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Set TITLEMODE if loading level results in error
After the scriptclass::startgamemode refactor, a lot of common code is still being executed even if the level loading failed. This sets the game-gamestate to TITLEMODE in gotoerrorloadinglevel(), and also returns early just in case. Fixes #975.
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1 changed files with 2 additions and 1 deletions
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@ -2522,6 +2522,7 @@ void scriptclass::translate_dialogue(void)
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static void gotoerrorloadinglevel(void)
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static void gotoerrorloadinglevel(void)
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{
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{
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game.gamestate = TITLEMODE;
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game.createmenu(Menu::errorloadinglevel);
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game.createmenu(Menu::errorloadinglevel);
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map.nexttowercolour();
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map.nexttowercolour();
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graphics.fademode = FADE_START_FADEIN; /* start fade in */
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graphics.fademode = FADE_START_FADEIN; /* start fade in */
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@ -2832,7 +2833,7 @@ void scriptclass::startgamemode(const enum StartMode mode)
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if (!cl.load(filename))
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if (!cl.load(filename))
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{
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{
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gotoerrorloadinglevel();
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gotoerrorloadinglevel();
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break;
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return;
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}
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}
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cl.findstartpoint();
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cl.findstartpoint();
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