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{
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wchar *value = TheText.Get(key);
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wchar *i = m_pDialogText;
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for (; *i != '\0' && *value != '\0'; i++, value++) {
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if (*i != *value)
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return false;
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}
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return *i == '\0' && *value == '\0';
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}
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void
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CMenuManager::ToggleDialog(bool toggle)
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{
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// This originally calls some mysterious function on enable and close CB on disable, along with decreasing some counter. Which is no use for dialog
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// XBOX doesn't do that
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if (toggle)
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m_nDialogHideTimer = 0;
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m_bDialogOpen = toggle;
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}
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void
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DrawDialogBg(float offset, uint8 alpha)
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{
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CSprite2d::Draw2DPolygon(SCALE_AND_CENTER_X(84.f + offset), MENU_Y(126.f + offset),
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SCALE_AND_CENTER_X(512.f + offset), MENU_Y(109.f + offset),
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SCALE_AND_CENTER_X(100.f + offset), MENU_Y(303.f + offset),
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SCALE_AND_CENTER_X(474.f + offset), MENU_Y(311.f + offset), CRGBA(107, 193, 236, alpha));
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CSprite2d::Draw2DPolygon(SCALE_AND_CENTER_X(523.f + offset), MENU_Y(108.f + offset),
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SCALE_AND_CENTER_X(542.f + offset), MENU_Y(107.f + offset),
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SCALE_AND_CENTER_X(485.f + offset), MENU_Y(310.f + offset),
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SCALE_AND_CENTER_X(516.f + offset), MENU_Y(311.f + offset), CRGBA(107, 193, 236, alpha));
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}
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void
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CMenuManager::DrawOverlays(void)
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{
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// This is stripped to show only Dialog box, XBOX does much more in here.
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if (!m_bDialogOpen)
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return;
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DefinedState();
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CSprite2d::DrawRect(CRect(0, SCREEN_HEIGHT, SCREEN_WIDTH, 0), CRGBA(0, 0, 0, 160));
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// Ofc this is not hardcoded like that on Xbox, it should be a texture
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DrawDialogBg(20.f, 160); // shadow
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DrawDialogBg(0.f, 255);
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CFont::SetBackgroundOff();
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CFont::SetPropOn();
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CFont::SetJustifyOn();
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CFont::SetBackGroundOnlyTextOn();
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CFont::SetFontStyle(FONT_LOCALE(FONT_STANDARD));
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CFont::SetCentreSize(SCREEN_SCALE_X(380.0f));
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CFont::SetCentreOn();
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CFont::SetColor(CRGBA(LABEL_COLOR.r, LABEL_COLOR.g, LABEL_COLOR.b, 255));
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CFont::SetDropShadowPosition(2);
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CFont::SetDropColor(CRGBA(0, 0, 0, 255));
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// Both of those are 0.9 on Xbox, which is ofcouse wrong...
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CFont::SetScale(SCREEN_SCALE_X(BIGTEXT_X_SCALE), SCREEN_SCALE_Y(BIGTEXT_Y_SCALE));
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int x = SCREEN_WIDTH / 2.f - SCREEN_SCALE_X(30.0f);
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int y = SCREEN_HEIGHT / 2.f - SCREEN_SCALE_Y(30.0f);
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int numOfLines = CFont::GetNumberLines(x, y, m_pDialogText);
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CFont::PrintString(x, y - SCREEN_SCALE_Y(numOfLines / 2.f), m_pDialogText);
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CFont::DrawFonts();
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}
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#endif
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void
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CMenuManager::ProcessFileActions()
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{
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@ -4872,9 +5010,14 @@ CMenuManager::ProcessFileActions()
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#ifdef USE_DEBUG_SCRIPT_LOADER
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scriptToLoad = 0;
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#endif
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#ifdef XBOX_MESSAGE_SCREEN
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SetDialogText("FELD_WR");
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ToggleDialog(true);
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#else
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if (!m_bGameNotLoaded)
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MessageScreen("FELD_WR", true);
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#endif
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DoSettingsBeforeStartingAGame();
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m_bWantToLoad = true;
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} else
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@ -4907,6 +5050,41 @@ CMenuManager::ProcessFileActions()
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}
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case MENUPAGE_SAVING_IN_PROGRESS:
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{
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#ifdef XBOX_MESSAGE_SCREEN
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if (m_bDialogOpen && DialogTextCmp("FESZ_WR")) {
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PauseModeTime startTime = CTimer::GetTimeInMillisecondsPauseMode();
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int8 SaveSlot = PcSaveHelper.SaveSlot(m_nCurrSaveSlot);
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PcSaveHelper.PopulateSlotInfo();
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// Original code, but we don't want redundant saving text if it doesn't
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#if 0
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CTimer::Update(); // not on Xbox, who updates it?
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// it compensates the lag to show saving text always one second... how cute
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int dialogDur = Max(1, startTime - CTimer::GetTimeInMillisecondsPauseMode() + 1000);
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#else
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int dialogDur = 1;
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#endif
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if (SaveSlot) {
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// error. PC code
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ToggleDialog(false);
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SwitchToNewScreen(MENUPAGE_SAVE_CUSTOM_WARNING);
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strncpy(aScreens[m_nCurrScreen].m_ScreenName, "FET_SG", 8);
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strncpy(aScreens[m_nCurrScreen].m_aEntries[0].m_EntryName, "FES_CMP", 8);
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} else {
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m_bSaveWasSuccessful = true;
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SetDialogTimer(dialogDur);
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ProcessDialogTimer();
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RequestFrontEndShutDown();
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}
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} else {
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SetDialogText("FESZ_WR");
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ToggleDialog(true);
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}
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#else
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static bool waitedForScreen = false;
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if (waitedForScreen) {
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waitedForScreen = false;
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} else if (m_nMenuFadeAlpha >= 255)
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waitedForScreen = true;
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#endif
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break;
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}
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}
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@ -4939,7 +5117,11 @@ CMenuManager::SwitchMenuOnAndOff()
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&& (!m_bMenuActive || m_nCurrScreen == MENUPAGE_PAUSE_MENU || m_nCurrScreen == MENUPAGE_CHOOSE_SAVE_SLOT || m_nCurrScreen == MENUPAGE_SAVE_CHEAT_WARNING)
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|| m_bShutDownFrontEndRequested || m_bStartUpFrontEndRequested) {
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if (m_nCurrScreen != MENUPAGE_LOADING_IN_PROGRESS) {
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if (m_nCurrScreen != MENUPAGE_LOADING_IN_PROGRESS
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#ifdef XBOX_MESSAGE_SCREEN
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&& m_nCurrScreen != MENUPAGE_SAVING_IN_PROGRESS
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#endif
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) {
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DoRWStuffStartOfFrame(0, 0, 0, 0, 0, 0, 255);
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DoRWStuffEndOfFrame();
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DoRWStuffStartOfFrame(0, 0, 0, 0, 0, 0, 255);
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@ -4,6 +4,7 @@
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#else
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#include "Sprite2d.h"
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#include "Timer.h"
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#define MENUHEADER_POS_X 10.0f
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#define MENUHEADER_POS_Y 10.0f
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@ -642,6 +643,22 @@ public:
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#define ISLAND_LOADING_ISNT(p)
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#endif
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#ifdef XBOX_MESSAGE_SCREEN
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static uint32 m_nDialogHideTimer;
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static PauseModeTime m_nDialogHideTimerPauseMode;
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static bool m_bDialogOpen;
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static wchar *m_pDialogText;
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static bool m_bSaveWasSuccessful;
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static void SetDialogText(const char*);
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static bool DialogTextCmp(const char*);
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static void ToggleDialog(bool);
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static void SetDialogTimer(uint32);
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void ProcessDialogTimer(void);
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void DrawOverlays(void);
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void CloseDialog(void);
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#endif
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void Initialise();
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void PrintMap();
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void SetFrontEndRenderStates();
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@ -674,8 +674,10 @@ void CGame::InitialiseWhenRestarting(void)
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if (b_FoundRecentSavedGameWantToLoad || FrontEndMenuManager.m_bWantToLoad)
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{
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LoadSplash("splash1");
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#ifndef XBOX_MESSAGE_SCREEN
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if (FrontEndMenuManager.m_bWantToLoad)
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FrontEndMenuManager.MessageScreen("FELD_WR", true);
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#endif
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}
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b_FoundRecentSavedGameWantToLoad = false;
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@ -684,6 +686,14 @@ void CGame::InitialiseWhenRestarting(void)
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if ( FrontEndMenuManager.m_bWantToLoad == true )
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{
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#ifdef XBOX_MESSAGE_SCREEN
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FrontEndMenuManager.SetDialogTimer(1000);
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DoRWStuffStartOfFrame(0, 0, 0, 0, 0, 0, 0);
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CSprite2d::InitPerFrame();
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CFont::InitPerFrame();
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FrontEndMenuManager.DrawOverlays();
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DoRWStuffEndOfFrame();
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#endif
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RestoreForStartLoad();
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}
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@ -717,6 +727,9 @@ void CGame::InitialiseWhenRestarting(void)
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currLevel = LEVEL_GENERIC;
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CCollision::SortOutCollisionAfterLoad();
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}
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#ifdef XBOX_MESSAGE_SCREEN
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FrontEndMenuManager.ProcessDialogTimer();
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#endif
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}
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CTimer::Update();
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@ -220,6 +220,8 @@ extern int strcasecmp(const char *str1, const char *str2);
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extern int strncasecmp(const char *str1, const char *str2, size_t len);
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#endif
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extern wchar *AllocUnicode(const char*src);
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#define clamp(v, low, high) ((v)<(low) ? (low) : (v)>(high) ? (high) : (v))
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#define clamp2(v, center, radius) ((v) < (center) ? Max(v, center - radius) : Min(v, center + radius))
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@ -302,6 +302,7 @@ enum Config {
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# define GRAPHICS_MENU_OPTIONS
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#define LEGACY_MENU_OPTIONS
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#define MUCH_SHORTER_OUTRO_SCREEN
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// #define XBOX_MESSAGE_SCREEN // Blue background, no "saved successfully press OK" screen etc.
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// Script
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#define USE_DEBUG_SCRIPT_LOADER // Loads main.scm by default. Hold R for main_freeroam.scm and D for main_d.scm
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@ -1301,7 +1301,9 @@ Idle(void *arg)
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Render2dStuffAfterFade();
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tbEndTimer("Render2dStuff-Fade");
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// CCredits::Render(); // They added it to function above and also forgot it here
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#ifdef XBOX_MESSAGE_SCREEN
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FrontEndMenuManager.DrawOverlays();
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#endif
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if (gbShowTimebars)
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tbDisplay();
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@ -1334,6 +1336,9 @@ FrontendIdle(void)
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DefinedState(); // seems redundant, but breaks resolution change.
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RenderMenus();
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#ifdef XBOX_MESSAGE_SCREEN
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FrontEndMenuManager.DrawOverlays();
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#endif
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DoFade();
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Render2dStuffAfterFade();
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CFont::DrawFonts();
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