QTfrontend/gamecfgwidget.cpp
author nemo
Fri, 26 Nov 2010 10:21:53 -0500
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/*
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 * Hedgewars, a free turn based strategy game
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 * Copyright (c) 2006-2010 Andrey Korotaev <unC0Rr@gmail.com>
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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; version 2 of the License
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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, write to the Free Software
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 * Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA
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 */
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#include <QResizeEvent>
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#include <QGroupBox>
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#include <QCheckBox>
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#include <QGridLayout>
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#include <QSpinBox>
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#include <QLabel>
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#include <QMessageBox>
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#include <QTableView>
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#include <QPushButton>
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#include "gamecfgwidget.h"
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#include "igbox.h"
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#include "hwconsts.h"
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#include "ammoSchemeModel.h"
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GameCFGWidget::GameCFGWidget(QWidget* parent, bool externalControl) :
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  QGroupBox(parent), mainLayout(this)
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{
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    mainLayout.setMargin(0);
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//  mainLayout.setSizeConstraint(QLayout::SetMinimumSize);
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    pMapContainer = new HWMapContainer(this);
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    mainLayout.addWidget(pMapContainer, 0, 0);
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    IconedGroupBox *GBoxOptions = new IconedGroupBox(this);
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    GBoxOptions->setSizePolicy(QSizePolicy::Minimum, QSizePolicy::Minimum);
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    mainLayout.addWidget(GBoxOptions);
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    QGridLayout *GBoxOptionsLayout = new QGridLayout(GBoxOptions);
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    GameSchemes = new QComboBox(GBoxOptions);
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    GBoxOptionsLayout->addWidget(GameSchemes, 0, 2);
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    connect(GameSchemes, SIGNAL(currentIndexChanged(int)), this, SLOT(schemeChanged(int)));
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    GBoxOptionsLayout->addWidget(new QLabel(QLabel::tr("Game scheme"), GBoxOptions), 0, 0);
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    QPixmap pmEdit(":/res/edit.png");
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    QPushButton * goToSchemePage = new QPushButton(GBoxOptions);
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    goToSchemePage->setToolTip(tr("Edit schemes"));
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    goToSchemePage->setIconSize(pmEdit.size());
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    goToSchemePage->setIcon(pmEdit);
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    goToSchemePage->setMaximumWidth(pmEdit.width() + 6);
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    GBoxOptionsLayout->addWidget(goToSchemePage, 0, 3);
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    connect(goToSchemePage, SIGNAL(clicked()), this, SLOT(jumpToSchemes()));
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    GBoxOptionsLayout->addWidget(new QLabel(QLabel::tr("Weapons"), GBoxOptions), 1, 0);
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    WeaponsName = new QComboBox(GBoxOptions);
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    GBoxOptionsLayout->addWidget(WeaponsName, 1, 2);
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    connect(WeaponsName, SIGNAL(currentIndexChanged(int)), this, SLOT(ammoChanged(int)));
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    QPushButton * goToWeaponPage = new QPushButton(GBoxOptions);
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    goToWeaponPage->setToolTip(tr("Edit weapons"));
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    goToWeaponPage->setIconSize(pmEdit.size());
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    goToWeaponPage->setIcon(pmEdit);
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    goToWeaponPage->setMaximumWidth(pmEdit.width() + 6);
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    GBoxOptionsLayout->addWidget(goToWeaponPage, 1, 3);
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    connect(goToWeaponPage, SIGNAL(clicked()), this, SLOT(jumpToWeapons()));
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    //GBoxOptionsLayout->addWidget(new QLabel(QLabel::tr("Bind schemes with weapons"), GBoxOptions), 2, 0);
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    bindEntries = new QCheckBox(GBoxOptions);
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    bindEntries->setToolTip(tr("When this option is enabled selecting a game scheme will auto-select a weapon"));
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    bindEntries->setChecked(true);
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    bindEntries->setMaximumWidth(42);
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    bindEntries->setStyleSheet( "QCheckBox::indicator:checked   { image: url(\":/res/lock.png\"); }"
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                                "QCheckBox::indicator:unchecked { image: url(\":/res/unlock.png\");   }" );
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    GBoxOptionsLayout->addWidget(bindEntries, 0, 1, 0, 1, Qt::AlignVCenter);
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    //GBoxOptionsLayout->addWidget(bindEntries, 2, 2);
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    connect(pMapContainer, SIGNAL(seedChanged(const QString &)), this, SLOT(seedChanged(const QString &)));
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    connect(pMapContainer, SIGNAL(mapChanged(const QString &)), this, SLOT(mapChanged(const QString &)));
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    connect(pMapContainer, SIGNAL(mapgenChanged(MapGenerator)), this, SLOT(mapgenChanged(MapGenerator)));
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    connect(pMapContainer, SIGNAL(maze_sizeChanged(int)), this, SLOT(maze_sizeChanged(int)));
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    connect(pMapContainer, SIGNAL(themeChanged(const QString &)), this, SLOT(themeChanged(const QString &)));
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    connect(pMapContainer, SIGNAL(newTemplateFilter(int)), this, SLOT(templateFilterChanged(int)));
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}
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void GameCFGWidget::jumpToSchemes()
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{
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    emit goToSchemes(GameSchemes->currentIndex());
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}
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void GameCFGWidget::jumpToWeapons()
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{
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    emit goToWeapons(WeaponsName->currentIndex());
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}
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QVariant GameCFGWidget::schemeData(int column) const
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{
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    return GameSchemes->model()->data(GameSchemes->model()->index(GameSchemes->currentIndex(), column));
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}
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quint32 GameCFGWidget::getGameFlags() const
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{
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    quint32 result = 0;
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    if (schemeData(1).toBool())
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        result |= 0x00001000;       // fort
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    if (schemeData(2).toBool())
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        result |= 0x00000010;       // divide teams
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    if (schemeData(3).toBool())
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        result |= 0x00000004;       // solid land
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    if (schemeData(4).toBool())
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        result |= 0x00000008;       // border
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    if (schemeData(5).toBool())
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        result |= 0x00000020;       // low gravity
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    if (schemeData(6).toBool())
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        result |= 0x00000040;       // laser sight
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    if (schemeData(7).toBool())
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        result |= 0x00000080;       // invulnerable
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    if (schemeData(8).toBool())
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        result |= 0x00000100;       // mines
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    if (schemeData(9).toBool())
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        result |= 0x00000200;       // vampirism
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    if (schemeData(10).toBool())
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        result |= 0x00000400;       // karma
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    if (schemeData(11).toBool())
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ca0600ab38bf disable gfMines and update variable names (landadds -> minesnum, cLandAdditions -> cLandMines)
koda
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   139
        result |= 0x00000800;       // artillery
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   140
    if (schemeData(12).toBool())
4003
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koda
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   141
        result |= 0x00002000;       // random
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   142
    if (schemeData(13).toBool())
4003
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koda
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   143
        result |= 0x00004000;       // king
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   144
    if (schemeData(14).toBool())
4003
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koda
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   145
        result |= 0x00008000;       // place hogs
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   146
    if (schemeData(15).toBool())
4003
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koda
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   147
        result |= 0x00010000;       // shared ammo
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   148
    if (schemeData(16).toBool())
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koda
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   149
        result |= 0x00020000;       // disable girders
3287
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   150
    if (schemeData(17).toBool())
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   151
        result |= 0x00040000;       // disable land obj
3743
234ce4da76d4 Flag for AI survival mode
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    if (schemeData(18).toBool())
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        result |= 0x00080000;       // ai survival
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   154
    if (schemeData(19).toBool())
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        result |= 0x00100000;       // infinite attacks
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   156
    if (schemeData(20).toBool())
4003
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        result |= 0x00200000;       // reset weaps
3943
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nemo
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   158
    if (schemeData(21).toBool())
4003
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   159
        result |= 0x00400000;       // per hog ammo
4250
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   160
    if (schemeData(22).toBool())
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   161
        result |= 0x00800000;       // no wind
4303
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   162
    if (schemeData(23).toBool())
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        result |= 0x01000000;       // more wind
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b510f7a74ef6 Add 'Divide teams' option to frontend
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   164
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    return result;
184
f97a7a3dc8f6 - Update more headers
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   166
}
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   167
312
c36d0b34ac3d Use new parameters, small protocol change
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   168
quint32 GameCFGWidget::getInitHealth() const
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{
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    return schemeData(26).toInt();
312
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}
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318
46a43b02bbb3 Game config commands are generated by GameCFGWidget
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   173
QStringList GameCFGWidget::getFullConfig() const
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{
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    QStringList sl;
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    sl.append("eseed " + pMapContainer->getCurrentSeed());
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    sl.append(QString("e$gmflags %1").arg(getGameFlags()));
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    sl.append(QString("e$damagepct %1").arg(schemeData(24).toInt()));
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    sl.append(QString("e$turntime %1").arg(schemeData(25).toInt() * 1000));
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    sl.append(QString("e$sd_turns %1").arg(schemeData(27).toInt()));
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    sl.append(QString("e$casefreq %1").arg(schemeData(28).toInt()));
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    sl.append(QString("e$minestime %1").arg(schemeData(29).toInt()));
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    sl.append(QString("e$minesnum %1").arg(schemeData(30).toInt()));
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    sl.append(QString("e$minedudpct %1").arg(schemeData(31).toInt()));
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    sl.append(QString("e$explosives %1").arg(schemeData(32).toInt()));
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    sl.append(QString("e$healthprob %1").arg(schemeData(33).toInt()));
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   187
    sl.append(QString("e$hcaseamount %1").arg(schemeData(34).toInt()));
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   188
    sl.append(QString("e$waterrise %1").arg(schemeData(35).toInt()));
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   189
    sl.append(QString("e$healthdec %1").arg(schemeData(36).toInt()));
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3cfd2e15464a After repeated requests, variable length rope. Intended for the infinite rope folks, but values less than 100 make rope more interesting IMO.
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    sl.append(QString("e$ropepct %1").arg(schemeData(37).toInt()));
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    sl.append(QString("e$template_filter %1").arg(pMapContainer->getTemplateFilter()));
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    sl.append(QString("e$mapgen %1").arg(pMapContainer->get_mapgen()));
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    sl.append(QString("e$maze_size %1").arg(pMapContainer->get_maze_size()));
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e7589e37a6d6 Options for bonus box probability tuning and number of turn until sudden death
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   194
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    QString currentMap = pMapContainer->getCurrentMap();
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    if (currentMap.size() > 0)
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    {
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   198
        sl.append("emap " + currentMap);
3008
e57cafce4227 Frontend:
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   199
        if(pMapContainer->getCurrentIsMission())
3919
76d5b32758d9 Engine/Frontend:
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            sl.append(QString("escript Maps/%1/map.lua")
2999
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                .arg(currentMap));
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    }
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   203
    sl.append("etheme " + pMapContainer->getCurrentTheme());
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   204
    return sl;
318
46a43b02bbb3 Game config commands are generated by GameCFGWidget
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   205
}
320
1ee7f087195a - HWMapContainer sets and stores the theme
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   206
703
424297e3165a weapon names transmitted over network
displacer
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   207
void GameCFGWidget::setNetAmmo(const QString& name, const QString& ammo)
697
44f167938201 pre-alpha network weapons selection
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parents: 696
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{
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    bool illegal = ammo.size() != cDefaultAmmoStore->size();
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    if (illegal)
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        QMessageBox::critical(this, tr("Error"), tr("Illegal ammo scheme"));
703
424297e3165a weapon names transmitted over network
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    int pos = WeaponsName->findText(name);
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    if ((pos == -1) || illegal) { // prevent from overriding schemes with bad ones
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   215
        WeaponsName->addItem(name, ammo);
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   216
        WeaponsName->setCurrentIndex(WeaponsName->count() - 1);
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   217
    } else {
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   218
        WeaponsName->setItemData(pos, ammo);
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        WeaponsName->setCurrentIndex(pos);
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   220
    }
1530
3b8d723661b2 Implement Solid Land checkbox
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parents: 1517
diff changeset
   221
}
1531
f404233b6d9b - Less crossclass dependancies
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   222
1875
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   223
void GameCFGWidget::fullNetConfig()
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   224
{
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   225
    ammoChanged(WeaponsName->currentIndex());
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f3fab2b09e0c And in frontend
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   226
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   227
    seedChanged(pMapContainer->getCurrentSeed());
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   228
    templateFilterChanged(pMapContainer->getTemplateFilter());
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   229
    themeChanged(pMapContainer->getCurrentTheme());
1875
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   230
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   231
    schemeChanged(GameSchemes->currentIndex());
1921
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parents: 1898
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   232
3133
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   233
    mapgenChanged(pMapContainer->get_mapgen());
1ab5f18f4df8 prg's maze generator
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   234
    maze_sizeChanged(pMapContainer->get_maze_size());
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   235
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   236
    // map must be the last
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   237
    QString map = pMapContainer->getCurrentMap();
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   238
    if (map.size())
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   239
        mapChanged(map);
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   240
}
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   241
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   242
void GameCFGWidget::setParam(const QString & param, const QStringList & slValue)
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   243
{
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   244
    if (slValue.size() == 1)
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   245
    {
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   246
        QString value = slValue[0];
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   247
        if (param == "MAP") {
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   248
            pMapContainer->setMap(value);
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   249
            return;
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   250
        }
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   251
        if (param == "SEED") {
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   252
            pMapContainer->setSeed(value);
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   253
            return;
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   254
        }
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   255
        if (param == "THEME") {
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   256
            pMapContainer->setTheme(value);
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   257
            return;
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   258
        }
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   259
        if (param == "TEMPLATE") {
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   260
            pMapContainer->setTemplateFilter(value.toUInt());
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   261
            return;
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   262
        }
3133
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   263
        if (param == "MAPGEN") {
1ab5f18f4df8 prg's maze generator
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   264
            pMapContainer->setMapgen((MapGenerator)value.toUInt());
1ab5f18f4df8 prg's maze generator
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   265
            return;
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   266
        }
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   267
        if (param == "MAZE_SIZE") {
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   268
            pMapContainer->setMaze_size(value.toUInt());
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   269
            return;
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   270
        }
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   271
    }
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   272
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   273
    if (slValue.size() == 2)
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   274
    {
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   275
        if (param == "AMMO") {
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   276
            setNetAmmo(slValue[0], slValue[1]);
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   277
            return;
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   278
        }
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   279
    }
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    qWarning("Got bad config param from net");
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   282
}
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   283
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void GameCFGWidget::ammoChanged(int index)
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   285
{
4237
ef9b201c97fe by default selecting a game mode will select a weapon with the same name, and viceversa; toggable for every game
koda
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   286
    if (index >= 0) {
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        emit paramChanged(
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            "AMMO",
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            QStringList() << WeaponsName->itemText(index) << WeaponsName->itemData(index).toString()
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        );
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    }
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}
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void GameCFGWidget::mapChanged(const QString & value)
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{
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    if(pMapContainer->getCurrentIsMission())
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    {
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        GameSchemes->setEnabled(false);
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        WeaponsName->setEnabled(false);
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        bindEntries->setEnabled(false);
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        GameSchemes->setCurrentIndex(GameSchemes->findText("Default"));
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        WeaponsName->setCurrentIndex(WeaponsName->findText("Default"));
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    }
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    else
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    {
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        GameSchemes->setEnabled(true);
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        WeaponsName->setEnabled(true);
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        bindEntries->setEnabled(true);
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    }
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    emit paramChanged("MAP", QStringList(value));
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}
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void GameCFGWidget::templateFilterChanged(int value)
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{
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    emit paramChanged("TEMPLATE", QStringList(QString::number(value)));
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}
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void GameCFGWidget::seedChanged(const QString & value)
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{
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    emit paramChanged("SEED", QStringList(value));
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}
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void GameCFGWidget::themeChanged(const QString & value)
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{
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    emit paramChanged("THEME", QStringList(value));
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}
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void GameCFGWidget::schemeChanged(int index)
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{
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    QStringList sl;
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    int size = GameSchemes->model()->columnCount();
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    for(int i = 0; i < size; ++i)
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        sl << schemeData(i).toString();
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    emit paramChanged("SCHEME", sl);
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    if (bindEntries->isChecked() == true) {
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        QString schemeName = GameSchemes->itemText(index);
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        for (int i = 0; i < WeaponsName->count(); i++) {
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             QString weapName = WeaponsName->itemText(i);
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             int res = QString::compare(weapName, schemeName, Qt::CaseSensitive);
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             if (0 == res) {
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                 WeaponsName->setCurrentIndex(i);
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                 emit ammoChanged(i);
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                 break;
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             }
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        }
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    }
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}
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void GameCFGWidget::mapgenChanged(MapGenerator m)
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{
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    emit paramChanged("MAPGEN", QStringList(QString::number(m)));
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   355
}
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void GameCFGWidget::maze_sizeChanged(int s)
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{
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   359
    emit paramChanged("MAZE_SIZE", QStringList(QString::number(s)));
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   360
}
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   361
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void GameCFGWidget::resendSchemeData()
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   363
{
2948
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   364
    schemeChanged(GameSchemes->currentIndex());
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   365
}