New credits
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@ -22,33 +22,53 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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#include "basemenu.h"
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#include "utils.h"
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#define UI_CREDITS_PATH "credits.txt"
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#define UI_CREDITS_MAXLINES 2048
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static const char *uiCreditsDefault[] =
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{
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"CS16Client v0.1",
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"Build Date:" __DATE__ " " __TIME__ ,
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"",
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"Developers: ",
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"a1batross and mittorn",
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"",
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"Beta-testers:",
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"ahsim, SergioPoverony, 1.kirill, Messi",
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"GFOXSH, Romka_ZVO, cerg2010cerg2010, MakcuM56",
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"akhmamir, valera0141, konnor512, Pho[en]ix",
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"bayan47, mars873, art-sorokin, lewa_j",
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"ANIME_lover, yaruhkincssv34, kakashka99, THE_Swank",
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"namotrasnik, artslay, Se Android 2.2, Smoke-Bomb",
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"a1batross",
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"mittorn",
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"jeefo",
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"",
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"Big thanks to Valve Corporation for Counter-Strike",
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"Uncle Mike for this powerful engine",
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"and Nagist for cs16nd",
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"",
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"Copyright SDLash3D Team 2015 (C)",
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"Touch & GFX: "
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"SergioPoverony",
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"ahsim",
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"",
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"Beta-testers:",
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"1.kirill",
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"Romka_ZVO",
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"WolfReiser"
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"MakcuM56",
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"Mr.Lightning Bolt",
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"Kirpich",
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"MeL0maN",
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"LordAlfaruh",
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"Velaron",
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"KOBL1CK",
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"Rediska_Morkovka",
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"IcE",
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"CSPlayer",
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"Zu1iN~Mage",
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"lewa_j",
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"Cosmo",
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"Maks56873",
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"THE-Swank",
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"Namatrasnik",
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"picos",
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"",
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"Big thanks to Valve Corporation for Counter-Strike",
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"Uncle Mike for this powerful engine",
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"Nagist and s1lentq for successful game researching",
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"Spirit of Half-Life developers for rain code",
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"hzqst for studio render code",
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"",
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"Copyright SDLash3D Team 2015-2016 (C)",
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"SDLash3D is not affiliated with Valve or any of their partners.",
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"All copyrights reserved to their respective owners.",
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0
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"Thanks for playing!",
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NULL
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};
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typedef struct
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@ -75,18 +95,13 @@ UI_Credits_DrawFunc
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static void UI_Credits_DrawFunc( void )
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{
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int i, y;
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float speed = 40.0f;
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int w = UI_MED_CHAR_WIDTH;
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int h = UI_MED_CHAR_HEIGHT;
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float speed = 32.0f * (768.0f / ScreenHeight);
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int w = UI_SMALL_CHAR_WIDTH;
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int h = UI_SMALL_CHAR_HEIGHT;
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int color = 0x00FFA000;
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// draw the background first
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/*if( !uiCredits.finalCredits && !CVAR_GET_FLOAT( "cl_background" ))
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UI_DrawPic( 0, 0, 1024 * uiStatic.scaleX, 768 * uiStatic.scaleY, uiColorWhite, ART_BACKGROUND );
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else speed = 45.0f; // syncronize with final background track :-)*/
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// otherwise running on cutscene
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speed = 32.0f * (768.0f / ScreenHeight);
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UI_FillRect( 0, 0, ScreenWidth, ScreenHeight, uiColorBlack );
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// now draw the credits
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UI_ScaleCoords( NULL, NULL, &w, &h );
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@ -112,8 +127,6 @@ static void UI_Credits_DrawFunc( void )
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if( y < 0 && UnpackAlpha( color ) == 0 )
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{
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uiCredits.active = false; // end of credits
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if( uiCredits.finalCredits )
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HOST_ENDGAME( gMenu.m_gameinfo.title );
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}
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if( !uiCredits.active )
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