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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.
This commit is contained in:
Misa 2020-06-22 14:40:12 -07:00 committed by Ethan Lee
parent 6648246662
commit b8403ffe1e

View file

@ -2215,7 +2215,7 @@ void maprender()
if (graphics.flipmode)
{
if (game.intimetrial || game.insecretlab || game.nodeathmode)
if (game.inspecial())
{
graphics.Print(0, 135, "Return to main menu?", 196, 196, 255 - help.glow, true);
}
@ -2231,7 +2231,7 @@ void maprender()
else
{
if (game.intimetrial || game.insecretlab || game.nodeathmode)
if (game.inspecial())
{
graphics.Print(0, 80, "Return to main menu?", 196, 196, 255 - help.glow, true);
}
@ -2251,7 +2251,7 @@ void maprender()
if (graphics.flipmode)
{
if (game.intimetrial || game.insecretlab || game.nodeathmode)
if (game.inspecial())
{
graphics.Print(0, 135, "Return to main menu?", 196, 196, 255 - help.glow, true);
}
@ -2266,7 +2266,7 @@ void maprender()
}
else
{
if (game.intimetrial || game.insecretlab || game.nodeathmode)
if (game.inspecial())
{
graphics.Print(0, 80, "Return to main menu?", 196, 196, 255 - help.glow, true);
}