#ifndef MENU_H #define MENU_H #if defined(CSQC) #elif defined(MENUQC) #include "../common/util-pre.qh" #include "sys-pre.qh" #include "../dpdefs/menudefs.qc" #include "../dpdefs/keycodes.qc" #include "sys-post.qh" #include "config.qh" #include "../warpzonelib/mathlib.qh" #include "../common/util.qh" #include "../common/test.qh" #include "oo/base.qh" #include "../common/playerstats.qh" #include "../common/teams.qh" #include "../common/constants.qh" #include "../common/mapinfo.qh" #include "../common/campaign_common.qh" #include "../common/weapons/weapons.qh" #include "../common/counting.qh" #include "../common/command/markup.qh" #include "../common/command/rpn.qh" #include "../common/command/generic.qh" #include "../common/command/shared_defs.qh" #include "../common/urllib.qh" #include "../common/monsters/monsters.qh" #include "command/menu_cmd.qh" #elif defined(SVQC) #endif #define localcmd cmd #define NULL (null_entity) #define world NULL // constants const float GAME_ISSERVER = 1; const float GAME_CONNECTED = 2; const float GAME_DEVELOPER = 4; // prototypes float Menu_Active; float gamestatus; const float S_SHIFT = 1; const float S_CTRL = 2; const float S_ALT = 4; float frametime; float time; entity anim; entity main; void m_hide(); void m_display(); void m_goto(string name); .string name; entity keyGrabber; .void(entity me, float key, float ascii) keyGrabbed; float conwidth, conheight; // "virtual" conwidth/height values for other stuff to assume for scaling float preMenuInit(); // you have to define this for pre-menu initialization. Return 0 if initialization needs to be retried a frame later, 1 if it succeeded. void preMenuDraw(); // this is run before the menu is drawn. You may put some stuff there that has to be done every frame. void postMenuDraw(); // this is run just after the menu is drawn (or not). Useful to draw something over everything else. void m_sync(); #endif