mirror of
https://github.com/electronicarts/CnC_Renegade.git
synced 2025-12-16 07:31:40 -05:00
Initial commit of Command & Conquer Renegade source code.
This commit is contained in:
471
Code/Commando/campaign.cpp
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471
Code/Commando/campaign.cpp
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/*
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** Command & Conquer Renegade(tm)
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** Copyright 2025 Electronic Arts Inc.
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**
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** This program is free software: you can redistribute it and/or modify
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** it under the terms of the GNU General Public License as published by
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** the Free Software Foundation, either version 3 of the License, or
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** (at your option) any later version.
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**
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** This program is distributed in the hope that it will be useful,
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** but WITHOUT ANY WARRANTY; without even the implied warranty of
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** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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** GNU General Public License for more details.
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**
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** You should have received a copy of the GNU General Public License
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** along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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/***********************************************************************************************
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*** Confidential - Westwood Studios ***
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***********************************************************************************************
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* *
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* Project Name : Commando *
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* *
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* $Archive:: /Commando/Code/Commando/campaign.cpp $*
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* *
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* $Author:: Ian_l $*
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* *
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* $Modtime:: 1/19/02 12:30p $*
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* *
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* $Revision:: 33 $*
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* *
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*---------------------------------------------------------------------------------------------*
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* Functions: *
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* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
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#include "campaign.h"
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#include "debug.h"
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#include "gamemode.h"
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#include "gamedata.h"
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#include "singlepl.h"
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#include "gdsingleplayer.h"
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#include "cnetwork.h"
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#include "playertype.h"
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#include "gameinitmgr.h"
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#include "scorescreen.h"
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#include "assets.h"
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#include "movie.h"
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#include "consolefunction.h"
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#include "renegadedialogmgr.h"
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#include "registry.h"
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#include "_globals.h"
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#include "crandom.h"
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#include "god.h"
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#include "dlgloadspgame.h"
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#include "ccamera.h"
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/*
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**
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*/
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int CampaignManager::State = 0;
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int CampaignManager::BackdropIndex = 0;
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#define CAMPAIGN_INI_FILENAME "campaign.ini"
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#define SECTION_CAMPAIGN "Campaign"
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#define NOT_IN_CAMPAIGN_STATE -10
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#define REPLAY_LEVEL -11
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#define REPLAY_SCORE -12
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DynamicVectorClass<StringClass> CampaignFlowDescriptions;
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struct BackdropDescriptionStruct {
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int State;
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DynamicVectorClass<StringClass> Lines;
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bool operator == (BackdropDescriptionStruct const & rec) const { return false; }
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bool operator != (BackdropDescriptionStruct const & rec) const { return true; }
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};
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DynamicVectorClass<BackdropDescriptionStruct> BackdropDescriptions;
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/*
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**
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*/
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void CampaignManager::Init( void )
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{
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State = NOT_IN_CAMPAIGN_STATE;
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BackdropIndex = 0;
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// Load CAMPAIGN.INI to get campain flow
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INIClass * campaignINI = Get_INI( CAMPAIGN_INI_FILENAME );
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if (campaignINI != NULL) {
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WWASSERT( campaignINI && campaignINI->Section_Count() > 0 );
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int count = campaignINI->Entry_Count( SECTION_CAMPAIGN );
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for ( int entry = 0; entry < count; entry++ ) {
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StringClass description(0,true);
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campaignINI->Get_String(description, SECTION_CAMPAIGN, campaignINI->Get_Entry( SECTION_CAMPAIGN, entry) );
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CampaignFlowDescriptions.Add( description );
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}
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// Load Backdrop Descriptions
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// Load the first 100, because 90-95 are multiplay.. :)
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for ( int state = 0; state < 100; state++ ) {
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StringClass section_name;
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section_name.Format( "Backdrop%d", state );
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int count = campaignINI->Entry_Count( section_name );
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if ( count != 0 ) {
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int index = BackdropDescriptions.Count();
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BackdropDescriptions.Uninitialized_Add();
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BackdropDescriptions[index].State = state;
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for ( int entry = 0; entry < count; entry++ ) {
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StringClass description(0,true);
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campaignINI->Get_String(description, section_name, campaignINI->Get_Entry( section_name, entry) );
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BackdropDescriptions[index].Lines.Add( description );
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}
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}
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}
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Release_INI( campaignINI );
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} else {
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Debug_Say(("CampaignManager::Init - Unable to load %s\n", CAMPAIGN_INI_FILENAME));
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}
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}
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/*
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**
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*/
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void CampaignManager::Shutdown( void )
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{
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CampaignFlowDescriptions.Clear();
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}
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/*
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**
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*/
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//-----------------------------------------------------------------------------
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enum {
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CHUNKID_VARIABLES = 906011356,
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MICROCHUNK_STATE = 1,
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MICROCHUNK_BACKDROP_INDEX,
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};
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//-----------------------------------------------------------------------------
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bool CampaignManager::Save(ChunkSaveClass & csave)
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{
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csave.Begin_Chunk(CHUNKID_VARIABLES);
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WRITE_MICRO_CHUNK(csave, MICROCHUNK_STATE, State);
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WRITE_MICRO_CHUNK(csave, MICROCHUNK_BACKDROP_INDEX, BackdropIndex);
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csave.End_Chunk();
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return true;
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}
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//-----------------------------------------------------------------------------
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bool CampaignManager::Load(ChunkLoadClass &cload)
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{
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while (cload.Open_Chunk()) {
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switch(cload.Cur_Chunk_ID()) {
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case CHUNKID_VARIABLES:
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while (cload.Open_Micro_Chunk()) {
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switch(cload.Cur_Micro_Chunk_ID()) {
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READ_MICRO_CHUNK(cload, MICROCHUNK_STATE, State);
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READ_MICRO_CHUNK(cload, MICROCHUNK_BACKDROP_INDEX, BackdropIndex);
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default:
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Debug_Say(( "Unrecognized Campaign Variable chunkID\n" ));
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break;
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}
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cload.Close_Micro_Chunk();
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}
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break;
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default:
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Debug_Say(( "Unrecognized campaign chunkID\n" ));
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break;
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}
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cload.Close_Chunk();
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}
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return true;
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}
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/*
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**
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*/
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void CampaignManager::Start_Campaign( int difficulty )
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{
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Debug_Say(( "CampaignManager::Start_Campaign( %d )\n", difficulty ));
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State = -1;
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BackdropIndex = 0;
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// Why was this commented out???
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CombatManager::Set_Difficulty_Level( difficulty );
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StringClass diff_string;
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diff_string.Format( "difficulty %d", difficulty );
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ConsoleFunctionManager::Parse_Input( diff_string );
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cGod::Reset_Inventory();
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Continue();
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}
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/*
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**
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*/
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void CampaignManager::Continue( bool success )
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{
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BackdropIndex = 0;
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if ( State == REPLAY_LEVEL ) {
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State = REPLAY_SCORE;
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// Activeate the Score screen before the combat deactivates, so we can get the stats
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ScoreScreenGameModeClass * ss = (ScoreScreenGameModeClass *)GameModeManager::Find ("ScoreScreen");
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if ( ss != NULL ) {
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ss->Save_Stats();
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}
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GameModeManager::Find ("Movie")->Deactivate();
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GameModeManager::Find ("Combat")->Suspend();
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GameInitMgrClass::End_Game();
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GameModeManager::Find ("Menu")->Deactivate();
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if ( ss != NULL ) {
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ss->Activate();
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}
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return;
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}
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if ( State == NOT_IN_CAMPAIGN_STATE || State == REPLAY_SCORE || ( State >= CampaignFlowDescriptions.Count() - 1 ) ) {
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State = NOT_IN_CAMPAIGN_STATE;
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GameModeManager::Find ("Movie")->Deactivate();
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GameModeManager::Find ("ScoreScreen")->Deactivate(); // BMG???
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GameModeManager::Find ("Combat")->Suspend();
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GameInitMgrClass::End_Game();
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GameInitMgrClass::Display_End_Game_Menu();
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return;
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}
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State = State+1;
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Debug_Say(( "CampaignManager::Continue %d\n", State ));
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const char * state_description = CampaignFlowDescriptions[State];
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#define StringMatch(a,b) (!::strncmp( a,b,strlen(b) ))
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if ( StringMatch( state_description, "Message " ) ) {
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state_description += ::strlen( "Message " );
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GameModeManager::Find ("Movie")->Deactivate();
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GameModeManager::Find ("Combat")->Suspend();
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GameInitMgrClass::End_Game();
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GameModeManager::Find ("Menu")->Deactivate();
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GameModeManager::Find ("ScoreScreen")->Activate();
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} else if ( StringMatch( state_description, "Score" ) ) {
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state_description += ::strlen( "Score" );
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// Activeate the Score screen before the combat deactivates, so we can get the stats
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ScoreScreenGameModeClass * ss = (ScoreScreenGameModeClass *)GameModeManager::Find ("ScoreScreen");
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if ( ss != NULL ) {
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ss->Save_Stats();
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}
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GameModeManager::Find ("Movie")->Deactivate();
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GameModeManager::Find ("Combat")->Suspend();
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GameInitMgrClass::End_Game();
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GameModeManager::Find ("Menu")->Deactivate();
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if ( ss != NULL ) {
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ss->Activate();
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}
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} else if ( StringMatch( state_description, "Level " ) ) {
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GameModeManager::Find ("Combat")->Suspend();
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GameModeManager::Find ("Movie")->Deactivate();
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GameModeManager::Find ("ScoreScreen")->Deactivate ();
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GameInitMgrClass::End_Game();
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state_description += ::strlen( "Level " );
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int mission = cGameData::Get_Mission_Number_From_Map_Name( state_description );
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Select_Backdrop_Number( mission );
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GameInitMgrClass::Start_Game ( state_description, PLAYERTYPE_RENEGADE, 0 );
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// Hack to not autosave for Mission 0 (M13)
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if ( ::strnicmp( state_description, "M13", 3 ) != 0 ) {
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CombatManager::Request_Autosave();
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}
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} else if ( StringMatch( state_description, "Movie " ) ) {
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if (COMBAT_CAMERA != NULL) {
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COMBAT_CAMERA->Set_Host_Model (NULL);
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}
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GameModeManager::Find ("Combat")->Suspend();
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GameInitMgrClass::End_Game();
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GameModeManager::Find ("Menu")->Deactivate();
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GameModeManager::Find ("ScoreScreen")->Deactivate ();
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//
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// Parse the parameters
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//
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int len = ::strlen( state_description );
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StringClass foo( len + 1, true );
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StringClass filename( len + 1, true );
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StringClass description( len + 1, true );
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::sscanf (state_description, "%s %s %s", foo.Peek_Buffer (), filename.Peek_Buffer (), description.Peek_Buffer ());
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MovieGameModeClass * mode = (MovieGameModeClass *)GameModeManager::Find ("Movie");
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if ( mode ) {
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mode->Activate();
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mode->Start_Movie( filename );
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//
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// Add this movie name to the registry (that way the user
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// can watch it later)
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//
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RegistryClass registry( APPLICATION_SUB_KEY_NAME_MOVIES );
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if ( registry.Is_Valid() ) {
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registry.Set_String( filename, description );
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}
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}
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} else {
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Debug_Say(( "Failed to Parse Campaign Description %s\n", state_description ));
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State = NOT_IN_CAMPAIGN_STATE;
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RenegadeDialogMgrClass::Goto_Location (RenegadeDialogMgrClass::LOC_MAIN_MENU);
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}
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}
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void CampaignManager::Reset()
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{
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State = NOT_IN_CAMPAIGN_STATE;
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}
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/*
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**
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*/
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void CampaignManager::Replay_Level( const char * mission_name, int difficulty )
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{
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State = REPLAY_LEVEL;
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cGod::Reset_Inventory();
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CombatManager::Set_Difficulty_Level( difficulty );
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GameInitMgrClass::Start_Game( mission_name, PLAYERTYPE_RENEGADE, 0 );
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}
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/*
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**
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*/
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int CampaignManager::Get_Backdrop_Description_Count( void )
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{
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if (BackdropDescriptions.Count() > 0) {
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return BackdropDescriptions[BackdropIndex].Lines.Count();
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}
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return 0;
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}
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const char * CampaignManager::Get_Backdrop_Description( int index )
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{
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return BackdropDescriptions[BackdropIndex].Lines[index];
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}
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void CampaignManager::Select_Backdrop_Number( int state_number )
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{
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// Find Backdrop Index
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BackdropIndex = 0;
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for ( int i = 0; i < BackdropDescriptions.Count(); i++ ) {
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if ( BackdropDescriptions[i].State == state_number ) {
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BackdropIndex = i;
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}
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}
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if ( BackdropIndex == 0 ) {
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Debug_Say(( "Failed to find load menu for state %d\n", state_number ));
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}
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}
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void CampaignManager::Select_Backdrop_Number_By_MP_Type( int type )
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{
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//
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// Setup Load Menu
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//
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/*
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#define MULTIPLAY_LOAD_MENU_NUMBER_DEATHMATCH 91
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#define MULTIPLAY_LOAD_MENU_NUMBER_TEAM_DEATHMATCH 92
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#define MULTIPLAY_LOAD_MENU_NUMBER_CTF 93
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#define MULTIPLAY_LOAD_MENU_NUMBER_CNC1 94
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#define MULTIPLAY_LOAD_MENU_NUMBER_CNC2 95
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int load_menu_number = 0;
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if ( type == cGameData::GAME_TYPE_DEATHMATCH ) {
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load_menu_number = MULTIPLAY_LOAD_MENU_NUMBER_DEATHMATCH;
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}
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if ( type == cGameData::GAME_TYPE_TEAM_DEATHMATCH ) {
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load_menu_number = MULTIPLAY_LOAD_MENU_NUMBER_TEAM_DEATHMATCH;
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}
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if ( type == cGameData::GAME_TYPE_CNC ) {
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load_menu_number = MULTIPLAY_LOAD_MENU_NUMBER_CNC1;
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if ( FreeRandom.Get_Int() & 1 ) {
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load_menu_number = MULTIPLAY_LOAD_MENU_NUMBER_CNC2;
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}
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}
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Select_Backdrop_Number( load_menu_number );
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*/
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WWASSERT(type == cGameData::GAME_TYPE_CNC);
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#define MULTIPLAY_LOAD_MENU_NUMBER_CNC1 94
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#define MULTIPLAY_LOAD_MENU_NUMBER_CNC2 95
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int load_menu_number = 0;
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if (FreeRandom.Get_Int() & 1) {
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load_menu_number = MULTIPLAY_LOAD_MENU_NUMBER_CNC1;
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} else {
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load_menu_number = MULTIPLAY_LOAD_MENU_NUMBER_CNC2;
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}
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// Select_Backdrop_Number(load_menu_number);
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//forget the random screen, alwayds do 94 (BMG 11/24/01)
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Select_Backdrop_Number( MULTIPLAY_LOAD_MENU_NUMBER_CNC1 );
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}
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/*
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if ( type == cGameData::GAME_TYPE_CTF ) {
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load_menu_number = MULTIPLAY_LOAD_MENU_NUMBER_CTF;
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}
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*/
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