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Move returning to lab to separate variables
Again, what I've done here is removed the over-reliance on Terry's State Machine to return to the lab, and just moved it into separate variables instead. This means that returning to the lab is ALMOST entirely self-contained in MAPMODE, except there's a quick jaunt over to GAMEMODE to run a script because you can only run scripts in GAMEMODE.
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3 changed files with 19 additions and 0 deletions
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@ -372,6 +372,8 @@ void Game::init(void)
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fadetomenu = false;
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fadetomenudelay = 0;
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fadetolab = false;
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fadetolabdelay = 0;
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/* Terry's Patrons... */
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superpatrons.push_back("Anders Ekermo");
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@ -383,6 +383,8 @@ public:
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void returntolab();
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bool fadetomenu;
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int fadetomenudelay;
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bool fadetolab;
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int fadetolabdelay;
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};
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extern Game game;
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@ -1825,6 +1825,19 @@ void mapinput()
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}
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}
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if (game.fadetolab)
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{
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if (game.fadetolabdelay > 0)
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{
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game.fadetolabdelay--;
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}
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else
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{
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game.returntolab();
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game.fadetolab = false;
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}
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}
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if(graphics.menuoffset==0)
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{
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if (graphics.flipmode)
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@ -2001,6 +2014,8 @@ void mapinput()
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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 = 15;
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}
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}
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