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< #include <string>
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< 	Menu() : renderBG(true), under(activeMenu), time(0) { activeMenu = this; }
< 		
---
> 	Menu() : under(activeMenu), time(0), renderBG(true) { activeMenu = this; }
> 	
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< 	}
< 	
< 	virtual bool KeyPressed(int key, int /*mod*/)
---
> 	}
> 
> 	virtual bool KeyPressed(int key, int mod)
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< 	}
< 	
<     virtual void Mouse(int /*x*/, int /*y*/, int /*dx*/, int /*dy*/, int buttons_pressed, int /*buttons_released*/, int /*buttons*/) 
---
> 	}
> 	virtual void Mouse(int x, int y, int dx, int dy, int buttons_pressed, int buttons_released, int buttons) 
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< 	
< 	virtual void Move(int /*dir*/) {}
---
> 	
> 	virtual void Move(int dir) {}
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< 	char title[500];
---
> 	char title[50];
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< 	}
< 	
< 	virtual void Mouse(int /*x*/, int /*y*/, int /*dx*/, int /*dy*/, int buttons_pressed, int /*buttons_released*/, int /*buttons*/)
---
> 	}
> 
> 	virtual void Mouse(int x, int y, int dx, int dy, int buttons_pressed, int buttons_released, int buttons) 
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< 	}
< 	
< 	bool KeyPressed(int /*key*/, int /*mod*/)
---
> 	}
> 
> 	bool KeyPressed(int key, int mod)
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< };
---
> };
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< char optionSlotName[MAX_GAMESLOT][400] = { {0} };
< char currentSlot[800] = "";
---
> char optionSlotName[MAX_GAMESLOT][40] = {0};
> char currentSlot[80] = "";
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> 		int y = r2.y + FONT_SPACING / 2;
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< 	WinLoseScreen(bool _win, int _score=0, int _par=0, int _prev_score=0) : 
<         OptMenu(_win ? _("Level Complete!") : _("Emi can't swim...")),
<         win(_win),
---
> 	WinLoseScreen(bool _win, int _score=0, int _par=0, int _prev_score=0) : 
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< 		best_score(_prev_score)
---
> 		best_score(_prev_score),
> 		win(_win),
> 		OptMenu(_win ? "Level Complete!" : "Emi can't swim...")
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< 		Particle() : type(EMPTY) {}
< 		Particle(int t, int _x) : x(_x), type(t)
---
> 		Particle() : type(EMPTY) {}
> 		Particle(int t, int _x) : type(t), x(_x)
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< 		int y = SCREEN_H - int(scroll);
< 		for (unsigned int i=0; i<sizeof(p)/sizeof(p[0]); i++)
---
> 		int y = SCREEN_H - int(scroll);
> 		for (int i=0; i<endingLen; i++)
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< 			t = td*5;
< 		if (keyState[SDLK_0]) 
---
> 			t = td*5;
> 		if (keyState['0']) 
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< 		Menu::Update(t);
< 		scroll = time * 50;
---
> 		Menu::Update(t);
> 		double s = scroll = time * 50;
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< Ending* Ending::ending = 0;
< void* Ending::Particle::operator new(size_t /*sz*/)
---
> Ending* Ending::ending = 0;
> void* Ending::Particle::operator new(size_t sz)
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< 			char tmp[800];
---
> 			char tmp[80];
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< 				if (p.general.completionPercentage==100 && p.general.masteredPercentage==100)
< 					sprintf(optionSlotName[i], _("Continue game %d (All Clear!)"), i+1);
---
> 				if (p.general.completionPercentage==100 && p.general.masteredPercentage==100)
> 					sprintf(optionSlotName[i], "Continue game %d (All Clear!)", i+1, p.general.completionPercentage, p.general.masteredPercentage);
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< 	char tmp[800];
---
> 	char tmp[80];
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< 	int result;
< 	Fader(int _dir, int _result, double _speed=1) : dir(_dir), speed(_speed), result(_result)
---
> 	int result;
> 	Fader(int _dir, int _result, double _speed=1) : dir(_dir), result(_result), speed(_speed)
