#include "ui/menudef.h" #include "ui_mp/common_macro.inc" #define CHOICE_X_START 0 #define CHOICE_Y_START 34 #define CHOICE_SEP_OFFSET_Y -2 #define CHOICE_GROUP "acts" #include "ui_mp/menustyle.inc" #include "ui/choices_setup_common.menu" #undef CHOICE_SIZE_X #undef CHOICE_SIZE_Y #define CHOICE_SIZE_X 258 #define CHOICE_SIZE_Y 22 //---- orient ---- #define GAMEINFO_WIDTH 250 #define GAMEINFO_WIDTH2 255 #define GAMEINFO_HEIGHT 258 #define GAMEINFO_HEIGHT2 0 #ifdef PC #define GAMEINFO_ORIGIN 4 -190 #define PC_OFFSET_Y 40 #else #define GAMEINFO_ORIGIN 4 -170 #define PC_OFFSET_Y 0 #endif //---- cheats conditions ---- #define CHEAT_CONDITION dvarBool( mis_cheat ) #define CHEAT_CONDITION_NOT !dvarBool( mis_cheat ) //---- arcade conditions ---- #define ARCADE_CONDITION_NOT(p_mapname) ( ( dvarBool( arcademode ) && p_mapname != "killhouse" && p_mapname != "coup" && p_mapname != "aftermath" ) || !dvarBool( arcademode ) ) #define ARCADE_CONDITION(p_mapname) dvarBool( arcademode ) && ( p_mapname == "killhouse" || p_mapname == "coup" || p_mapname == "aftermath" ) // Cheats enabled indicat0r! #define ORIGIN_CHEATS_INDICATOR 156 32 #define CHEATS_INDICATOR \ PREPROC_TEXT_DRAW_ALIGNED( ORIGIN_CHEATS_INDICATOR 100 20 HORIZONTAL_ALIGN_CENTER VERTICAL_ALIGN_TOP, 0 0, text "@MENU_CHEAT_ENABLED", TEXTSIZE_SMALL, 0, 0, ITEM_ALIGN_RIGHT, COLOR_TITLE visible when( CHEAT_CONDITION ); ) // macros for the map display info #define LOCAL_MAP_SHOW( p_mapname, p_mapname2, offset, arcade_num ) \ hide "map_image_group"; \ hide "map_name_group"; \ hide "map_desc_group"; \ hide "map_difficulty"; \ show "image_"p_mapname; \ show "name_"p_mapname; \ show "desc_"p_mapname; \ show "easy_"p_mapname; \ show "regular_"p_mapname; \ show "hardened_"p_mapname; \ show "veteran_"p_mapname; \ exec "set ui_arcade_score "arcade_num \ uiscript loadMissionDifficultyOffset offset; #define LOCAL_MAP_ACTION( p_mapname, p_mapname_text ) \ setdvar credits "0"; \ setdvar credits_active "0"; \ setdvar ui_load_level p_mapname; open popmenu_difficulty; #define LOCAL_MAP_SELECTION( itemNum, p_mapname_text, p_mapname, pdesc, offset, arcade_num )\ CHOICE_BUTTON_FOCUS_VIS( itemNum, p_mapname_text, LOCAL_MAP_ACTION( p_mapname, p_mapname_text ), LOCAL_MAP_SHOW( p_mapname, p_mapname_text, offset, arcade_num ), ;, when( ( dvarInt( mis_01 ) >= (offset) || CHEAT_CONDITION ) && ARCADE_CONDITION_NOT(p_mapname) ); ) \ CHOICE_DBUTTON_VIS( itemNum, p_mapname_text, when( ARCADE_CONDITION(p_mapname) ); ) \ PREPROC_TEXT_DRAW_ALIGNED_EXP( GAMEINFO_ORIGIN (GAMEINFO_WIDTH-8) GAMEINFO_HEIGHT2 HORIZONTAL_ALIGN_CENTER VERTICAL_ALIGN_CENTER, 4 (GAMEINFO_HEIGHT+12), pdesc, TEXTSIZE_SMALL, 0, 0, ITEM_ALIGN_LEFT, 1 1 1 1 name "desc_"p_mapname group "map_desc_group" autowrapped )\ /*easy*/PREPROC_TEXT_DRAW_ALIGNED_EXP( GAMEINFO_ORIGIN (GAMEINFO_WIDTH-8) GAMEINFO_HEIGHT2 HORIZONTAL_ALIGN_CENTER VERTICAL_ALIGN_CENTER, 4 (GAMEINFO_HEIGHT+PC_OFFSET_Y+66), locString("@MENU_DIFFICULTY_COMPLETED") + " " + locString("@MENU_RECRUIT"), TEXTSIZE_SMALL, 0, 0, ITEM_ALIGN_LEFT, COLOR_TITLE name "easy_"p_mapname group "map_difficulty" autowrapped visible \ when( dvarString( "ui_level" ) == "1" ); )\ /*regular*/PREPROC_TEXT_DRAW_ALIGNED_EXP( GAMEINFO_ORIGIN (GAMEINFO_WIDTH-8) GAMEINFO_HEIGHT2 HORIZONTAL_ALIGN_CENTER VERTICAL_ALIGN_CENTER, 4 (GAMEINFO_HEIGHT+PC_OFFSET_Y+66), locString("@MENU_DIFFICULTY_COMPLETED") + " " + locString("@MENU_REGULAR"), TEXTSIZE_SMALL, 0, 0, ITEM_ALIGN_LEFT, COLOR_TITLE name "regular_"p_mapname group "map_difficulty" autowrapped visible \ when( dvarString( "ui_level" ) == "2" ); )\ /*hardened*/PREPROC_TEXT_DRAW_ALIGNED_EXP( GAMEINFO_ORIGIN (GAMEINFO_WIDTH-8) GAMEINFO_HEIGHT2 HORIZONTAL_ALIGN_CENTER VERTICAL_ALIGN_CENTER, 4 (GAMEINFO_HEIGHT+PC_OFFSET_Y+66), locString("@MENU_DIFFICULTY_COMPLETED") + " " + locString("@MENU_HARDENED"), TEXTSIZE_SMALL, 0, 0, ITEM_ALIGN_LEFT, COLOR_TITLE name "hardened_"p_mapname group "map_difficulty" autowrapped visible \ when( dvarString( "ui_level" ) == "3" ); )\ /*veteran*/PREPROC_TEXT_DRAW_ALIGNED_EXP( GAMEINFO_ORIGIN (GAMEINFO_WIDTH-8) GAMEINFO_HEIGHT2 HORIZONTAL_ALIGN_CENTER VERTICAL_ALIGN_CENTER, 4 (GAMEINFO_HEIGHT+PC_OFFSET_Y+66), locString("@MENU_DIFFICULTY_COMPLETED") + " " + locString("@MENU_VETERAN"), TEXTSIZE_SMALL, 0, 0, ITEM_ALIGN_LEFT, COLOR_TITLE name "veteran_"p_mapname group "map_difficulty" autowrapped visible \ when( dvarString( "ui_level" ) == "4" ); )\ PREPROC_SHADER_DRAW_ALIGNED( GAMEINFO_ORIGIN GAMEINFO_WIDTH2 (GAMEINFO_WIDTH2-8) HORIZONTAL_ALIGN_CENTER VERTICAL_ALIGN_CENTER, 0 5, "levelshot_"p_mapname, 1 1 1 1, 0, 0, 0 0 0 0 name "image_"p_mapname group "map_image_group" ) #define LOCAL_MAP_FRAME_BG \ PREPROC_SHADER_DRAW_ALIGNED( GAMEINFO_ORIGIN GAMEINFO_WIDTH2 92 HORIZONTAL_ALIGN_CENTER VERTICAL_ALIGN_CENTER, 0 (GAMEINFO_HEIGHT-6), "white", 0 0 0 0.4, 0, 0, 0 0 0 0 )\ #define LOCAL_MAP_FRAME \ UI_EDGE_REVERSE( GAMEINFO_ORIGIN,HORIZONTAL_ALIGN_CENTER VERTICAL_ALIGN_CENTER, 0, 0, 0.1 0.1 0.1 1 ) \ UI_EDGE_REVERSE( GAMEINFO_ORIGIN,HORIZONTAL_ALIGN_CENTER VERTICAL_ALIGN_CENTER, 0, 0, 0.9 0.95 1 0.4 )\ PREPROC_SHADER_DRAW_ALIGNED( GAMEINFO_ORIGIN GAMEINFO_WIDTH 20 HORIZONTAL_ALIGN_CENTER VERTICAL_ALIGN_CENTER, 5 0, "white", 0.1 0.1 0.1 1, 0, 0, 0 0 0 0 )\ PREPROC_SHADER_DRAW_ALIGNED( GAMEINFO_ORIGIN (-(GAMEINFO_WIDTH)) 20 HORIZONTAL_ALIGN_CENTER VERTICAL_ALIGN_CENTER, 5 0, "gradient_fadein", 0.9 0.95 1 0.4, 0, 0, 0 0 0 0 )\ PREPROC_SHADER_DRAW_ALIGNED( GAMEINFO_ORIGIN -80 20 HORIZONTAL_ALIGN_CENTER VERTICAL_ALIGN_CENTER, (GAMEINFO_WIDTH-76) 0, "ui_perforation", 1 1 1 1, 0, 0, 0 0 0 0 )\ PREPROC_SHADER_DRAW_ALIGNED( GAMEINFO_ORIGIN GAMEINFO_WIDTH2 16 HORIZONTAL_ALIGN_CENTER VERTICAL_ALIGN_CENTER, 0 20, "gradient_top", 0 0 0 .75, 0, 0, 0 0 0 0 )\ PREPROC_SHADER_DRAW_ALIGNED( GAMEINFO_ORIGIN GAMEINFO_WIDTH2 16 HORIZONTAL_ALIGN_CENTER VERTICAL_ALIGN_CENTER, 0 (GAMEINFO_HEIGHT-22), "gradient_bottom", 0 0 0 .75, 0, 0, 0 0 0 0 )\ PREPROC_TEXT_DRAW_ALIGNED_EXP( GAMEINFO_ORIGIN (GAMEINFO_WIDTH-4) GAMEINFO_HEIGHT2 HORIZONTAL_ALIGN_CENTER VERTICAL_ALIGN_CENTER, 4 (GAMEINFO_HEIGHT+82), locString("@MENU_ARCADE_SCORE", dvarInt(dvarString(ui_arcade_score))), TEXTSIZE_SMALL, 0, 0, ITEM_ALIGN_LEFT, COLOR_TITLE visible when( dvarBool( arcademode ) ); ) #define ACT_ORIGIN CHOICE_ORIGIN( 1 ) #define ACT_HEIGHT 344 #define ACT_BG_COLOR 0.95 0.95 0.97 0.1 #define ACT_BG_COLOR2 0 0 0.02 0.45 //1 1 1 0.1 #define ACT_BG( ptitle, act_group ) ACT_BG_RAW( -4, -26, ptitle, act_group ) #define ACT_BG_RAW( base_x, base_y, ptitle, act_group ) \ PREPROC_SHADER_DRAW_ALIGNED( ACT_ORIGIN (CHOICE_SIZE_X+10) ACT_HEIGHT CHOICE_HORIZONTAL_ALIGN CHOICE_VERTICAL_ALIGN, (base_x-4) base_y, "gradient_fadein", ACT_BG_COLOR, 0, 0, 0 0 0 0 group act_group )\ PREPROC_SHADER_DRAW_ALIGNED( ACT_ORIGIN 8 32 CHOICE_HORIZONTAL_ALIGN CHOICE_VERTICAL_ALIGN, (base_x+CHOICE_SIZE_X+6) base_y, "button_highlight_end", ACT_BG_COLOR, 0, 0, 0 0 0 0 group act_group ) \ PREPROC_SHADER_DRAW_ALIGNED( ACT_ORIGIN 8 (ACT_HEIGHT-32) CHOICE_HORIZONTAL_ALIGN CHOICE_VERTICAL_ALIGN, (base_x+CHOICE_SIZE_X+6) (base_y+32), "white", ACT_BG_COLOR, 0, 0, 0 0 0 0 group act_group ) \ PREPROC_SHADER_DRAW_ALIGNED( ACT_ORIGIN (CHOICE_SIZE_X+10) (ACT_HEIGHT-8) CHOICE_HORIZONTAL_ALIGN CHOICE_VERTICAL_ALIGN, (base_x-9) (base_y+4), "gradient_fadein", ACT_BG_COLOR2, 0, 0, 0 0 0 0 group act_group )\ PREPROC_SHADER_DRAW_ALIGNED( ACT_ORIGIN 8 32 CHOICE_HORIZONTAL_ALIGN CHOICE_VERTICAL_ALIGN, (base_x+CHOICE_SIZE_X+1) (base_y+4), "button_highlight_end", ACT_BG_COLOR2, 0, 0, 0 0 0 0 group act_group ) \ PREPROC_SHADER_DRAW_ALIGNED( ACT_ORIGIN 8 (ACT_HEIGHT-40) CHOICE_HORIZONTAL_ALIGN CHOICE_VERTICAL_ALIGN, (base_x+CHOICE_SIZE_X+1) (base_y+36), "white", ACT_BG_COLOR2, 0, 0, 0 0 0 0 group act_group ) \ PREPROC_TEXT_DRAW_ALIGNED_EXP( ACT_ORIGIN CHOICE_SIZE_X 20 CHOICE_HORIZONTAL_ALIGN CHOICE_VERTICAL_ALIGN, -26 (base_y+4), ptitle, TEXTSIZE_DEFAULT, 0, 0, ITEM_ALIGN_MIDDLE_RIGHT, COLOR_TITLE group act_group ) #define LOCAL_BACK_BUTTON \ itemDef \ {\ name back\ text "@MENU_BACK"\ type 1\ style WINDOW_STYLE_FILLED\ textstyle ITEM_TEXTSTYLE_SHADOWED\ rect -250 -26 40 20 HORIZONTAL_ALIGN_CENTER VERTICAL_ALIGN_BOTTOM\ textfont UI_FONT_NORMAL\ textalign ITEM_ALIGN_LEFT\ textscale TEXTSIZE_SMALL\ textaligny 18\ visible when( dvarBool(console_menu_style) == 0 ); \ mouseEnter { play "mouse_over"; }\ action {\ play "mouse_click";\ close self;\ }\ }\ itemDef \ { \ type ITEM_TYPE_BUTTON \ rect 18 -24 40 20 HORIZONTAL_ALIGN_LEFT VERTICAL_ALIGN_BOTTOM \ origin 0 0 \ text "@MENU_BACK" \ textfont UI_FONT_NORMAL \ textscale TEXTSIZE_SMALL \ textalign ITEM_ALIGN_BOTTOM_LEFT \ visible when( dvarBool(console_menu_style) == 1 && dvarBool(gpad_in_use) == 0 ); \ mouseEnter { play "mouse_over"; } \ action \ { \ play "mouse_click"; \ close self; \ } \ } \ itemDef\ {\ rect 18 -4 0 0 HORIZONTAL_ALIGN_LEFT VERTICAL_ALIGN_BOTTOM\ origin 0 0\ textfont UI_FONT_NORMAL\ textscale TEXTSIZE_SMALL\ textalign ITEM_ALIGN_BOTTOM_LEFT\ exp text( locString( "@IW3SP_MOD_LOC_PLATFORM_BACK_GAMEPAD_XBOX" ) + " " + locString( "@MENU_BACK" ) )\ visible when( dvarBool(console_menu_style) == 1 && dvarBool(gpad_in_use) == 1 && dvarBool(gpad_style) == 0 );\ decoration\ }\ itemDef\ {\ rect 18 -4 0 0 HORIZONTAL_ALIGN_LEFT VERTICAL_ALIGN_BOTTOM\ origin 0 0\ textfont UI_FONT_NORMAL\ textscale TEXTSIZE_SMALL\ textalign ITEM_ALIGN_BOTTOM_LEFT\ exp text( locString( "@IW3SP_MOD_LOC_PLATFORM_BACK_GAMEPAD_SONY" ) + " " + locString( "@MENU_BACK" ) )\ visible when( dvarBool(console_menu_style) == 1 && dvarBool(gpad_in_use) == 1 && dvarBool(gpad_style) == 1 );\ decoration\ } #define LOCAL_UNLOCK_ALL \ itemDef {\ name unlock_all\ text "@IW3SP_MOD_LOC_MENU_UNLOCK_ALL"\ type 1\ style WINDOW_STYLE_FILLED\ textstyle ITEM_TEXTSTYLE_SHADOWED\ rect 50 -26 200 20 HORIZONTAL_ALIGN_CENTER VERTICAL_ALIGN_BOTTOM\ textfont UI_FONT_NORMAL\ textalign ITEM_ALIGN_CENTER\ textscale TEXTSIZE_SMALL\ textaligny 18\ visible when( !dvarBool( "profile_unlock_all" ) );\ mouseEnter { play "mouse_over"; }\ action {\ play "mouse_click";\ open unlock_all_menu;\ } \ } #define LOCAL_RESET_ALL \ itemDef {\ name reset_all\ text "@IW3SP_MOD_LOC_MENU_RESET_ALL"\ type 1\ style WINDOW_STYLE_FILLED\ textstyle ITEM_TEXTSTYLE_SHADOWED\ rect 50 -26 200 20 HORIZONTAL_ALIGN_CENTER VERTICAL_ALIGN_BOTTOM\ textfont UI_FONT_NORMAL\ textalign ITEM_ALIGN_CENTER\ textscale TEXTSIZE_SMALL\ textaligny 18\ visible when( dvarBool( "profile_unlock_all" ) ); \ mouseEnter { play "mouse_over"; }\ action {\ play "mouse_click";\ open reset_all_menu;\ } \ } #define CLOSE_ACTS_MENUS \ close popmenu_act_pre; \ close popmenu_act_one; \ close popmenu_act_two; \ close popmenu_act_three; \ close popmenu_act_ep; { menuDef { name levels fullscreen 1 rect 0 0 640 480 focuscolor COLOR_FOCUSED style WINDOW_STYLE_FILLED border 0 soundloop "music_mainmenu_mp" onOpen { hide act_group setLocalVarInt ui_hide_act_button 0; #ifdef PC show act_pre_image; #else focusFirst; #endif } onEsc { close levels; CLOSE_ACTS_MENUS} onClose {} #include "ui/blurredbg.inc" #include "ui_mp/navcontrols.inc" CHOICE_MENU_TITLE( "@MENU_MISSIONS_CAP" ) #ifdef PC PREPROC_SHADER_DRAW_ALIGNED( GAMEINFO_ORIGIN GAMEINFO_WIDTH2 (GAMEINFO_WIDTH2-8) HORIZONTAL_ALIGN_CENTER VERTICAL_ALIGN_CENTER, 0 5, levelshot_cargoship, 1 1 1 1, 0, 0, 0 0 0 0 ) #endif #define LOCAL_ACT_IMAGE(pname, pimage) \ PREPROC_SHADER_DRAW_ALIGNED( GAMEINFO_ORIGIN GAMEINFO_WIDTH2 (GAMEINFO_WIDTH2-8) HORIZONTAL_ALIGN_CENTER VERTICAL_ALIGN_CENTER, 0 5, pimage, 1 1 1 1, 0, 0, 0 0 0 0 name pname group act_group ) LOCAL_ACT_IMAGE( "act_pre_image", "levelshot_cargoship" ) LOCAL_ACT_IMAGE( "act_one_image", "levelshot_bog_b" ) LOCAL_ACT_IMAGE( "act_two_image", "levelshot_sniperescape" ) LOCAL_ACT_IMAGE( "act_three_image", "levelshot_launchfacility_a" ) LOCAL_ACT_IMAGE( "act_ep_image", "levelshot_airplane" ) UI_EDGE_REVERSE( GAMEINFO_ORIGIN,HORIZONTAL_ALIGN_CENTER VERTICAL_ALIGN_CENTER, 0, 0, 0.1 0.1 0.1 1 ) UI_EDGE_REVERSE( GAMEINFO_ORIGIN,HORIZONTAL_ALIGN_CENTER VERTICAL_ALIGN_CENTER, 0, 0, 0.9 0.95 1 0.4 ) PREPROC_SHADER_DRAW_ALIGNED( GAMEINFO_ORIGIN GAMEINFO_WIDTH 20 HORIZONTAL_ALIGN_CENTER VERTICAL_ALIGN_CENTER, 5 0, "white", 0.1 0.1 0.1 1, 0, 0, 0 0 0 0 ) PREPROC_SHADER_DRAW_ALIGNED( GAMEINFO_ORIGIN (-(GAMEINFO_WIDTH)) 20 HORIZONTAL_ALIGN_CENTER VERTICAL_ALIGN_CENTER, 5 0, "gradient_fadein", 0.9 0.95 1 0.4, 0, 0, 0 0 0 0 ) PREPROC_SHADER_DRAW_ALIGNED( GAMEINFO_ORIGIN -80 20 HORIZONTAL_ALIGN_CENTER VERTICAL_ALIGN_CENTER, (GAMEINFO_WIDTH-76) 0, "ui_perforation", 1 1 1 1, 0, 0, 0 0 0 0 ) PREPROC_SHADER_DRAW_ALIGNED( GAMEINFO_ORIGIN GAMEINFO_WIDTH2 16 HORIZONTAL_ALIGN_CENTER VERTICAL_ALIGN_CENTER, 0 20, "gradient_top", 0 0 0 .75, 0, 0, 0 0 0 0 ) PREPROC_SHADER_DRAW_ALIGNED( GAMEINFO_ORIGIN GAMEINFO_WIDTH2 16 HORIZONTAL_ALIGN_CENTER VERTICAL_ALIGN_CENTER, 0 (GAMEINFO_HEIGHT-22), "gradient_bottom", 0 0 0 .75, 0, 0, 0 0 0 0 ) CHOICE_BUTTON_FOCUS_VIS( 1, "@MENU_PROLOGUE", open popmenu_act_pre, hide act_group; show act_pre_image;, ;, when( localVarInt( ui_hide_act_button ) == 0 && ( CHEAT_CONDITION || dvarInt(mis_01) >= 0 ) ); ) CHOICE_BUTTON_FOCUS_VIS( 2, "@MENU_ACT_I", open popmenu_act_one, hide act_group; show act_one_image;, ;, when( localVarInt( ui_hide_act_button ) == 0 && ( CHEAT_CONDITION || dvarInt(mis_01) >= 3 ) ); ) CHOICE_DBUTTON_VIS( 2, "@MENU_ACT_I", when( dvarInt(mis_01) < 3 && localVarInt( ui_hide_act_button ) == 0 && CHEAT_CONDITION_NOT ); ) CHOICE_BUTTON_FOCUS_VIS( 3, "@MENU_ACT_II", open popmenu_act_two, hide act_group; show act_two_image;, ;, when( localVarInt( ui_hide_act_button ) == 0 && ( CHEAT_CONDITION || dvarInt(mis_01) >= 11 ) ); ) CHOICE_DBUTTON_VIS( 3, "@MENU_ACT_II", when( dvarInt(mis_01) < 11 && localVarInt( ui_hide_act_button ) == 0 && CHEAT_CONDITION_NOT ); ) CHOICE_BUTTON_FOCUS_VIS( 4, "@MENU_ACT_III", open popmenu_act_three, hide act_group; show act_three_image;, ;, when( localVarInt( ui_hide_act_button ) == 0 && ( CHEAT_CONDITION || dvarInt(mis_01) >= 16 ) ); ) CHOICE_DBUTTON_VIS( 4, "@MENU_ACT_III", when( dvarInt(mis_01) < 16 && localVarInt( ui_hide_act_button ) == 0 && CHEAT_CONDITION_NOT ); ) CHOICE_BUTTON_FOCUS_VIS( 5, "@MENU_EPILOGUE", open popmenu_act_ep, hide act_group; show act_ep_image;, ;, when( localVarInt( ui_hide_act_button ) == 0 && ( CHEAT_CONDITION || dvarInt(mis_01) >= 20 ) ); ) //CHOICE_DBUTTON_VIS( 5, "@MENU_EPILOGUE", when( dvarInt(mis_01) < 20 && localVarInt( ui_hide_act_button ) == 0 && CHEAT_CONDITION_NOT ); ) CHOICE_BUTTON_VIS( 6, "@MENU_DEV", open levels_game, when( dvarBool( developer ) > 0 && localVarInt( ui_hide_act_button ) == 0 ); ) #undef GAMEINFO_HEIGHT #undef GAMEINFO_HEIGHT2 #define GAMEINFO_HEIGHT 258 #define GAMEINFO_HEIGHT2 (86+PC_OFFSET_Y) #ifdef PC LOCAL_UNLOCK_ALL LOCAL_RESET_ALL #endif CHEATS_INDICATOR } #undef CHOICE_Y_START #define CHOICE_Y_START 60 #undef CHOICE_GROUP #define CHOICE_GROUP "level_select" menuDef { name popmenu_act_pre rect 0 0 640 480 exp rect X(0) exp rect Y(0) focuscolor COLOR_FOCUSED style WINDOW_STYLE_FILLED onOpen { focusFirst; setLocalVarInt ui_hide_act_button 1; } onClose { setLocalVarInt ui_hide_act_button 0; } onESC {close self; } ACT_BG( "@MENU_PROLOGUE", act_pre ) LOCAL_MAP_FRAME_BG LOCAL_MAP_SELECTION( 1, "@MENU_SP_KILLHOUSE", "killhouse" ,"@MENU_SP_KILLHOUSE_DESC" , 0, "s99") LOCAL_MAP_SELECTION( 2, "@MENU_SP_CARGOSHIP", "cargoship" ,"@MENU_SP_CARGOSHIP_DESC" , 1, "s0") LOCAL_MAP_SELECTION( 3, "@MENU_SP_COUP", "coup" ,"@MENU_SP_COUP_DESC" , 2, "s99") LOCAL_MAP_FRAME #ifdef PC LOCAL_BACK_BUTTON LOCAL_UNLOCK_ALL LOCAL_RESET_ALL #endif } menuDef { name popmenu_act_one rect 0 0 640 480 exp rect X(0) exp rect Y(0) focuscolor COLOR_FOCUSED style WINDOW_STYLE_FILLED onOpen { focusFirst; setLocalVarInt ui_hide_act_button 1; } onClose { setLocalVarInt ui_hide_act_button 0; } onESC { close self; } ACT_BG( "@MENU_ACT_I", act_one ) LOCAL_MAP_FRAME_BG LOCAL_MAP_SELECTION( 1, "@MENU_SP_BLACKOUT", "blackout" ,"@MENU_SP_BLACKOUT_DESC" , 3, "s1") LOCAL_MAP_SELECTION( 2, "@MENU_SP_ARMADA", "armada" ,"@MENU_SP_ARMADA_DESC" , 4, "s2") LOCAL_MAP_SELECTION( 3, "@MENU_SP_BOG_A", "bog_a" ,"@MENU_SP_BOG_A_DESC" , 5, "s3") LOCAL_MAP_SELECTION( 4, "@MENU_SP_HUNTED", "hunted" ,"@MENU_SP_HUNTED_DESC" , 6, "s4") LOCAL_MAP_SELECTION( 5, "@MENU_SP_AC130", "ac130" ,"@MENU_SP_AC130_DESC" , 7, "s5") LOCAL_MAP_SELECTION( 6, "@MENU_SP_BOG_B", "bog_b" ,"@MENU_SP_BOG_B_DESC" , 8, "s6") LOCAL_MAP_SELECTION( 7, "@MENU_SP_AIRLIFT", "airlift" ,"@MENU_SP_AIRLIFT_DESC" , 9, "s7") LOCAL_MAP_SELECTION( 8, "@MENU_SP_AFTERMATH", "aftermath" ,"@MENU_SP_AFTERMATH_DESC" , 10, "s99") LOCAL_MAP_FRAME #ifdef PC LOCAL_BACK_BUTTON LOCAL_UNLOCK_ALL LOCAL_RESET_ALL #endif } menuDef { name popmenu_act_two rect 0 0 640 480 exp rect X(0) exp rect Y(0) focuscolor COLOR_FOCUSED style WINDOW_STYLE_FILLED onOpen { focusFirst; setLocalVarInt ui_hide_act_button 1; } onClose { setLocalVarInt ui_hide_act_button 0; } onESC { close self; } ACT_BG( "@MENU_ACT_II", act_two ) LOCAL_MAP_FRAME_BG LOCAL_MAP_SELECTION( 1, "@MENU_SP_VILLAGE_ASSAULT", "village_assault" ,"@MENU_SP_VILLAGE_ASSAULT_DESC" , 11, "s8") LOCAL_MAP_SELECTION( 2, "@MENU_SP_SCOUTSNIPER", "scoutsniper" ,"@MENU_SP_SCOUTSNIPER_DESC" , 12, "s9") LOCAL_MAP_SELECTION( 3, "@MENU_SP_SNIPERESCAPE", "sniperescape" ,"@MENU_SP_SNIPERESCAPE_DESC" , 13, "s10") LOCAL_MAP_SELECTION( 4, "@MENU_SP_VILLAGE_DEFEND", "village_defend" ,"@MENU_SP_VILLAGE_DEFEND_DESC" , 14, "s11") LOCAL_MAP_SELECTION( 5, "@MENU_SP_AMBUSH", "ambush" ,"@MENU_SP_AMBUSH_DESC" , 15, "s12") LOCAL_MAP_FRAME #ifdef PC LOCAL_BACK_BUTTON LOCAL_UNLOCK_ALL LOCAL_RESET_ALL #endif } menuDef { name popmenu_act_three rect 0 0 640 480 exp rect X(0) exp rect Y(0) focuscolor COLOR_FOCUSED style WINDOW_STYLE_FILLED onOpen { focusFirst; setLocalVarInt ui_hide_act_button 1; } onClose { setLocalVarInt ui_hide_act_button 0; } onESC { close self; } ACT_BG( "@MENU_ACT_III", act_three ) LOCAL_MAP_FRAME_BG LOCAL_MAP_SELECTION( 1, "@MENU_SP_ICBM", "icbm" ,"@MENU_SP_ICBM_DESC" , 16, "s13") LOCAL_MAP_SELECTION( 2, "@MENU_SP_LAUNCHFACILITY_A","launchfacility_a" ,"@MENU_SP_LAUNCHFACILITY_A_DESC" , 17, "s14") LOCAL_MAP_SELECTION( 3, "@MENU_SP_LAUNCHFACILITY_B","launchfacility_b" ,"@MENU_SP_LAUNCHFACILITY_B_DESC" , 18, "s15") LOCAL_MAP_SELECTION( 4, "@MENU_SP_JEEPRIDE", "jeepride" ,"@MENU_SP_JEEPRIDE_DESC" , 19, "s16") LOCAL_MAP_FRAME #ifdef PC LOCAL_BACK_BUTTON LOCAL_UNLOCK_ALL LOCAL_RESET_ALL #endif } menuDef { name popmenu_act_ep rect 0 0 640 480 exp rect X(0) exp rect Y(0) focuscolor COLOR_FOCUSED style WINDOW_STYLE_FILLED onOpen { focusFirst; setLocalVarInt ui_hide_act_button 1; } onClose { setLocalVarInt ui_hide_act_button 0; } onESC { close self; } ACT_BG( "@MENU_EPILOGUE", act_three ) LOCAL_MAP_FRAME_BG LOCAL_MAP_SELECTION( 1, "@MENU_SP_AIRPLANE", "airplane" ,"@MENU_SP_AIRPLANE_DESC" , 20, "s17") LOCAL_MAP_FRAME #ifdef PC LOCAL_BACK_BUTTON LOCAL_UNLOCK_ALL LOCAL_RESET_ALL #endif } }