}
-void Game::LoadTexture(const char *fileName, GLuint *textureid,int mipmap, bool hasalpha){
+void Game::LoadTexture(const char *fileName, GLuint *textureid,int mipmap, bool hasalpha) {
textures.push_back(TextureInfo(fileName,textureid,mipmap,hasalpha));
textures.back().load();
}
-void Game::LoadTextureSave(const char *fileName, GLuint *textureid,int mipmap,GLubyte *array, int *skinsize){
+void Game::LoadTextureSave(const char *fileName, GLuint *textureid,int mipmap,GLubyte *array, int *skinsize) {
textures.push_back(TextureInfo(fileName,textureid,mipmap,array,skinsize));
textures.back().load();
}
LOG("Initializing sound system...");
- int output = -1;
-
#if PLATFORM_LINUX
+ int output = -1;
+
extern bool cmdline(const char *cmd);
unsigned char rc = 0;
output = OPENAL_OUTPUT_ALSA; // Try alsa first...
LoadTexture(":Data:Textures:Options.png",&Mainmenuitems[2],0,0);
LoadTexture(":Data:Textures:Quit.png",&Mainmenuitems[3],0,0);
LoadTexture(":Data:Textures:Eyelid.png",&Mainmenuitems[4],0,1);
+ LoadTexture(":Data:Textures:Resume.png",&Mainmenuitems[5],0,0);
+ LoadTexture(":Data:Textures:Endgame.png",&Mainmenuitems[6],0,0);
+
//LoadTexture(":Data:Textures:Eye.jpg",&Mainmenuitems[5],0,1);
//~ LoadTexture(":Data:Textures:World.png",&Mainmenuitems[7],0,0); // LoadCampaign will take care of that
texdetail=temptexdetail;