We can reach the bridge \o/
This commit is contained in:
@@ -40,6 +40,30 @@ const (
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TypeDialogue MenuType = 300
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)
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// FIXME: certain elements - especially overlays - don't have a DESC specified
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// in the .mnu file, but display text specified with a number in i18n. The only
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// conclusion I can draw is that they're hardcoded in the binary and set from
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// outside. So, do that here.
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var DescOverrides = map[string]map[string]int{
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"main": {
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"2.6": 50992,
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},
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"newgame": {
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"2.5": 50993,
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},
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"levelply": {
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"2.6": 50996,
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},
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}
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// FIXME: Same idea with text overrides, only these aren't mentioned in the .dta
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// file at all!
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var TextOverrides = map[string]map[string]string{
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"main": {
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"2.7": "0.1-ordoor",
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},
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}
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type Record struct {
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Menu *Menu
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Parent *Record
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@@ -239,13 +263,16 @@ type Replacer interface {
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}
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func (r *Record) Internationalize(replacer Replacer) {
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// FIXME: I can't see how else this would happen in the original
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if r.Menu.Name == "main" {
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switch r.Path() {
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case "2.6":
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r.properties["DESC"] = "50992" // Chaos Gate
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case "2.7":
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r.Text = "ordoor-0.0.0"
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if overrides, ok := TextOverrides[r.Menu.Name]; ok {
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if override, ok := overrides[r.Path()]; ok {
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delete(r.properties, "DESC")
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r.Text = override
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}
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}
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if overrides, ok := DescOverrides[r.Menu.Name]; ok {
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if override, ok := overrides[r.Path()]; ok {
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r.properties["DESC"] = strconv.Itoa(override)
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}
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}
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@@ -34,6 +34,7 @@ const (
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loadGame driverName = "loadGame"
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options driverName = "options"
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kbd driverName = "keyboard"
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bridge driverName = "bridge"
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)
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var (
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@@ -41,6 +42,7 @@ var (
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driverNames = []driverName{
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main, levelPly, singles, randomMap, newGame, loadGame, options, kbd,
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bridge,
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}
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// Constants used for sliders
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@@ -88,6 +90,20 @@ func New(assets *assetstore.AssetStore, config *config.Config) (*Flow, error) {
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return out, nil
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}
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func buildDriver(assets *assetstore.AssetStore, name driverName) (*ui.Driver, error) {
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menu, err := assets.Menu(string(name))
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if err != nil {
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return nil, err
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}
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driver, err := ui.NewDriver(menu)
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if err != nil {
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return nil, err
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}
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return driver, nil
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}
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func (f *Flow) Update(screenX, screenY int) error {
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if f.exit != nil {
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return f.exit
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@@ -104,48 +120,19 @@ func (f *Flow) Draw(screen *ebiten.Image) error {
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return f.current.Draw(screen)
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}
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func (f *Flow) setDriver(name driverName) func() {
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return func() {
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f.setDriverNow(name)
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}
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}
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func (f *Flow) setDriverNow(name driverName) {
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f.current = f.drivers[name]
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}
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func (f *Flow) setExit() {
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f.exit = ErrExit
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}
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func (f *Flow) linkDrivers() {
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// Main interface
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// linkMain
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f.onClick(main, "2.1", f.setDriver(newGame)) // New game
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f.onClick(main, "2.2", f.setDriver(loadGame)) // Load game
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f.setFreeze(main, "2.3", true) // Multiplayer - disable for now
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f.onClick(main, "2.4", f.setDriver(options)) // Options
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f.onClick(main, "2.5", f.setExit) // Quit
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// New game
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f.onClick(newGame, "2.1", f.setDriver(levelPly)) // New campaign button
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f.onClick(newGame, "2.2", f.setDriver(singles)) // Single scenario button
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f.onClick(newGame, "2.3", f.setDriver(randomMap)) // Random scenario button
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f.onClick(newGame, "2.4", f.setDriver(main)) // Back button
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// Load game
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f.onClick(loadGame, "3.3", f.setDriver(main)) // Cancel button
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// Options
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// Now link immediate children. They will link their children, and so on
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f.linkNewGame()
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f.linkLoadGame()
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// TODO: link multiplayer
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f.linkOptions()
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// Level of play select
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f.onClick(levelPly, "2.5", f.setDriver(newGame)) // Back button
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// Single scenario setup
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f.onClick(singles, "4.11", f.setDriver(newGame)) // Back button
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// Random map setup
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f.onClick(randomMap, "2.19", f.setDriver(newGame)) // Back button
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}
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func (f *Flow) configureSlider(driver driverName, id string, steps map[int]int) {
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@@ -172,16 +159,24 @@ func (f *Flow) setFreeze(driver driverName, id string, value bool) {
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f.exit = f.drivers[driver].SetFreeze(id, value)
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}
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func buildDriver(assets *assetstore.AssetStore, name driverName) (*ui.Driver, error) {
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menu, err := assets.Menu(string(name))
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if err != nil {
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return nil, err
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func (f *Flow) setValueBool(driver driverName, id string, value bool) {
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if f.exit != nil {
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return
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}
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driver, err := ui.NewDriver(menu)
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if err != nil {
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return nil, err
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}
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return driver, nil
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f.exit = f.drivers[driver].SetValueBool(id, value)
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}
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func (f *Flow) setDriver(name driverName) func() {
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return func() {
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f.setDriverNow(name)
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}
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}
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func (f *Flow) setDriverNow(name driverName) {
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f.current = f.drivers[name]
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}
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func (f *Flow) setExit() {
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f.exit = ErrExit
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}
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6
internal/ordoor/flow/load_game.go
Normal file
6
internal/ordoor/flow/load_game.go
Normal file
@@ -0,0 +1,6 @@
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package flow
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func (f *Flow) linkLoadGame() {
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// Load game
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f.onClick(loadGame, "3.3", f.setDriver(main)) // Cancel button
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}
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41
internal/ordoor/flow/new_game.go
Normal file
41
internal/ordoor/flow/new_game.go
Normal file
@@ -0,0 +1,41 @@
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package flow
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func (f *Flow) linkNewGame() {
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// New game
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f.onClick(newGame, "2.1", f.setDriver(levelPly)) // New campaign button
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f.onClick(newGame, "2.2", f.setDriver(singles)) // Single scenario button
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f.onClick(newGame, "2.3", f.setDriver(randomMap)) // Random scenario button
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f.onClick(newGame, "2.4", f.setDriver(main)) // Back button
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f.linkLevelPly()
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f.linkSingles()
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f.linkRandomMap()
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}
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func (f *Flow) linkLevelPly() {
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// We want the default difficulty level to be Veteran, not Hero.
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// FIXME: Make the radio button respect changes via setValue
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resetLevel := func() {
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f.setValueBool(levelPly, "2.1", false)
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f.setValueBool(levelPly, "2.2", true)
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}
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resetLevel()
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f.onClick(levelPly, "2.5", func() { // Back button
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resetLevel()
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f.setDriverNow(newGame)
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})
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// FIXME: we should select a savegame if Mighty Here is selected here
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// FIXME: we should show a movie here. Need an internal SMK player first
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// FIXME: we should set up new game state here!
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f.onClick(levelPly, "2.7", f.setDriver(bridge)) // Select button
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}
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func (f *Flow) linkSingles() {
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f.onClick(singles, "4.11", f.setDriver(newGame)) // Back button
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}
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func (f *Flow) linkRandomMap() {
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f.onClick(randomMap, "2.19", f.setDriver(newGame)) // Back button
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}
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@@ -5,7 +5,6 @@ import (
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)
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func (f *Flow) linkOptions() {
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// Main options
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f.onClick(options, "2.8", f.setDriver(kbd)) // Keyboard settings button
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f.configureSlider(options, "2.9", h3Slider) // Resolution slider
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@@ -91,6 +91,7 @@ func Run(configFile string, overrideX, overrideY int) error {
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}
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func (o *Ordoor) Run() error {
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// FIXME: we're missing a screen about SSI here
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if o.config.Options.PlayMovies {
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o.PlayUnskippableVideo("LOGOS")
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o.PlaySkippableVideo("movie1")
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@@ -21,36 +21,35 @@ func init() {
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// FIXME: these need implementing
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// Needed for Keyboard.mnu (main -> options -> keyboard)
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registerBuilder(menus.TypeLineKbd, nil)
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registerBuilder(menus.TypeDialogue, nil)
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registerBuilder(menus.TypeLineKbd, registerDebug("Unimplemented LineKbd", nil))
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registerBuilder(menus.TypeDialogue, registerDebug("Unimplemented Dialogue", nil))
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// Needed for Arrange.mnu (???)
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registerBuilder(menus.TypeSquadButton, nil)
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registerBuilder(menus.TypeAnimationToo, nil)
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registerBuilder(menus.TypeSquadButton, registerDebug("Unimplemented SquadButton", nil))
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registerBuilder(menus.TypeAnimationToo, registerDebug("Unimplemented AnimationToo", nil))
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// Needed for Bridge.mnu
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registerBuilder(menus.TypeDoorHotspot, nil)
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registerBuilder(menus.TypeDoorHotspot, registerDebug("Unimplemented DoorHotspot", nil))
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// Needed for Briefing.mnu
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registerBuilder(menus.TypeLineBriefing, nil)
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registerBuilder(menus.TypeLineBriefing, registerDebug("Unimplemented LineBriefing", nil))
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// Needed for ChaEquip.mnu
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registerBuilder(menus.TypeUnknown1, nil)
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registerBuilder(menus.TypeThumb, nil)
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registerBuilder(menus.TypeInventorySelect, nil)
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registerBuilder(menus.TypeUnknown1, registerDebug("Unimplemented Unknown1", nil))
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registerBuilder(menus.TypeThumb, registerDebug("Unimplemented Thumb", nil))
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// Needed for MainGameChaos.mnu
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registerBuilder(menus.TypeStatusBar, nil)
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registerBuilder(menus.TypeStatusBar, registerDebug("Unimplemented StatusBar", nil))
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// Needed for Multiplayer_Choose.mnu
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registerBuilder(menus.TypeComboBoxItem, nil)
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registerBuilder(menus.TypeDropdownButton, nil)
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registerBuilder(menus.TypeComboBoxItem, registerDebug("Unimplemented ComboBoxItem", nil))
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registerBuilder(menus.TypeDropdownButton, registerDebug("Unimplemented DropdownButton", nil))
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// Needed for Multiplayer_Configure.mnu
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registerBuilder(menus.TypeEditBox, nil)
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registerBuilder(menus.TypeEditBox, registerDebug("Unimplemented EditBox", nil))
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// Needed for Multiplayer_Connect.mnu
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registerBuilder(menus.TypeRadioButton, nil)
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registerBuilder(menus.TypeRadioButton, registerDebug("Unimplemented RadioButton", nil))
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}
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const (
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@@ -66,6 +65,19 @@ var (
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// Used to add widgets to a driver
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type builderFunc func(d *Driver, r *menus.Record) error
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func registerDebug(reason string, onward builderFunc) builderFunc {
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return func(d *Driver, r *menus.Record) error {
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log.Printf("%v: %#+v", reason, r)
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if onward == nil {
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return registerStatic(d, r)
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} else {
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return onward(d, r)
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}
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return nil
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}
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}
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func registerBuilder(t menus.MenuType, f builderFunc) {
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if _, ok := widgetBuilders[t]; ok {
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panic(fmt.Sprintf("A builder for menu type %v already exists", t))
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@@ -187,7 +199,6 @@ func (d *Driver) ConfigureSlider(id string, steps map[int]int) error {
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for _, clickable := range d.clickables {
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if slider, ok := clickable.(*slider); ok && slider.id() == id {
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slider.steps = steps
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log.Printf("Found slider %#+v", slider)
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return nil
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}
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@@ -2,6 +2,7 @@ package ui
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import (
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"image"
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"log"
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"github.com/hajimehoshi/ebiten"
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"github.com/hajimehoshi/ebiten/ebitenutil"
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@@ -91,6 +92,8 @@ func registerOverlay(d *Driver, r *menus.Record) error {
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ebitenutil.DebugPrint(textImg, r.Text)
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ni.textImg = textImg
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} else {
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log.Printf("Overlay without text detected: %#+v", r)
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}
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d.paintables = append(d.paintables, ni)
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@@ -12,6 +12,7 @@ import (
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func init() {
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registerBuilder(menus.TypeCheckbox, registerCheckbox)
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registerBuilder(menus.TypeSlider, registerSlider)
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registerBuilder(menus.TypeInventorySelect, registerInventorySelect)
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}
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// A checkbox can be a fancy button
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@@ -37,6 +38,15 @@ type slider struct {
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valueImpl
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}
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// An inventory select is a sort of radio button. If 2 share the same menu,
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// selecting one deselects the other. Otherwise, they act like checkboxes
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type inventorySelect struct {
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checkbox
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parentPath string
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others []*inventorySelect
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}
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// A checkbox has 3 sprites, and 3 states: unchecked, checked, disabled.
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func registerCheckbox(d *Driver, r *menus.Record) error {
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sprites, err := d.menu.Sprites(r.Share, 3) // unchecked, disabled, checked
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@@ -86,6 +96,60 @@ func registerSlider(d *Driver, r *menus.Record) error {
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return nil
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}
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func registerInventorySelect(d *Driver, r *menus.Record) error {
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sprites, err := d.menu.Sprites(r.Share, 3) // unchecked, checked, disabled
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if err != nil {
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return err
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}
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element := &inventorySelect{
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checkbox: checkbox{
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button: button{
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path: r.Path(),
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baseSpr: sprites[0], // unchecked
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clickSpr: sprites[1], // checked
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frozenSpr: sprites[2], // disabled
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hoverImpl: hoverImpl{text: r.Text},
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},
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valueImpl: valueImpl{str: "0"},
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},
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}
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d.clickables = append(d.clickables, element)
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d.freezables = append(d.freezables, element)
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d.hoverables = append(d.hoverables, element)
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d.paintables = append(d.paintables, element)
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d.valueables = append(d.valueables, element)
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if r.Parent == nil {
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return nil
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}
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element.parentPath = r.Parent.Path()
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// Now update all inventory selects belonging to the same menu so they share
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// a list of all inventory selects. This will be replaced several times as
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// the menu is built.
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var inventorySelects []*inventorySelect
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for _, valueable := range d.valueables {
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if is, ok := valueable.(*inventorySelect); ok && is.parentPath == element.parentPath {
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inventorySelects = append(inventorySelects, is)
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}
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}
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for _, is := range inventorySelects {
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is.others = inventorySelects
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}
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// Select the first in the list
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if len(inventorySelects) == 1 {
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element.setValue("1")
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}
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return nil
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}
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func (c *checkbox) registerMouseClick() {
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if c.value() == "1" { // Click disables
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c.setValue("0")
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@@ -254,3 +318,17 @@ func (s *slider) valueInt() int {
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func (s *slider) value() string {
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return strconv.Itoa(s.valueInt())
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}
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func (i *inventorySelect) registerMouseClick() {
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// Do nothing if we're already selected
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if i.value() == "1" {
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return
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}
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// Turn us on, turn everyone else off
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for _, other := range i.others {
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other.setValue("0")
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}
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i.setValue("1")
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}
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|
Reference in New Issue
Block a user