- got rid of silly #define ..._BIT, #define ... (1<<..._BIT) stuff
- switched almost all uiDefBut(..., TOG|BIT|..) to use UiDefButBit and the name of the actual bit define instead of just a magic constant, this makes searching the code much nicer. most of the credit here goes to LetterRip who did almost all of the conversions, I mostly just checked them over.
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@@ -482,7 +482,7 @@ void start_game(void)
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restore_all_scene_cfra(scene_cfra_store);
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set_scene_bg(startscene);
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if (G.flags & G_FLAGS_AUTOPLAY)
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if (G.flags & G_FILE_AUTOPLAY)
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exit_usiblender();
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/* groups could have changed ipo */
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@@ -2362,7 +2362,7 @@ void drawinfospace(ScrArea *sa, void *spacedata)
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&(U.flag), 0, 0, 0, 0,
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"Forces the current Scene to be displayed in all Screens");
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#ifndef __APPLE__
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uiDefButS(block, TOG|BIT|0, 0, "Large Cursors",
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uiDefButBitS(block, TOG, 1, 0, "Large Cursors",
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(xpos+edgsp),y2,spref,buth,
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&(U.curssize), 0, 0, 0, 0,
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"Use large mouse cursors when available");
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@@ -2737,7 +2737,7 @@ void drawinfospace(ScrArea *sa, void *spacedata)
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uiDefButS(block, MENU, B_REDR, "Light1 %x0|Light2 %x1|Light3 %x2",
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xpos+edgsp, y2, 2*mpref/6, buth, &cur_light, 0.0, 0.0, 0, 0, "");
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uiBlockSetCol(block, TH_BUT_SETTING1);
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uiDefButI(block, TOG|BIT|0, B_RECALCLIGHT, "On",
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uiDefButBitI(block, TOG, 1, B_RECALCLIGHT, "On",
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xpos+edgsp+2*mpref/6, y2, mpref/6, buth,
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&U.light[cur_light].flag, 0.0, 0.0, 0, 0, "Enable this OpenGL light in Solid draw mode");
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@@ -2787,7 +2787,7 @@ void drawinfospace(ScrArea *sa, void *spacedata)
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}
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/*
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uiDefButS(block, TOG|BIT|5, 0, "Log Events to Console",
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uiDefButBitS(block, TOG, USER_EVTTOCONSOLE, 0, "Log Events to Console",
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(xpos+edgsp),y2,lpref,buth,
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&(U.uiflag), 0, 0, 0, 0, "Display a list of input events in the console");
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