Your Name 7368dad717 1.03
2020-07-25 00:22:01 -06:00

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#include "ui/menudef.h"
#include "ui_mp/common_macro.inc"
#include "ui_mp/stats_info.inc"
#include "ui/framestyle.inc"
#include "ui_mp/newframe.inc"
#undef CHOICE_X_START
#define CHOICE_X_START 30
#undef CHOICE_Y_START
#define CHOICE_Y_START -105
#ifdef PC
#define PC_INGAME //for background in overlaybg.inc
#endif
#define CHOICE_SEP_OFFSET_Y -2
#define CHOICE_SEP_1 5
#include "ui_mp/menustyle.inc"
#include "ui/choices_setup_common.menu"
#include "ui_mp/overlaybg.inc"
#define HIGH_BOUND "1000"
#undef BUTTON_BG_X_START
#define BUTTON_BG_X_START 30
#undef BUTTON_BG_Y_START
#define BUTTON_BG_Y_START 42
#undef CHOICE_TEXTSTYLE
#define CHOICE_TEXTSTYLE ITEM_TEXTSTYLE_NORMAL
#undef CHOICE_SIZE_X
#define CHOICE_SIZE_X 200
#undef CHOICE_HORIZONTAL_ALIGN
#define CHOICE_HORIZONTAL_ALIGN HORIZONTAL_ALIGN_LEFT
#undef CHOICE_VERTICAL_ALIGN
#define CHOICE_VERTICAL_ALIGN VERTICAL_ALIGN_CENTER
// ------
#undef ON_ESC
#define ON_ESC scriptMenuResponse "back";
{
menuDef
{
name "changeclass"
rect 0 0 640 480 HORIZONTAL_ALIGN_FULLSCREEN VERTICAL_ALIGN_FULLSCREEN
focuscolor COLOR_FOCUSED
style WINDOW_STYLE_EMPTY
#ifdef CONSOLE
blurWorld 7.0
#endif
onOpen
{
if ( IsSplitscreen() )
{
close self;
if ( IsViewportLarge() )
{
open "changeclass_splitscreen";
}
else
{
open "changeclass_splitscreen_small";
}
}
else
{
// update player's XP
execNow "statGetByNameInDvar RANKXP ui_stat_rankxp";
if ( dvarString( ui_custom_name ) == "" )
{
execnow set ui_custom_name customclass1;
}
if( dvarString( ui_class ) == "" )
{
execnow set ui_class class_smg;
}
/*set ui_multi_s "HIGH_BOUND"; set ui_multi_dt 0";*/
setfocusbydvar "ui_customclass_selected";
//focusFirst
}
if (IsInGame())
{
showMenu "pausedbkgnd";
}
#ifdef PC
setLocalVarBool ui_hide_cac_item_info_highlights 1;
#endif // #ifdef PC
}
onClose
{
if (IsInGame())
{
hideMenu "pausedbkgnd";
}
#ifdef PC
setLocalVarBool ui_hide_cac_item_info_highlights 0;
#endif // #ifdef PC
}
onEsc
{
ON_ESC
}
execkeyint BUTTON_START
{
close self;
}
#ifndef PC // background overlay
#include "ui_mp/ingamebg.inc"
#endif // background overlay
// ------------------ TREE TITLE ------------------
CHOICE_MENU_TITLE_ALIGN_VIS( "@MPUI_CHOOSE_CLASS_CAPS", HORIZONTAL_ALIGN_LEFT VERTICAL_ALIGN_TOP, ITEM_ALIGN_MIDDLE_LEFT, 1 )
//=========================================================================
//================ MENU SELECTION FOR ONLINE/OFFLINE GAME =================
//=========================================================================
#define IS_ONLINE_GAME ( dvarInt( splitscreen ) == 0 && dvarInt( systemlink ) == 0 )
#define IS_BASICTRAINING_GAME ( dvarInt( xblive_basictraining ) > 0 )
#define FOCUS_CHECK( pnum ) \
dvartest "ui_customclass_selected" focusdvar { pnum }
#define ACTION_COMMON( pnum ) \
setDvar ui_customclass_selected pnum;
#define SHOW_ONLINE_CLASS_NAME ( IS_ONLINE_GAME && !IS_BASICTRAINING_GAME )
#define CUSTOM_CLASS_TEXT( online, offline ) \
Select( SHOW_ONLINE_CLASS_NAME, dvarString( online ), dvarString( offline ) )
FRAME_CHOICE_BUTTON_FOCUS_VIS_EX( 1, CUSTOM_CLASS_TEXT( customclass1, offline_customclass1 ),
scriptMenuResponse "custom1,0"; ACTION_COMMON( 6 ),
exec "set ui_custom_name customclass1; set ui_multi_s 0; set ui_multi_dt "HIGH_BOUND;,
;,
!IS_ITEM_LOCKED( FEATURE_CREATE_A_CLASS ), FOCUS_CHECK( 6 ) )
FRAME_CHOICE_DBUTTON_FOCUS_VIS_EX( 1, CUSTOM_CLASS_TEXT( customclass1, offline_customclass1 ),
;,
;,
IS_ITEM_LOCKED( FEATURE_CREATE_A_CLASS ), decoration )
FRAME_CHOICE_BUTTON_FOCUS_VIS_EX( 2, CUSTOM_CLASS_TEXT( customclass2, offline_customclass2 ),
scriptMenuResponse "custom2,0"; ACTION_COMMON( 7 ),
exec "set ui_custom_name customclass2; set ui_multi_s 0; set ui_multi_dt "HIGH_BOUND;,
;,
!IS_ITEM_LOCKED( FEATURE_CREATE_A_CLASS ), FOCUS_CHECK( 7 ) )
FRAME_CHOICE_DBUTTON_FOCUS_VIS_EX( 2, CUSTOM_CLASS_TEXT( customclass2, offline_customclass2 ),
;,
;,
IS_ITEM_LOCKED( FEATURE_CREATE_A_CLASS ), decoration )
FRAME_CHOICE_BUTTON_FOCUS_VIS_EX( 3, CUSTOM_CLASS_TEXT( customclass3, offline_customclass3 ),
scriptMenuResponse "custom3,0"; ACTION_COMMON( 8 ),
exec "set ui_custom_name customclass3; set ui_multi_s 0; set ui_multi_dt "HIGH_BOUND;,
;,
!IS_ITEM_LOCKED( FEATURE_CREATE_A_CLASS ), FOCUS_CHECK( 8 ) )
FRAME_CHOICE_DBUTTON_FOCUS_VIS_EX( 3, CUSTOM_CLASS_TEXT( customclass3, offline_customclass3 ),
;,
;,
IS_ITEM_LOCKED( FEATURE_CREATE_A_CLASS ), decoration )
FRAME_CHOICE_BUTTON_FOCUS_VIS_EX( 4, CUSTOM_CLASS_TEXT( customclass4, offline_customclass4 ),
scriptMenuResponse "custom4,0"; ACTION_COMMON( 9 ),
exec "set ui_custom_name customclass4; set ui_multi_s 0; set ui_multi_dt "HIGH_BOUND;,
;,
!IS_ITEM_LOCKED( FEATURE_CREATE_A_CLASS ), FOCUS_CHECK( 9 ) )
FRAME_CHOICE_DBUTTON_FOCUS_VIS_EX( 4, CUSTOM_CLASS_TEXT( customclass4, offline_customclass4 ),
;,
;,
IS_ITEM_LOCKED( FEATURE_CREATE_A_CLASS ), decoration )
FRAME_CHOICE_BUTTON_FOCUS_VIS_EX( 5, CUSTOM_CLASS_TEXT( customclass5, offline_customclass5 ),
scriptMenuResponse "custom5,0"; ACTION_COMMON( 10 ),
exec "set ui_custom_name customclass5; set ui_multi_s 0; set ui_multi_dt "HIGH_BOUND;,
;,
!IS_ITEM_LOCKED( FEATURE_CREATE_A_CLASS ), FOCUS_CHECK( 10 ) )
FRAME_CHOICE_DBUTTON_FOCUS_VIS_EX( 5, CUSTOM_CLASS_TEXT( customclass5, offline_customclass5 ),
;,
;,
IS_ITEM_LOCKED( FEATURE_CREATE_A_CLASS ), decoration )
FRAME_CHOICE_BUTTON_FOCUS_VIS_EX( 6, "@CLASS_CLASS1",
scriptMenuResponse "smg_mp,0"; ACTION_COMMON( 1 ),
exec "set ui_class class_smg; set ui_multi_s "HIGH_BOUND"; set ui_multi_dt 0";,
;,
( IS_ITEM_LOCKED( FEATURE_CREATE_A_CLASS ) || IS_ITEM_LOCKED( FEATURE_PRESTIGE_CLASS_1 ) || !IS_ONLINE_GAME ), FOCUS_CHECK( 1 ) )
FRAME_CHOICE_BUTTON_FOCUS_VIS_EX( 6, dvarString( prestigeclass1 ),
scriptMenuResponse "prestige1,0"; ACTION_COMMON( 11 ),
exec "set ui_custom_name prestigeclass1; set ui_multi_s 0; set ui_multi_dt "HIGH_BOUND;,
;,
( !IS_ITEM_LOCKED( FEATURE_PRESTIGE_CLASS_1 ) && ( !IS_ITEM_LOCKED( FEATURE_CREATE_A_CLASS ) ) && IS_ONLINE_GAME ), FOCUS_CHECK( 1 ) )
FRAME_CHOICE_BUTTON_FOCUS_VIS_EX( 7, "@CLASS_CLASS2",
scriptMenuResponse "cqb_mp,0"; ACTION_COMMON( 2 ),
exec" set ui_class class_cqb; set ui_multi_s "HIGH_BOUND"; set ui_multi_dt 0";,
;,
( IS_ITEM_LOCKED( FEATURE_CREATE_A_CLASS ) || IS_ITEM_LOCKED( FEATURE_PRESTIGE_CLASS_2 ) || !IS_ONLINE_GAME ), FOCUS_CHECK( 2 ) )
FRAME_CHOICE_BUTTON_FOCUS_VIS_EX( 7, dvarString( prestigeclass2 ),
scriptMenuResponse "prestige2,0"; ACTION_COMMON( 12 ),
exec "set ui_custom_name prestigeclass2; set ui_multi_s 0; set ui_multi_dt "HIGH_BOUND;,
;,
( !IS_ITEM_LOCKED( FEATURE_PRESTIGE_CLASS_2 ) && ( !IS_ITEM_LOCKED( FEATURE_CREATE_A_CLASS ) ) && IS_ONLINE_GAME ), FOCUS_CHECK( 2 ) )
FRAME_CHOICE_BUTTON_FOCUS_VIS_EX( 8, "@CLASS_CLASS3",
scriptMenuResponse "assault_mp,0"; ACTION_COMMON( 3 ),
exec "set ui_class class_assault; set ui_multi_s "HIGH_BOUND"; set ui_multi_dt 0";,
;,
( IS_ITEM_LOCKED( FEATURE_CREATE_A_CLASS ) || IS_ITEM_LOCKED( FEATURE_PRESTIGE_CLASS_3 ) || !IS_ONLINE_GAME ), FOCUS_CHECK( 3 ) )
FRAME_CHOICE_BUTTON_FOCUS_VIS_EX( 8, dvarString( prestigeclass3 ),
scriptMenuResponse "prestige3,0"; ACTION_COMMON( 13 ),
exec "set ui_custom_name prestigeclass3; set ui_multi_s 0; set ui_multi_dt "HIGH_BOUND;,
;,
( !IS_ITEM_LOCKED( FEATURE_PRESTIGE_CLASS_3 ) && ( !IS_ITEM_LOCKED( FEATURE_CREATE_A_CLASS ) ) && IS_ONLINE_GAME ), FOCUS_CHECK( 3 ) )
FRAME_CHOICE_BUTTON_FOCUS_VIS_EX( 9, "@CLASS_CLASS4",
scriptMenuResponse "lmg_mp,0"; ACTION_COMMON( 4 ),
exec "set ui_class class_lmg; set ui_multi_s "HIGH_BOUND"; set ui_multi_dt 0"; CLEAR_ITEM_NEW( FEATURE_CLOSEASSAULT ),
;,
( ( !IS_ITEM_LOCKED( FEATURE_CLOSEASSAULT ) && ( IS_ITEM_LOCKED( FEATURE_PRESTIGE_CLASS_4 ) || ( IS_ITEM_LOCKED( FEATURE_CREATE_A_CLASS ) && !IS_ITEM_LOCKED( FEATURE_PRESTIGE_CLASS_4 ) ) ) ) || !IS_ONLINE_GAME ), FOCUS_CHECK( 4 ) )
FRAME_CHOICE_BUTTON_FOCUS_VIS_EX( 9, dvarString( prestigeclass4 ),
scriptMenuResponse "prestige4,0";ACTION_COMMON( 14 ),
exec "set ui_custom_name prestigeclass4; set ui_multi_s 0; set ui_multi_dt "HIGH_BOUND; CLEAR_ITEM_NEW( FEATURE_CLOSEASSAULT ),
;,
( !IS_ITEM_LOCKED( FEATURE_CREATE_A_CLASS ) && !IS_ITEM_LOCKED( FEATURE_PRESTIGE_CLASS_4 ) && IS_ONLINE_GAME ), FOCUS_CHECK( 4 ) )
FRAME_CHOICE_DBUTTON_FOCUS_VIS_EX( 9, "@CLASS_CLASS4",
;,
;,
( IS_ITEM_LOCKED( FEATURE_CLOSEASSAULT ) && IS_ONLINE_GAME ), decoration FOCUS_CHECK( 4 ) )
CHOICE_NEWICON_VIS( 9, "menu_mp_lobby_new", when( ( IS_ITEM_NEW( FEATURE_CLOSEASSAULT ) ) && IS_ONLINE_GAME ) )
FRAME_CHOICE_BUTTON_FOCUS_VIS_EX( 10, "@CLASS_CLASS5",
scriptMenuResponse "sniper_mp,0"; ACTION_COMMON( 5 ),
exec" set ui_class class_sniper; set ui_multi_s "HIGH_BOUND"; set ui_multi_dt 0"; CLEAR_ITEM_NEW( FEATURE_SNIPER ),
;,
( ( !IS_ITEM_LOCKED( FEATURE_SNIPER ) && ( IS_ITEM_LOCKED( FEATURE_PRESTIGE_CLASS_5 ) || ( IS_ITEM_LOCKED( FEATURE_CREATE_A_CLASS ) && !IS_ITEM_LOCKED( FEATURE_PRESTIGE_CLASS_5 ) ) ) ) || !IS_ONLINE_GAME ), FOCUS_CHECK( 5 ) )
FRAME_CHOICE_BUTTON_FOCUS_VIS_EX( 10, dvarString( prestigeclass5 ),
scriptMenuResponse "prestige5,0"; ACTION_COMMON( 15 ),
exec "set ui_custom_name prestigeclass5; set ui_multi_s 0; set ui_multi_dt "HIGH_BOUND; CLEAR_ITEM_NEW( FEATURE_SNIPER ),
;,
( !IS_ITEM_LOCKED( FEATURE_CREATE_A_CLASS ) && !IS_ITEM_LOCKED( FEATURE_PRESTIGE_CLASS_5 ) && IS_ONLINE_GAME ), FOCUS_CHECK( 5 ) )
FRAME_CHOICE_DBUTTON_FOCUS_VIS_EX( 10, "@CLASS_CLASS5",
;,
;,
( IS_ITEM_LOCKED( FEATURE_SNIPER ) && IS_ONLINE_GAME ), decoration FOCUS_CHECK( 5 ) )
CHOICE_NEWICON_VIS( 10, "menu_mp_lobby_new", when( ( IS_ITEM_NEW( FEATURE_SNIPER ) ) && IS_ONLINE_GAME ) )
#define DATA_TABLE_PRIMARY_GRENADE GetDefaultClassSlot( dvarstring( ui_class ), "primarygrenade" )
#define DATA_TABLE_PRIMARY GetDefaultClassSlot( dvarstring( ui_class ), "primary" )
// no default attachments or camo for now
#define DATA_TABLE_PRIMARY_ATTACHMENT 0
#define DATA_TABLE_PRIMARY_CAMO 0
#define DATA_TABLE_SECONDARY GetDefaultClassSlot( dvarstring( ui_class ), "secondary" )
// no default attachments or camo for now
#define DATA_TABLE_SECONDARY_ATTACHMENT 0
#define DATA_TABLE_SECONDARY_CAMO 0
#define DATA_TABLE_SPECIALTY1 GetDefaultClassSlot( dvarstring( ui_class ), "specialty1" )
#define DATA_TABLE_SPECIALTY2 GetDefaultClassSlot( dvarstring( ui_class ), "specialty2" )
#define DATA_TABLE_SPECIALTY3 GetDefaultClassSlot( dvarstring( ui_class ), "specialty3" )
#define DATA_TABLE_EQUIPMENT GetDefaultClassSlot( dvarstring( ui_class ), "equipment" )
#define DATA_TABLE_SPECIAL_GRENADE GetDefaultClassSlot( dvarstring( ui_class ), "specialgrenade" )
#define DATA_TABLE_BODY GetDefaultClassSlot( dvarstring( ui_class ), "body" )
#define DATA_TABLE_DEATHSTREAK GetDefaultClassSlot( dvarstring( ui_class ), "deathstreak" )
#define DATA_TABLE_KILLSTREAK_TIER1 GetDefaultClassSlot( dvarstring( ui_class ), "killstreak1" )
#define DATA_TABLE_KILLSTREAK_TIER2 GetDefaultClassSlot( dvarstring( ui_class ), "killstreak2" )
#define DATA_TABLE_KILLSTREAK_TIER3 GetDefaultClassSlot( dvarstring( ui_class ), "killstreak3" )
/* ==================================== custom classes ============================================= */
#define STATS_PRIMARY getCACItemIndex( ( dvarString( ui_custom_name ) ), "primary" )
#define STATS_PRIMARY_ATTACHMENT getCACItemIndex( ( dvarString( ui_custom_name ) ), "primaryattachment" )
#define STATS_PRIMARY_CAMO getCACItemIndex( ( dvarString( ui_custom_name ) ), "primarycamo" )
#define STATS_SECONDARY getCACItemIndex( ( dvarString( ui_custom_name ) ), "secondary" )
#define STATS_SECONDARY_ATTACHMENT getCACItemIndex( ( dvarString( ui_custom_name ) ), "secondaryattachment" )
#define STATS_SECONDARY_CAMO getCACItemIndex( ( dvarString( ui_custom_name ) ), "secondarycamo" )
#define STATS_PRIMARY_GRENADE getCACItemIndex( ( dvarString( ui_custom_name ) ), "primarygrenade" )
#define STATS_SPECIALTY1 getCACItemIndex( ( dvarString( ui_custom_name ) ), "specialty1" )
#define STATS_SPECIALTY2 getCACItemIndex( ( dvarString( ui_custom_name ) ), "specialty2" )
#define STATS_SPECIALTY3 getCACItemIndex( ( dvarString( ui_custom_name ) ), "specialty3" )
#define STATS_EQUIPMENT getCACItemIndex( ( dvarString( ui_custom_name ) ), "equipment" )
#define STATS_SPECIAL_GRENADE getCACItemIndex( ( dvarString( ui_custom_name ) ), "specialgrenade" )
#define STATS_BODY getCACItemIndex( ( dvarString( ui_custom_name ) ), "body" )
#define STATS_DEATHSTREAK getCACItemIndex( "cacLoadouts", "deathstreak" )
#define STATS_KILLSTREAK_TIER1 getCACItemIndex( "cacLoadouts", "killstreak1" )
#define STATS_KILLSTREAK_TIER2 getCACItemIndex( "cacLoadouts", "killstreak2" )
#define STATS_KILLSTREAK_TIER3 getCACItemIndex( "cacLoadouts", "killstreak3" )
#include "ui/safearea.menu"
/* ================================================================================= */
/* ================================ LOADOUT DISPLAY ================================ */
/* ================================================================================= */
#define STAT_CAC_PRIMARY_GRENADE int(min( STATS_PRIMARY_GRENADE + dvarInt(ui_multi_s), DATA_TABLE_PRIMARY_GRENADE + dvarInt(ui_multi_dt) ))
#define STAT_CAC_PRIMARY int(min( STATS_PRIMARY + dvarInt(ui_multi_s), DATA_TABLE_PRIMARY + dvarInt(ui_multi_dt) ))
#define STAT_CAC_PRIMARY_ATTACHMENT int(min( STATS_PRIMARY_ATTACHMENT + dvarInt(ui_multi_s), DATA_TABLE_PRIMARY_ATTACHMENT + dvarInt(ui_multi_dt) ))
#define STAT_CAC_PRIMARY_CAMO int(min( STATS_PRIMARY_CAMO + dvarInt(ui_multi_s), DATA_TABLE_PRIMARY_CAMO + dvarInt(ui_multi_dt) ))
#define STAT_CAC_SECONDARY int(min( STATS_SECONDARY + dvarInt(ui_multi_s), DATA_TABLE_SECONDARY + dvarInt(ui_multi_dt) ))
#define STAT_CAC_SECONDARY_ATTACHMENT int(min( STATS_SECONDARY_ATTACHMENT + dvarInt(ui_multi_s), DATA_TABLE_SECONDARY_ATTACHMENT + dvarInt(ui_multi_dt) ))
#define STAT_CAC_SECONDARY_CAMO int(min( STATS_SECONDARY_CAMO + dvarInt(ui_multi_s), DATA_TABLE_SECONDARY_CAMO + dvarInt(ui_multi_dt) ))
#define STAT_CAC_SPECIALTY1 int(min( STATS_SPECIALTY1 + dvarInt(ui_multi_s), DATA_TABLE_SPECIALTY1 + dvarInt(ui_multi_dt) ))
#define STAT_CAC_SPECIALTY2 int(min( STATS_SPECIALTY2 + dvarInt(ui_multi_s), DATA_TABLE_SPECIALTY2 + dvarInt(ui_multi_dt) ))
#define STAT_CAC_SPECIALTY3 int(min( STATS_SPECIALTY3 + dvarInt(ui_multi_s), DATA_TABLE_SPECIALTY3 + dvarInt(ui_multi_dt) ))
#define STAT_CAC_EQUIPMENT int(min( STATS_EQUIPMENT + dvarInt(ui_multi_s), DATA_TABLE_EQUIPMENT + dvarInt(ui_multi_dt) ))
#define STAT_CAC_SPECIAL_GRENADE int(min( STATS_SPECIAL_GRENADE + dvarInt(ui_multi_s), DATA_TABLE_SPECIAL_GRENADE + dvarInt(ui_multi_dt) ))
#define STAT_CAC_BODY int(min( STATS_BODY + dvarInt(ui_multi_s), DATA_TABLE_BODY + dvarInt(ui_multi_dt) ))
#define STAT_CAC_DEATHSTREAK int(min( STATS_DEATHSTREAK + dvarInt(ui_multi_s), DATA_TABLE_DEATHSTREAK + dvarInt(ui_multi_dt) ))
#define STAT_CAC_KILLSTREAK_TIER1 STATS_KILLSTREAK_TIER1
#define STAT_CAC_KILLSTREAK_TIER2 STATS_KILLSTREAK_TIER2
#define STAT_CAC_KILLSTREAK_TIER3 STATS_KILLSTREAK_TIER3
#define FIRST_ATTACHMENT_PRIMARY_WEAPON \
Select( dvarInt( ui_multi_s ) == 0, GetItemEquippedAttachment( dvarString( ui_custom_name ), STAT_CAC_PRIMARY, 0 ), -1 )
#define SECOND_ATTACHMENT_PRIMARY_WEAPON \
Select( dvarInt( ui_multi_s ) == 0, GetItemEquippedAttachment( dvarString( ui_custom_name ), STAT_CAC_PRIMARY, 1 ), -1 )
#define FIRST_ATTACHMENT_SECONDARY_WEAPON \
Select( dvarInt( ui_multi_s ) == 0, GetItemEquippedAttachment( dvarString( ui_custom_name ), STAT_CAC_SECONDARY, 0 ), -1 )
#define SECOND_ATTACHMENT_SECONDARY_WEAPON \
Select( dvarInt( ui_multi_s ) == 0, GetItemEquippedAttachment( dvarString( ui_custom_name ), STAT_CAC_SECONDARY, 1 ), -1 )
// Frame setup
#define CAC_HEIGHT NEW_FRAME_DEFAULT_HEIGHT
#define CAC_WIDTH ( CAC_HEIGHT * FRAME_ASPECT_RATIO )
#define COMMON_ITEM_INFO_X ( -(NEW_FRAME_BUTTON_WIDTH+20) - 30 )
#define COMMON_ITEM_INFO_Y ( -CAC_HEIGHT/2 + NEW_FRAME_BG_Y_OFFSET( CAC_HEIGHT ) )
#define COMMON_ITEM_HORIZONTAL_ALIGN HORIZONTAL_ALIGN_RIGHT
#include "ui_mp/cac_item_info.inc"
// Back button
#ifdef PC
NEW_FRAME_BACK_BUTTON_ACTION( 640, 480, ON_ESC )
#else //#ifdef PC
PREPROC_TEXT_DRAW_VIS( CHOICE_X_START -17 50 17 CHOICE_HORIZONTAL_ALIGN VERTICAL_ALIGN_BOTTOM, 0 0, "@PLATFORM_BACK", TEXTSIZE_DEFAULT, 0, 0, ITEM_ALIGN_BOTTOM_LEFT, 1 1 1 1, 1 )
#endif //#ifdef PC
}
}