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Fix exiting No Death Mode being one menu too far back
I want exiting No Death Mode to go back to the "play modes" menu, not to the "start game" menu, because it's too far back. Also do the same if you either die or complete No Death Mode. Also I initialized Game::wasinintermission, probably a good thing to initialize variables.
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585ff51ec6
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3 changed files with 10 additions and 1 deletions
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@ -233,6 +233,8 @@ void Game::init(void)
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createmenu(Menu::mainmenu);
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wasintimetrial = false;
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wasinintermission = false;
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wasinnodeathmode = false;
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wasincustommode = false;
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deathcounts = 0;
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@ -1353,6 +1355,10 @@ void Game::updatestate()
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{
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returntomenu(Menu::intermissionmenu);
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}
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else if (wasinnodeathmode)
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{
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returntomenu(Menu::playmodes);
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}
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else if (wasincustommode)
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{
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returntomenu(Menu::levellist);
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@ -1367,6 +1373,7 @@ void Game::updatestate()
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}
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wasintimetrial = false;
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wasinintermission = false;
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wasinnodeathmode = false;
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wasincustommode = false;
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state = 0;
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break;
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@ -237,6 +237,7 @@ public:
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//Menu kludge...
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bool wasintimetrial;
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bool wasinintermission;
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bool wasinnodeathmode;
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bool wasincustommode;
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@ -1233,7 +1233,7 @@ void menuactionpress()
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//back
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music.playef(11);
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music.play(6);
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game.returnmenu();
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game.returntomenu(Menu::playmodes);
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map.nexttowercolour();
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break;
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case Menu::unlocktimetrials:
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@ -1970,6 +1970,7 @@ void mapinput()
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if (game.intimetrial || game.insecretlab || game.nodeathmode) game.menukludge = true;
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game.wasintimetrial = game.intimetrial;
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game.wasinintermission = game.inintermission;
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game.wasinnodeathmode = game.nodeathmode;
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game.wasincustommode = map.custommode;
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script.hardreset();
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if(graphics.setflipmode) graphics.flipmode = true;
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