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Unindent mapmenuactionpress()
Done in a separate commit to minimize diff noise.
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1 changed files with 71 additions and 71 deletions
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@ -1993,89 +1993,89 @@ void mapinput()
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void mapmenuactionpress()
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{
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if (game.menupage == 1 && obj.flags[67] && game.press_action && !game.insecretlab && !map.custommode)
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if (game.menupage == 1 && obj.flags[67] && game.press_action && !game.insecretlab && !map.custommode)
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{
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//Warp back to the ship
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graphics.resumegamemode = true;
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game.teleport_to_x = 2;
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game.teleport_to_y = 11;
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//trace(game.recordstring);
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//We're teleporting! Yey!
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game.activetele = false;
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game.hascontrol = false;
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int i = obj.getplayer();
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if (i > -1)
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{
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//Warp back to the ship
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graphics.resumegamemode = true;
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game.teleport_to_x = 2;
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game.teleport_to_y = 11;
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//trace(game.recordstring);
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//We're teleporting! Yey!
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game.activetele = false;
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game.hascontrol = false;
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int i = obj.getplayer();
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if (i > -1)
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{
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obj.entities[i].colour = 102;
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}
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//which teleporter script do we use? it depends on the companion!
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game.state = 4000;
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game.statedelay = 0;
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obj.entities[i].colour = 102;
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}
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if (game.menupage == 3 && !game.gamesaved && game.press_action && !game.intimetrial
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&& !game.nodeathmode && !game.insecretlab && !game.inintermission)
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{
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game.flashlight = 5;
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game.screenshake = 10;
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music.playef(18);
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game.gamesaved = true;
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//which teleporter script do we use? it depends on the companion!
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game.state = 4000;
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game.statedelay = 0;
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}
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game.savetime = game.timestring();
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game.savearea = map.currentarea(map.area(game.roomx, game.roomy));
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game.savetrinkets = game.trinkets();
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if (game.menupage == 3 && !game.gamesaved && game.press_action && !game.intimetrial
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&& !game.nodeathmode && !game.insecretlab && !game.inintermission)
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{
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game.flashlight = 5;
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game.screenshake = 10;
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music.playef(18);
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game.gamesaved = true;
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if (game.roomx >= 102 && game.roomx <= 104 && game.roomy >= 110 && game.roomy <= 111) game.savearea = "The Ship";
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game.savetime = game.timestring();
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game.savearea = map.currentarea(map.area(game.roomx, game.roomy));
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game.savetrinkets = game.trinkets();
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if (game.roomx >= 102 && game.roomx <= 104 && game.roomy >= 110 && game.roomy <= 111) game.savearea = "The Ship";
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#if !defined(NO_CUSTOM_LEVELS)
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if(map.custommodeforreal)
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{
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game.customsavequick(ed.ListOfMetaData[game.playcustomlevel].filename);
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}
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else
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if(map.custommodeforreal)
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{
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game.customsavequick(ed.ListOfMetaData[game.playcustomlevel].filename);
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}
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else
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#endif
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{
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game.savequick();
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}
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{
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game.savequick();
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}
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}
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if (game.menupage == 10 && game.press_action)
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{
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//return to game
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graphics.resumegamemode = true;
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}
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if (game.menupage == 11 && game.press_action)
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{
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//quit to menu
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if (game.menupage == 10 && game.press_action)
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{
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//return to game
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graphics.resumegamemode = true;
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}
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if (game.menupage == 11 && game.press_action)
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{
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//quit to menu
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//Kill contents of offset render buffer, since we do that for some reason.
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//This fixes an apparent frame flicker.
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FillRect(graphics.tempBuffer, 0x000000);
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graphics.fademode = 2;
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music.fadeout();
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map.nexttowercolour();
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game.fadetomenu = true;
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game.fadetomenudelay = 16;
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}
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//Kill contents of offset render buffer, since we do that for some reason.
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//This fixes an apparent frame flicker.
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FillRect(graphics.tempBuffer, 0x000000);
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graphics.fademode = 2;
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music.fadeout();
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map.nexttowercolour();
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game.fadetomenu = true;
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game.fadetomenudelay = 16;
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}
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if (game.menupage == 20 && game.press_action)
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{
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//return to game
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graphics.resumegamemode = true;
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}
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if (game.menupage == 21 && game.press_action)
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{
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//quit to menu
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game.swnmode = false;
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graphics.fademode = 2;
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music.fadeout();
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game.fadetolab = true;
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game.fadetolabdelay = 16;
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}
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if (game.menupage == 20 && game.press_action)
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{
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//return to game
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graphics.resumegamemode = true;
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}
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if (game.menupage == 21 && game.press_action)
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{
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//quit to menu
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game.swnmode = false;
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graphics.fademode = 2;
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music.fadeout();
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game.fadetolab = true;
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game.fadetolabdelay = 16;
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}
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}
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void teleporterinput()
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