/* =============================================================================================
 *
 * This file is included into The Dark Mod's Main Menu GUI.
 *
 * Mission Authors: You CAN safely edit and include it in your PK4. 
 *
 * This file can contain Mission-specific constants, like:
 * videos and music, backgrounds, skipped states.
 *
 * Customization macros are defined like this:
 *   #define NAME value
 * This file contains all the supported defines with their default values.
 * However, they are commented out with double-slash '//'.
 * In order to set a different value, uncomment the define and edit its right side.
 *
 * If you have a campaign, then you can set different value for every mission like this:
 *   #if MM_CURRENTMISSION == 1
 *     #define NAME value1
 *   #elif MM_CURRENTMISSION == 2
 *     #define NAME value2
 *   #elif MM_CURRENTMISSION == 3
 *     #define NAME value3
 *   #endif
 * It is recommended to put a group of related macro definitions under every #if/#elif instead of just one.
 *
 * Note that some macros must be given plain values.
 * In such case, you cannot write fancy formulas or use other defines on the right of #ifdef.
 * See commends below to know which macros require plain value.
 *
 * ============================================================================================= */



/* ------------------------------------------------------------
 *
 *      ENABLE/DISABLE STATES
 *
 * ------------------------------------------------------------- */

/**
 * stgatilov: when mission is started or finished, player goes through a sequence of screens.
 * Here you can customize which screens ("states") are enabled, and which are skipped.
 *
 * Commented lines show which states are enabled by default.
 * If you want to toggle some state, uncomment its line and invert the value.
 * IMPORTANT: only plain values 0 and 1 work here!
 *
 * Note: state transitions are handled in C++, see "mainmenumodeselect" command.
 * Shop state can also be disabled using "shop_skip" "1" spawnarg on worldspawn entity.
 */

#define ENABLE_MAINMENU_BRIEFING_VIDEO 1
#define ENABLE_MAINMENU_BRIEFING 0
//#define ENABLE_MAINMENU_DIFF_SELECT 1
//#define ENABLE_MAINMENU_SHOP 1

//#define ENABLE_MAINMENU_DEBRIEFING_VIDEO 0
//#define ENABLE_MAINMENU_SUCCESS 1


/* ------------------------------------------------------------
 *
 *      BACKGROUNDS
 *
 * ------------------------------------------------------------- */

/**
 * stgatilov: here you can change background in various states of main menu.
 *
 * Each menu state is assigned a set of "background layers" to display.
 * Core background layers are defined in file mainmenu_background.gui.
 * You may define custom background layers in file mainmenu_background_custom.gui.
 * 
 * When menu state is switched, C++ code compares sets of layers for the old and the new states.
 * Removed layers are disabled, added layers are enabled, other layers just continue to be as they were.
 * Note that layers are drawn in order of their definition in .gui files.
 * There only way to customize draw order is to reorder the actual windows in mainmenu_background_custom.gui.
 * 
 * Write comma-separated list of layer names on the right side of each macro.
 * IMPORTANT: only plain value accepted here!
 */

/// (Meta state) If you uncomment this, it will override all menu backgrounds.
/// It includes: MAINMENU_XXX, EXTRAMENU_XXX, BRIEFING, DIFFSELECT, SHOP
/// It excludes: SUCCESS, FAILURE
//#define MM_BACKGROUNDS_META_ALLSIMPLE ???


/// Default menu (game NOT started): starting screen, settings screens, load/save game, etc.
/// Unlike "EXTRAMENU", the left half of the screen is well visible in these states.
//#define MM_BACKGROUNDS_MAINMENU_NOTINGAME MainMenuBackgroundSwirly,MainMenuBackgroundFigures,MainMenuBackgroundOverlay
#define MM_BACKGROUNDS_MAINMENU_NOTINGAME customBackground1

/// Extra screens of default menu (game NOT started): mission selection, mission downloader, etc.
/// Almost the whole screen is occluded by parchments in these states.
#define MM_BACKGROUNDS_EXTRAMENU_NOTINGAME customBackground1

/// In-game menu (game being played).
/// Unlike "EXTRAMENU", the left half of the screen is well visible in these states.
#define MM_BACKGROUNDS_MAINMENU_INGAME customBackground1

/// Extra screens of default menu (game NOT started): objectives, etc.
/// Almost the whole screen is occluded by parchments in these states.
//#define MM_BACKGROUNDS_EXTRAMENU_INGAME MainMenuBackgroundSwirly,MainMenuBackgroundOverlay


/// Briefing state.
//#define MM_BACKGROUNDS_BRIEFING MainMenuBackgroundSwirly,MainMenuBackgroundOverlay

/// Difficulty selection state.
//#define MM_BACKGROUNDS_DIFFSELECT MainMenuBackgroundSwirly,MainMenuBackgroundOverlay

/// Shop state.
//#define MM_BACKGROUNDS_SHOP MainMenuBackgroundSwirly,MainMenuBackgroundOverlay


/// Mission success state.
//#define MM_BACKGROUNDS_SUCCESS MainMenuBackgroundSwirly,SuccessBackgroundOverlay,SuccessBackgroundGleam,SuccessBackgroundTitle

/// Mission failure state.
//#define MM_BACKGROUNDS_FAILURE MainMenuBackgroundSwirly,FailureBackgroundShading,FailureBackgroundWindow,FailureBackgroundSkull,FailureBackgroundChains,MainMenuBackgroundOverlay,FailureBackgroundOuterdirt


/* ------------------------------------------------------------
 *
 *      MUSIC
 *
 * ------------------------------------------------------------- */

 /**
 * stgatilov: customize music in various states of main menu.
 *
 * Each menu state is assigned some music command.
 * When menu state is switched, C++ code disables old music and enables new one.

 * Set value "music nosound;" if you want to disable music.
 * IMPORTANT: exact syntax of values is important, including quotes, 'music' word, and semicolon at the end.
 */

/// Menu music after startup (not in-game)
#define MM_MENU_SOUND_CMD "music tdm_mainmenu_background_music_bm;"

/// Played in main menu when in-game (ESCaping out of the game)
#define MM_INGAME_MENU_SOUND_CMD "music tdm_mainmenu_background_music_bm;"

/// Played during non-video briefing
#define MM_BRIEFING_SOUND_CMD "music tdm_mainmenu_background_music_bm;"

/// Played after completing a mission
//#define MM_MISSION_SUCCESS_SOUND_CMD "music mission_complete;"

/// Played on mission failure
//#define MM_MISSION_FAILURE_SOUND_CMD "music mission_failed;"


/* ------------------------------------------------------------
 *
 *      BRIEFING
 *
 * ------------------------------------------------------------- */

/**
 * Edit this to change the parchment on your briefing screen,
 * if you do not override mainmenu_briefing.gui file.
 */
//#define BRIEFING_BACKGROUND_IMAGE	"guis/assets/briefing/parchment"
//#define BRIEFING_BACKGROUND_SIZE	-40, -70, 680, 620


/* ------------------------------------------------------------
 *
 *      BRIEFING VIDEO (plays BEFORE mission)
 *
 * ------------------------------------------------------------- */

/**
 * These macros define window coordinates of the briefing video.
 */
#define MM_BRIEFING_VIDEO_TOP_X 0
#define MM_BRIEFING_VIDEO_TOP_Y 0
#define MM_BRIEFING_VIDEO_WIDTH 640
#define MM_BRIEFING_VIDEO_HEIGHT 480

/**
 * Defines the material color of the video window.
 */
//#define MM_BRIEFING_VIDEO_MATCOLOR 1,1,1,1

/**
 * Specifies name of material shader which plays the video file.
 * More details here:
 *   https://wiki.thedarkmod.com/index.php?title=Cutscene_video_with_FFmpeg
 */
//#define MM_BRIEFING_VIDEO_MATERIAL_1 "video/tdm_briefing_video"

/**
 * Specifies the sound shader to be played during the briefing video.
 * IMPORTANT: exact syntax of value is important.
 *
 * It is possible to play main sound track directly from MP4 video file.
 * See here how to set it up:
 *   https://wiki.thedarkmod.com/index.php?title=Cutscene_video_with_FFmpeg#Play_video_with_sound
 */
//#define MM_BRIEFING_VIDEO_SOUND_CMD "music video/tdm_briefing_video_sound;"
#define MM_BRIEFING_VIDEO_SOUND_CMD "music video/sound/map_specific/blackheart_manor/briefing_video;"

/**
 * These are some extra defines, which are not necessary in most cases.
 * For a normal MP4 video, please comment out MM_BRIEFING_VIDEO_LENGTH_1 definition and skip all the rest.
 * If you are interested in details, read further.
 *
 * One ROQ video was/is limited to ~60 seconds duration, so long videos had to be split into pieces before TDM 2.06.
 * Moreover, the engine could not determine duration of the video file automatically, so it had to be specified here.
 *
 * For a ROQ video, LENGTH macro must be set to the duration of the video file in milliseconds.
 * After this amount of time, the mainmenu will switch forward to the next state.
 * Setting 0 (zero) will allow the video to play infinitely.
 * Note that mainmenu also automatically switches forward when MP4 video file ends.
 * See also:
 *   https://wiki.thedarkmod.com/index.php?title=Cutscene_video_with_FFmpeg#Automatic_duration
 *
 * Additional MATERIAL/LENGTH macros (2-10) are used to play more video chunks.
 * If you have your video in several parts, then specify lengths below.
 * Be sure to specify lengths by adding on the length of the previous section.
 * E.g.: You have 3 parts, first is 1600 milliseconds, second 1500 and third 500,
 * then LENGTH_1 will be 1600, LENGTH_2 3100, and LENGTH_3 3600.
 * Failing to specify length correctly will result in skipping parts of video.
 */
//#define MM_BRIEFING_VIDEO_LENGTH_1 10000		// for backwards compatibility only
#define MM_BRIEFING_VIDEO_MATERIAL_2 "video/map_specific/blackheart_manor/briefing_video_part_1"
#define MM_BRIEFING_VIDEO_MATERIAL_3 "video/map_specific/blackheart_manor/briefing_video_part_2"
#define MM_BRIEFING_VIDEO_MATERIAL_4 "video/map_specific/blackheart_manor/briefing_video_part_3"
//#define MM_BRIEFING_VIDEO_MATERIAL_5 ""
//#define MM_BRIEFING_VIDEO_MATERIAL_6 ""
//#define MM_BRIEFING_VIDEO_MATERIAL_7 ""
//#define MM_BRIEFING_VIDEO_MATERIAL_8 ""
//#define MM_BRIEFING_VIDEO_MATERIAL_9 ""
//#define MM_BRIEFING_VIDEO_MATERIAL_10 ""
#define MM_BRIEFING_VIDEO_LENGTH_2 54100
#define MM_BRIEFING_VIDEO_LENGTH_3 105190
#define MM_BRIEFING_VIDEO_LENGTH_4 133000
//#define MM_BRIEFING_VIDEO_LENGTH_5 0
//#define MM_BRIEFING_VIDEO_LENGTH_6 0
//#define MM_BRIEFING_VIDEO_LENGTH_7 0
//#define MM_BRIEFING_VIDEO_LENGTH_8 0
//#define MM_BRIEFING_VIDEO_LENGTH_9 0
//#define MM_BRIEFING_VIDEO_LENGTH_10 0


/* ------------------------------------------------------------
 *
 *      DEBRIEFING VIDEO (plays AFTER mission)
 *
 * ------------------------------------------------------------- */

/**
 * All the macros here have exactly the same meaning as the macros in BRIEFING VIDEO section.
 * The only difference is in their name.
 * IMPORTANT: don't forget to enable DEBRIEFING_VIDEO state.
 */
//#define MM_DEBRIEFING_VIDEO_TOP_X 0
//#define MM_DEBRIEFING_VIDEO_TOP_Y 0
//#define MM_DEBRIEFING_VIDEO_WIDTH 640
//#define MM_DEBRIEFING_VIDEO_HEIGHT 480
//#define MM_DEBRIEFING_VIDEO_MATCOLOR 1,1,1,1

//#define MM_DEBRIEFING_VIDEO_MATERIAL_1 ""
//#define MM_DEBRIEFING_VIDEO_SOUND_CMD "music nosound;"

/**
 * Extra stuff for debriefing video.
 */
//#define MM_DEBRIEFING_VIDEO_LENGTH_1 0
//#define MM_DEBRIEFING_VIDEO_MATERIAL_2 ""
//#define MM_DEBRIEFING_VIDEO_MATERIAL_3 ""
//#define MM_DEBRIEFING_VIDEO_MATERIAL_4 ""
//#define MM_DEBRIEFING_VIDEO_MATERIAL_5 ""
//#define MM_DEBRIEFING_VIDEO_MATERIAL_6 ""
//#define MM_DEBRIEFING_VIDEO_MATERIAL_7 ""
//#define MM_DEBRIEFING_VIDEO_MATERIAL_8 ""
//#define MM_DEBRIEFING_VIDEO_MATERIAL_9 ""
//#define MM_DEBRIEFING_VIDEO_MATERIAL_10 ""
//#define MM_DEBRIEFING_VIDEO_LENGTH_2 0
//#define MM_DEBRIEFING_VIDEO_LENGTH_3 0
//#define MM_DEBRIEFING_VIDEO_LENGTH_4 0
//#define MM_DEBRIEFING_VIDEO_LENGTH_5 0
//#define MM_DEBRIEFING_VIDEO_LENGTH_6 0
//#define MM_DEBRIEFING_VIDEO_LENGTH_7 0
//#define MM_DEBRIEFING_VIDEO_LENGTH_8 0
//#define MM_DEBRIEFING_VIDEO_LENGTH_9 0
//#define MM_DEBRIEFING_VIDEO_LENGTH_10 0



/* =============================================================================================
 * =============================================================================================
 * =============================================================================================
 *
 *                             ! DEPRECATED CODE BELOW !
 *
 * =============================================================================================
 * =============================================================================================
 * ============================================================================================= */

 
/* ---------------------------------------------------------------
 *
 *      Custom Title Graphics
 *
 * -------------------------------------------------------------*/

// Uncomment this to enable a custom main menu title graphics
// Use the defines below to specify which image to use and its size and position
//#define MM_SHOW_CUSTOM_MAINMENU_TITLE 1

/**
 * This path refers to this file:
 *
 * TGA version: guis/assets/custom_title.tga 
 *
 *    OR (if the TGA cannot be found)
 * 
 * DDS version: dds/guis/assets/custom_title.dds 
 */
#define MM_CUSTOM_MAINMENU_TITLE_IMAGE			"guis/assets/custom_title"

// This is measured from the top left window border at 0,0
#define MM_CUSTOM_MAINMENU_TITLE_IMAGE_LEFT		280
#define MM_CUSTOM_MAINMENU_TITLE_IMAGE_TOP		0
#define MM_CUSTOM_MAINMENU_TITLE_IMAGE_WIDTH	320
#define MM_CUSTOM_MAINMENU_TITLE_IMAGE_HEIGHT	54


/**
 * greebo: If XXX_VIDEO_CONTROLLED_BY_SDK is defined the (de)briefing video GUI
 * will behave differently and will delegate video selection and timing to
 * the C++ code within the SDK. Remove the comment to enable this option.
 */
//#define BRIEFING_VIDEO_CONTROLLED_BY_SDK 1
//#define DEBRIEFING_VIDEO_CONTROLLED_BY_SDK 1


/* ---------------------------------------------------------------
 *
 * MULTI-MISSION BRIEFING VIDEO DEFINITIONS
 *
 * If you're setting up a campaign, these are the settings you need to change.
 *
 * --------------------------------------------------------------- */

/**
 * greebo: Defines the material shaders that point to the ROQ video file. Note that the
 * maximum length of an ROQ file is 1 minute, so break your briefing up (just video)
 * into parts of maximum length 1 minute.
 * 
 * Each mission can have an arbitrary number of video materials, the information
 * is passed to the game code in string form, where each video material is 
 * separated by semicolons. As the code can't determine the length of the video on its own
 * you need to specify the length of each clip in msecs in the MM_BRIEFING_<N>_VIDEO_LENGTHS string,
 * again each length is separated by a semicolon
 *
 * If a mission doesn't feature a briefing video, just leave the string empty.
 *
 * The MM_BRIEFING_<N>_VIDEO_SOUND_CMD lines define the soundshaders to be 
 * played during the briefing videos.
 *
 * Important: The syntax is "music YOURSHADER;", the "music" part is important
 * and should not be deleted, neither the trailing semicolon. 
 * This is the actual GUI command issued to the C++ code.
 *
 * The first mission has the number 1, the max number of missions is defined as 30.
 */

#define MM_BRIEFING_1_VIDEO_MATERIALS "video/tdm_briefing_video;"
#define MM_BRIEFING_1_VIDEO_LENGTHS "10000;"
#define MM_BRIEFING_1_VIDEO_SOUND_CMD "music video/tdm_briefing_video_sound;"

#define MM_BRIEFING_2_VIDEO_MATERIALS ""
#define MM_BRIEFING_2_VIDEO_LENGTHS ""
#define MM_BRIEFING_2_VIDEO_SOUND_CMD ""

#define MM_BRIEFING_3_VIDEO_MATERIALS ""
#define MM_BRIEFING_3_VIDEO_LENGTHS ""
#define MM_BRIEFING_3_VIDEO_SOUND_CMD ""

#define MM_BRIEFING_4_VIDEO_MATERIALS ""
#define MM_BRIEFING_4_VIDEO_LENGTHS ""
#define MM_BRIEFING_4_VIDEO_SOUND_CMD ""

#define MM_BRIEFING_5_VIDEO_MATERIALS ""
#define MM_BRIEFING_5_VIDEO_LENGTHS ""
#define MM_BRIEFING_5_VIDEO_SOUND_CMD ""

#define MM_BRIEFING_6_VIDEO_MATERIALS ""
#define MM_BRIEFING_6_VIDEO_LENGTHS ""
#define MM_BRIEFING_6_VIDEO_SOUND_CMD ""

#define MM_BRIEFING_7_VIDEO_MATERIALS ""
#define MM_BRIEFING_7_VIDEO_LENGTHS ""
#define MM_BRIEFING_7_VIDEO_SOUND_CMD ""

#define MM_BRIEFING_8_VIDEO_MATERIALS ""
#define MM_BRIEFING_8_VIDEO_LENGTHS ""
#define MM_BRIEFING_8_VIDEO_SOUND_CMD ""

#define MM_BRIEFING_9_VIDEO_MATERIALS ""
#define MM_BRIEFING_9_VIDEO_LENGTHS ""
#define MM_BRIEFING_9_VIDEO_SOUND_CMD ""

#define MM_BRIEFING_10_VIDEO_MATERIALS ""
#define MM_BRIEFING_10_VIDEO_LENGTHS ""
#define MM_BRIEFING_10_VIDEO_SOUND_CMD ""

#define MM_BRIEFING_11_VIDEO_MATERIALS ""
#define MM_BRIEFING_11_VIDEO_LENGTHS ""
#define MM_BRIEFING_11_VIDEO_SOUND_CMD ""

#define MM_BRIEFING_12_VIDEO_MATERIALS ""
#define MM_BRIEFING_12_VIDEO_LENGTHS ""
#define MM_BRIEFING_12_VIDEO_SOUND_CMD ""

#define MM_BRIEFING_13_VIDEO_MATERIALS ""
#define MM_BRIEFING_13_VIDEO_LENGTHS ""
#define MM_BRIEFING_13_VIDEO_SOUND_CMD ""

#define MM_BRIEFING_14_VIDEO_MATERIALS ""
#define MM_BRIEFING_14_VIDEO_LENGTHS ""
#define MM_BRIEFING_14_VIDEO_SOUND_CMD ""

#define MM_BRIEFING_15_VIDEO_MATERIALS ""
#define MM_BRIEFING_15_VIDEO_LENGTHS ""
#define MM_BRIEFING_15_VIDEO_SOUND_CMD ""

#define MM_BRIEFING_16_VIDEO_MATERIALS ""
#define MM_BRIEFING_16_VIDEO_LENGTHS ""
#define MM_BRIEFING_16_VIDEO_SOUND_CMD ""

#define MM_BRIEFING_17_VIDEO_MATERIALS ""
#define MM_BRIEFING_17_VIDEO_LENGTHS ""
#define MM_BRIEFING_17_VIDEO_SOUND_CMD ""

#define MM_BRIEFING_18_VIDEO_MATERIALS ""
#define MM_BRIEFING_18_VIDEO_LENGTHS ""
#define MM_BRIEFING_18_VIDEO_SOUND_CMD ""

#define MM_BRIEFING_19_VIDEO_MATERIALS ""
#define MM_BRIEFING_19_VIDEO_LENGTHS ""
#define MM_BRIEFING_19_VIDEO_SOUND_CMD ""

#define MM_BRIEFING_20_VIDEO_MATERIALS ""
#define MM_BRIEFING_20_VIDEO_LENGTHS ""
#define MM_BRIEFING_20_VIDEO_SOUND_CMD ""

#define MM_BRIEFING_21_VIDEO_MATERIALS ""
#define MM_BRIEFING_21_VIDEO_LENGTHS ""
#define MM_BRIEFING_21_VIDEO_SOUND_CMD ""

#define MM_BRIEFING_22_VIDEO_MATERIALS ""
#define MM_BRIEFING_22_VIDEO_LENGTHS ""
#define MM_BRIEFING_22_VIDEO_SOUND_CMD ""

#define MM_BRIEFING_23_VIDEO_MATERIALS ""
#define MM_BRIEFING_23_VIDEO_LENGTHS ""
#define MM_BRIEFING_23_VIDEO_SOUND_CMD ""

#define MM_BRIEFING_24_VIDEO_MATERIALS ""
#define MM_BRIEFING_24_VIDEO_LENGTHS ""
#define MM_BRIEFING_24_VIDEO_SOUND_CMD ""

#define MM_BRIEFING_25_VIDEO_MATERIALS ""
#define MM_BRIEFING_25_VIDEO_LENGTHS ""
#define MM_BRIEFING_25_VIDEO_SOUND_CMD ""

#define MM_BRIEFING_26_VIDEO_MATERIALS ""
#define MM_BRIEFING_26_VIDEO_LENGTHS ""
#define MM_BRIEFING_26_VIDEO_SOUND_CMD ""

#define MM_BRIEFING_27_VIDEO_MATERIALS ""
#define MM_BRIEFING_27_VIDEO_LENGTHS ""
#define MM_BRIEFING_27_VIDEO_SOUND_CMD ""

#define MM_BRIEFING_28_VIDEO_MATERIALS ""
#define MM_BRIEFING_28_VIDEO_LENGTHS ""
#define MM_BRIEFING_28_VIDEO_SOUND_CMD ""

#define MM_BRIEFING_29_VIDEO_MATERIALS ""
#define MM_BRIEFING_29_VIDEO_LENGTHS ""
#define MM_BRIEFING_29_VIDEO_SOUND_CMD ""

#define MM_BRIEFING_30_VIDEO_MATERIALS ""
#define MM_BRIEFING_30_VIDEO_LENGTHS ""
#define MM_BRIEFING_30_VIDEO_SOUND_CMD ""

/* ---------------------------------------------------------------
 *
 * DE-BRIEFING VIDEO DEFINITIONS (<== yes, DE-briefing, briefing is handled above)
 *
 * If you're setting up de-briefing videos, these are the settings you need to change.
 * These settings are not limited to campaigns, single-missions can have debriefing 
 * videos as well.
 *
 * The MM_DEBRIEFING_<N>_VIDEO_SOUND_CMD lines define the soundshaders 
 * to be played during the de-briefing videos.
 *
 * Important: The syntax is "music YOURSHADER;", the "music" part is important
 * and should not be deleted, neither the trailing semicolon. 
 * This is the actual GUI command issued to the C++ code.
 *
 * Each mission has its own sound cmd, the first mission has number 1.
 *
 * --------------------------------------------------------------- */

#define MM_DEBRIEFING_1_VIDEO_MATERIALS ""
#define MM_DEBRIEFING_1_VIDEO_LENGTHS ""
#define MM_DEBRIEFING_1_VIDEO_SOUND_CMD ""

#define MM_DEBRIEFING_2_VIDEO_MATERIALS ""
#define MM_DEBRIEFING_2_VIDEO_LENGTHS ""
#define MM_DEBRIEFING_2_VIDEO_SOUND_CMD ""

#define MM_DEBRIEFING_3_VIDEO_MATERIALS ""
#define MM_DEBRIEFING_3_VIDEO_LENGTHS ""
#define MM_DEBRIEFING_3_VIDEO_SOUND_CMD ""

#define MM_DEBRIEFING_4_VIDEO_MATERIALS ""
#define MM_DEBRIEFING_4_VIDEO_LENGTHS ""
#define MM_DEBRIEFING_4_VIDEO_SOUND_CMD ""

#define MM_DEBRIEFING_5_VIDEO_MATERIALS ""
#define MM_DEBRIEFING_5_VIDEO_LENGTHS ""
#define MM_DEBRIEFING_5_VIDEO_SOUND_CMD ""

#define MM_DEBRIEFING_6_VIDEO_MATERIALS ""
#define MM_DEBRIEFING_6_VIDEO_LENGTHS ""
#define MM_DEBRIEFING_6_VIDEO_SOUND_CMD ""

#define MM_DEBRIEFING_7_VIDEO_MATERIALS ""
#define MM_DEBRIEFING_7_VIDEO_LENGTHS ""
#define MM_DEBRIEFING_7_VIDEO_SOUND_CMD ""

#define MM_DEBRIEFING_8_VIDEO_MATERIALS ""
#define MM_DEBRIEFING_8_VIDEO_LENGTHS ""
#define MM_DEBRIEFING_8_VIDEO_SOUND_CMD ""

#define MM_DEBRIEFING_9_VIDEO_MATERIALS ""
#define MM_DEBRIEFING_9_VIDEO_LENGTHS ""
#define MM_DEBRIEFING_9_VIDEO_SOUND_CMD ""

#define MM_DEBRIEFING_10_VIDEO_MATERIALS ""
#define MM_DEBRIEFING_10_VIDEO_LENGTHS ""
#define MM_DEBRIEFING_10_VIDEO_SOUND_CMD ""

#define MM_DEBRIEFING_11_VIDEO_MATERIALS ""
#define MM_DEBRIEFING_11_VIDEO_LENGTHS ""
#define MM_DEBRIEFING_11_VIDEO_SOUND_CMD ""

#define MM_DEBRIEFING_12_VIDEO_MATERIALS ""
#define MM_DEBRIEFING_12_VIDEO_LENGTHS ""
#define MM_DEBRIEFING_12_VIDEO_SOUND_CMD ""

#define MM_DEBRIEFING_13_VIDEO_MATERIALS ""
#define MM_DEBRIEFING_13_VIDEO_LENGTHS ""
#define MM_DEBRIEFING_13_VIDEO_SOUND_CMD ""

#define MM_DEBRIEFING_14_VIDEO_MATERIALS ""
#define MM_DEBRIEFING_14_VIDEO_LENGTHS ""
#define MM_DEBRIEFING_14_VIDEO_SOUND_CMD ""

#define MM_DEBRIEFING_15_VIDEO_MATERIALS ""
#define MM_DEBRIEFING_15_VIDEO_LENGTHS ""
#define MM_DEBRIEFING_15_VIDEO_SOUND_CMD ""

#define MM_DEBRIEFING_16_VIDEO_MATERIALS ""
#define MM_DEBRIEFING_16_VIDEO_LENGTHS ""
#define MM_DEBRIEFING_16_VIDEO_SOUND_CMD ""

#define MM_DEBRIEFING_17_VIDEO_MATERIALS ""
#define MM_DEBRIEFING_17_VIDEO_LENGTHS ""
#define MM_DEBRIEFING_17_VIDEO_SOUND_CMD ""

#define MM_DEBRIEFING_18_VIDEO_MATERIALS ""
#define MM_DEBRIEFING_18_VIDEO_LENGTHS ""
#define MM_DEBRIEFING_18_VIDEO_SOUND_CMD ""

#define MM_DEBRIEFING_19_VIDEO_MATERIALS ""
#define MM_DEBRIEFING_19_VIDEO_LENGTHS ""
#define MM_DEBRIEFING_19_VIDEO_SOUND_CMD ""

#define MM_DEBRIEFING_20_VIDEO_MATERIALS ""
#define MM_DEBRIEFING_20_VIDEO_LENGTHS ""
#define MM_DEBRIEFING_20_VIDEO_SOUND_CMD ""

#define MM_DEBRIEFING_21_VIDEO_MATERIALS ""
#define MM_DEBRIEFING_21_VIDEO_LENGTHS ""
#define MM_DEBRIEFING_21_VIDEO_SOUND_CMD ""

#define MM_DEBRIEFING_22_VIDEO_MATERIALS ""
#define MM_DEBRIEFING_22_VIDEO_LENGTHS ""
#define MM_DEBRIEFING_22_VIDEO_SOUND_CMD ""

#define MM_DEBRIEFING_23_VIDEO_MATERIALS ""
#define MM_DEBRIEFING_23_VIDEO_LENGTHS ""
#define MM_DEBRIEFING_23_VIDEO_SOUND_CMD ""

#define MM_DEBRIEFING_24_VIDEO_MATERIALS ""
#define MM_DEBRIEFING_24_VIDEO_LENGTHS ""
#define MM_DEBRIEFING_24_VIDEO_SOUND_CMD ""

#define MM_DEBRIEFING_25_VIDEO_MATERIALS ""
#define MM_DEBRIEFING_25_VIDEO_LENGTHS ""
#define MM_DEBRIEFING_25_VIDEO_SOUND_CMD ""

#define MM_DEBRIEFING_26_VIDEO_MATERIALS ""
#define MM_DEBRIEFING_26_VIDEO_LENGTHS ""
#define MM_DEBRIEFING_26_VIDEO_SOUND_CMD ""

#define MM_DEBRIEFING_27_VIDEO_MATERIALS ""
#define MM_DEBRIEFING_27_VIDEO_LENGTHS ""
#define MM_DEBRIEFING_27_VIDEO_SOUND_CMD ""

#define MM_DEBRIEFING_28_VIDEO_MATERIALS ""
#define MM_DEBRIEFING_28_VIDEO_LENGTHS ""
#define MM_DEBRIEFING_28_VIDEO_SOUND_CMD ""

#define MM_DEBRIEFING_29_VIDEO_MATERIALS ""
#define MM_DEBRIEFING_29_VIDEO_LENGTHS ""
#define MM_DEBRIEFING_29_VIDEO_SOUND_CMD ""

#define MM_DEBRIEFING_30_VIDEO_MATERIALS ""
#define MM_DEBRIEFING_30_VIDEO_LENGTHS ""
#define MM_DEBRIEFING_30_VIDEO_SOUND_CMD ""
