mission replay
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@@ -571,7 +571,11 @@ CMenuManager::Initialise(void)
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m_fMapCenterX = MENU_X_LEFT_ALIGNED(320.0f);
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m_fMapCenterY = MENU_Y(225.0f);
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CPad::StopPadsShaking();
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#ifdef MISSION_REPLAY
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if (!m_OnlySaveMenu && m_nCurrScreen != MENUPAGE_MISSION_RETRY)
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#else
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if (!m_OnlySaveMenu)
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#endif
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m_nCurrScreen = MENUPAGE_NONE;
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DMAudio.ChangeMusicMode(MUSICMODE_FRONTEND);
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DMAudio.PlayFrontEndSound(SOUND_FRONTEND_MENU_STARTING, 0);
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@@ -4711,6 +4715,18 @@ CMenuManager::ProcessUserInput(uint8 goDown, uint8 goUp, uint8 optionSelected, u
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OutputDebugString("STARTED PLAYING FRONTEND AUDIO TRACK");
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}
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break;
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#ifdef MISSION_REPLAY
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case MENUACTION_REJECT_RETRY:
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doingMissionRetry = false;
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AllowMissionReplay = 0;
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RequestFrontEndShutDown();
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break;
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case MENUACTION_UNK114:
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doingMissionRetry = false;
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RequestFrontEndShutDown();
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RetryMission(2, 0);
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return;
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#endif
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case MENUACTION_SAVEGAME:
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{
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int saveSlot = aScreens[m_nCurrScreen].m_aEntries[m_nCurrOption].m_SaveSlot;
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@@ -5355,6 +5371,19 @@ CMenuManager::ProcessFileActions()
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{
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switch (m_nCurrScreen) {
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case MENUPAGE_LOADING_IN_PROGRESS:
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#ifdef MISSION_REPLAY
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if (MissionSkipLevel) {
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if (gGameState != GS_PLAYING_GAME)
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DoSettingsBeforeStartingAGame();
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RequestFrontEndShutDown();
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break;
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}
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if (doingMissionRetry) {
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RetryMission(2, 0);
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m_nCurrSaveSlot = SLOT_COUNT;
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doingMissionRetry = false;
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}
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#endif
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if (CheckSlotDataValid(m_nCurrSaveSlot)) {
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#ifdef USE_DEBUG_SCRIPT_LOADER
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scriptToLoad = 0;
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