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Reverted r1366
GUI automatically assigns the parent objects (CMenuScreen) with it's children controls. They're activated/deactivated/shown/deleted automatically. (it's enabled by OBJ_CONSTRUCTION macro in scope)
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@ -76,7 +76,7 @@ CMenuScreen::CMenuScreen( EState which )
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break;
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case newGame:
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{
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//bgAd = new CPicture(BitmapHandler::loadBitmap("ZNEWGAM.bmp"), 114, 312, true);
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bgAd = new CPicture(BitmapHandler::loadBitmap("ZNEWGAM.bmp"), 114, 312, true);
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buttons[0] = new AdventureMapButton("", CGI->generaltexth->zelp[10].second, bind(&CGPreGame::openSel, CGP, newGame), 545, 4, "ZTSINGL.DEF", SDLK_s);
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buttons[1] = new AdventureMapButton("", CGI->generaltexth->zelp[11].second, 0 /*cb*/, 568, 120, "ZTMULTI.DEF", SDLK_m);
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buttons[2] = new AdventureMapButton("", CGI->generaltexth->zelp[12].second, 0 /*cb*/, 541, 233, "ZTCAMPN.DEF", SDLK_c);
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@ -86,7 +86,7 @@ CMenuScreen::CMenuScreen( EState which )
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break;
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case loadGame:
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{
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//bgAd = new CPicture(BitmapHandler::loadBitmap("ZLOADGAM.bmp"), 114, 312, true);
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bgAd = new CPicture(BitmapHandler::loadBitmap("ZLOADGAM.bmp"), 114, 312, true);
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buttons[0] = new AdventureMapButton("", CGI->generaltexth->zelp[10].second, bind(&CGPreGame::openSel, CGP, loadGame), 545, 4, "ZTSINGL.DEF", SDLK_s);
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buttons[1] = new AdventureMapButton("", CGI->generaltexth->zelp[11].second, 0 /*cb*/, 568, 120, "ZTMULTI.DEF", SDLK_m);
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buttons[2] = new AdventureMapButton("", CGI->generaltexth->zelp[12].second, 0 /*cb*/, 541, 233, "ZTCAMPN.DEF", SDLK_c);
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