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Use game.inspecial() for special mode checks in maprender()
This basically adds an extra '|| game.inintermission' because it seems like the original code forgot about that conditional. You can't save in level replays, so there's no need to say "You will lose any unsaved progress." in intermission replays.
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1 changed files with 4 additions and 4 deletions
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@ -2215,7 +2215,7 @@ void maprender()
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if (graphics.flipmode)
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{
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if (game.intimetrial || game.insecretlab || game.nodeathmode)
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if (game.inspecial())
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{
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graphics.Print(0, 135, "Return to main menu?", 196, 196, 255 - help.glow, true);
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}
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@ -2231,7 +2231,7 @@ void maprender()
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else
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{
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if (game.intimetrial || game.insecretlab || game.nodeathmode)
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if (game.inspecial())
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{
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graphics.Print(0, 80, "Return to main menu?", 196, 196, 255 - help.glow, true);
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}
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@ -2251,7 +2251,7 @@ void maprender()
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if (graphics.flipmode)
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{
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if (game.intimetrial || game.insecretlab || game.nodeathmode)
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if (game.inspecial())
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{
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graphics.Print(0, 135, "Return to main menu?", 196, 196, 255 - help.glow, true);
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}
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@ -2266,7 +2266,7 @@ void maprender()
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}
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else
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{
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if (game.intimetrial || game.insecretlab || game.nodeathmode)
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if (game.inspecial())
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{
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graphics.Print(0, 80, "Return to main menu?", 196, 196, 255 - help.glow, true);
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}
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