EVENT NEWGAMECUSTOM: Difference between revisions
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This [[event]] is fired when a menu entry is selected in the ''MENU_NEWGAMECUSTOM'' and ''MENU_NEWGAMECUSTOMSUB'' menus, as defined through '''DEF''', see [[Newgamechoices_(DEF)| newgamechoices]]. | This [[event]] is fired when a menu entry is selected in the ''MENU_NEWGAMECUSTOM'' and ''MENU_NEWGAMECUSTOMSUB'' menus, as defined through '''DEF''', see [[Newgamechoices_(DEF)| newgamechoices]]. | ||
It serves to define the logic using which the player is sent to the proper volume and level upon selecting a menu entry. The indices of the selected menu entries are stored in the '''userdef.return''' array. The RETURN variable, i.e. the entry at index 0 corresponds to the choice in the top-layer menu, while the entry at index 1 corresponds to the submenu choice. If no submenu is defined, return | It serves to define the logic using which the player is sent to the proper volume and level upon selecting a menu entry. The indices of the selected menu entries are stored in the '''userdef.return''' array. The RETURN variable, i.e. the entry at index 0 corresponds to the choice in the top-layer menu, while the entry at index 1 corresponds to the submenu choice. The third layer submenu is accessed at index 2. If no submenu is defined, return is set to -1 instead. | ||
== Return Values == | == Return Values == | ||
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:; userdef.return 2 | :; userdef.return 2 | ||
:: | :: Contains the menu entry ID of the third-layer selection. If no second layer exists, set to -1. | ||
:; userdef.return 3 | |||
:: Set to -1. | |||
== Usage Example == | == Usage Example == |
Revision as of 05:31, 2 November 2021
Event ID | player# | THISACTOR | RETURN | |
---|---|---|---|---|
EVENT_NEWGAMECUSTOM | Current Player | none | yes (1-2 values) |
EVENT_NEWGAMECUSTOM is a Menu Event.
This event is fired when a menu entry is selected in the MENU_NEWGAMECUSTOM and MENU_NEWGAMECUSTOMSUB menus, as defined through DEF, see newgamechoices.
It serves to define the logic using which the player is sent to the proper volume and level upon selecting a menu entry. The indices of the selected menu entries are stored in the userdef.return array. The RETURN variable, i.e. the entry at index 0 corresponds to the choice in the top-layer menu, while the entry at index 1 corresponds to the submenu choice. The third layer submenu is accessed at index 2. If no submenu is defined, return is set to -1 instead.
Return Values
- userdef.return 0
- Same as RETURN. Contains the menu entry ID of the first-layer selection.
- userdef.return 1
- Contains the menu entry ID of the second-layer selection. If no second layer exists, set to -1.
- userdef.return 2
- Contains the menu entry ID of the third-layer selection. If no second layer exists, set to -1.
- userdef.return 3
- Set to -1.
Usage Example
The following example corresponds to the example given in Newgamechoices_(DEF) and defines the logic to send the player to the proper level.
appendevent EVENT_NEWGAMECUSTOM ife userdef.return 1 -1 // Case: no submenu { switch userdef.return 0 case 1 setu[].m_volume_number 1 break // Lunar Apocalypse case 2 setu[].m_volume_number 2 break // Shrapnel City case 3 setu[].m_volume_number 3 break // The Birth default setu[].m_volume_number 0 break endswitch setu[].m_level_number 0 } else ife userdef.return 0 0 // Case: submenu at position 0 (L.A. Meltdown) { setu[].m_volume_number 0 switch userdef.return 1 case 0 setu[].m_level_number 0 break // Hollywood Holocaust case 1 setu[].m_level_number 1 break // Red Light District case 2 setu[].m_level_number 2 break // Death Row case 3 setu[].m_level_number 3 break // Toxic Dump case 4 setu[].m_level_number 4 break // The Abyss default setu[].m_level_number 0 break endswitch } endevent