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https://github.com/TerryCavanagh/VVVVVV.git
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All menus had a hardcoded X position (offset to an arbitrary starting point of 110) and a hardcoded horizontal spacing for the "staircasing" (mostly 30 pixels, but for some specific menus hardcoded to 15, 20 or something else). Not all menus were centered, and seem to have been manually made narrower (with lower horizontal spacing) whenever text ran offscreen during development. This system may already be hard to work with in an English-only menu system, since you may need to adjust horizontal spacing or positioning when adding an option. The main reason I made this change is that it's even less optimal when menu options have to be translated, since maximum string lengths are hard to determine, and it's easy to have menu options running offscreen, especially when not all menus are checked for all languages and when options could be added in the middle of a menu after translations of that menu are already checked. Now, menus are automatically centered based on their options, and they are automatically made narrower if they won't fit with the default horizontal spacing of 30 pixels (with some padding). The game.menuxoff variable for the menu X position is now also offset to 0 instead of 110 The _default_ horizontal spacing can be changed on a per-menu basis, and most menus (not all) which already had a narrower spacing set, retain that as a maximum spacing, simply because they looked odd with 30 pixels of spacing (especially the main menu). They will be made even narrower automatically if needed. In the most extreme case, the spacing can go down to 0 and options will be displayed right below each other. This isn't in the usual style of the game, but at least we did the best we could to prevent options running offscreen. The only exception to automatic menu centering and narrowing is the list of player levels, because it's a special case and existing behavior would be better than automatic centering there.
418 lines
8.3 KiB
C++
418 lines
8.3 KiB
C++
#ifndef GAME_H
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#define GAME_H
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#include <vector>
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#include <string>
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#include "SDL.h"
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#include "Maths.h"
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#include "UtilityClass.h"
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#include "GraphicsUtil.h"
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struct MenuOption
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{
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std::string text;
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bool active;
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};
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//Menu IDs
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namespace Menu
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{
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enum MenuName
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{
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mainmenu,
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playerworlds,
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levellist,
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quickloadlevel,
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youwannaquit,
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errornostart,
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graphicoptions,
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ed_settings,
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ed_desc,
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ed_music,
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ed_quit,
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options,
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accessibility,
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controller,
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cleardatamenu,
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setinvincibility,
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setslowdown,
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unlockmenu,
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credits,
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credits2,
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credits25,
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credits3,
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credits4,
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credits5,
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credits6,
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play,
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unlocktimetrial,
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unlocktimetrials,
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unlocknodeathmode,
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unlockintermission,
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unlockflipmode,
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newgamewarning,
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playmodes,
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intermissionmenu,
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playint1,
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playint2,
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continuemenu,
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startnodeathmode,
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gameover,
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gameover2,
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unlockmenutrials,
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timetrials,
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nodeathmodecomplete,
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nodeathmodecomplete2,
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timetrialcomplete,
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timetrialcomplete2,
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timetrialcomplete3,
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gamecompletecontinue,
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};
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};
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struct MenuStackFrame
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{
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int option;
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enum Menu::MenuName name;
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};
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class Game
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{
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public:
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void init(void);
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~Game(void);
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int crewrescued();
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std::string unrescued();
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void resetgameclock();
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void customsavequick(std::string savfile);
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void savequick();
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void gameclock();
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std::string giventimestring(int hrs, int min, int sec);
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std::string timestring();
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std::string partimestring();
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std::string resulttimestring();
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std::string timetstring(int t);
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void returnmenu();
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void returntomenu(enum Menu::MenuName t);
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void createmenu(enum Menu::MenuName t, bool samemenu = false);
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void lifesequence();
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void gethardestroom();
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void updatestate();
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void unlocknum(int t);
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void loadstats();
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void savestats();
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void deletestats();
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void deletequick();
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void savetele();
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void loadtele();
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void deletetele();
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void customstart();
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void start();
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void startspecial(int t);
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void starttrial(int t);
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void swnpenalty();
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void deathsequence();
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void customloadquick(std::string savfile);
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void loadquick();
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void loadsummary();
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void initteleportermode();
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std::string saveFilePath;
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int door_left;
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int door_right;
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int door_up;
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int door_down;
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int roomx, roomy, roomchangedir;
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int prevroomx, prevroomy;
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int savex, savey, saverx, savery;
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int savegc, savedir;
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//Added for port
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int edsavex, edsavey, edsaverx, edsavery;
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int edsavegc, edsavedir;
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//State logic stuff
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int state, statedelay;
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bool glitchrunkludge;
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int usingmmmmmm;
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int gamestate;
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bool hascontrol, jumpheld;
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int jumppressed;
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int gravitycontrol;
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bool muted;
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int mutebutton;
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bool musicmuted;
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int musicmutebutton;
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int tapleft, tapright;
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//Menu interaction stuff
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bool mapheld;
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int menupage;
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//public var crewstats:Array = new Array();
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int lastsaved;
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int deathcounts;
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int frames, seconds, minutes, hours;
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bool gamesaved;
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std::string savetime;
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std::string savearea;
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int savetrinkets;
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bool startscript;
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std::string newscript;
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int mainmenu;
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bool menustart;
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//Teleporting
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bool teleport_to_new_area;
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int teleport_to_x, teleport_to_y;
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std::string teleportscript;
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bool useteleporter;
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int teleport_to_teleporter;
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//Main Menu Variables
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std::vector<MenuOption> menuoptions;
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int currentmenuoption ;
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enum Menu::MenuName currentmenuname;
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enum Menu::MenuName kludge_ingametemp;
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int current_credits_list_index;
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int menuxoff, menuyoff;
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int menuspacing;
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std::vector<MenuStackFrame> menustack;
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void inline option(std::string text, bool active = true)
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{
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MenuOption menuoption;
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menuoption.text = text;
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menuoption.active = active;
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menuoptions.push_back(menuoption);
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}
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int menucountdown;
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enum Menu::MenuName menudest;
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int creditposx, creditposy, creditposdelay;
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int oldcreditposx;
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//Sine Wave Ninja Minigame
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bool swnmode;
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int swngame, swnstate, swnstate2, swnstate3, swnstate4, swndelay, swndeaths;
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int swntimer, swncolstate, swncoldelay;
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int swnrecord, swnbestrank, swnrank, swnmessage;
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//SuperCrewMate Stuff
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bool supercrewmate, scmhurt, scmmoveme;
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int scmprogress;
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//Accessibility Options
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bool colourblindmode;
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bool noflashingmode;
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int slowdown;
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Uint32 gameframerate;
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bool nodeathmode;
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int gameoverdelay;
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bool nocutscenes;
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//Time Trials
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bool intimetrial, timetrialparlost;
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int timetrialcountdown, timetrialshinytarget, timetriallevel;
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int timetrialpar, timetrialresulttime, timetrialrank;
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int creditposition;
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int oldcreditposition;
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int creditmaxposition;
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std::vector<const char*> superpatrons;
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std::vector<const char*> patrons;
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std::vector<const char*> githubfriends;
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bool insecretlab;
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bool inintermission;
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std::vector<bool> crewstats;
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bool alarmon;
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int alarmdelay;
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bool blackout;
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std::vector<bool> tele_crewstats;
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std::vector<bool> quick_crewstats;
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std::vector<int> unlock;
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std::vector<int> unlocknotify;
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bool anything_unlocked();
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int stat_trinkets;
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bool fullscreen;
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int bestgamedeaths;
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std::vector<int>besttimes;
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std::vector<int>besttrinkets;
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std::vector<int>bestlives;
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std::vector<int> bestrank;
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std::string tele_gametime;
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int tele_trinkets;
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std::string tele_currentarea;
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std::string quick_gametime;
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int quick_trinkets;
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std::string quick_currentarea;
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int mx, my;
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int screenshake, flashlight;
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bool advancetext, pausescript;
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int deathseq, lifeseq;
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int trinkets();
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int crewmates();
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int savepoint, teleportxpos;
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bool teleport;
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int edteleportent;
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bool completestop;
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float inertia;
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int companion;
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bool roomchange;
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SDL_Rect teleblock;
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bool activetele;
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int readytotele;
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int oldreadytotele;
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int activity_r, activity_g, activity_b;
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std::string activity_lastprompt;
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std::string telesummary, quicksummary, customquicksummary;
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bool save_exists();
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bool backgroundtext;
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int activeactivity, act_fade;
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int prev_act_fade;
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bool press_left, press_right, press_action, press_map;
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//Some stats:
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int totalflips;
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std::string hardestroom;
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int hardestroomdeaths, currentroomdeaths;
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bool savemystats;
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bool advanced_mode;
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bool fullScreenEffect_badSignal;
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bool useLinearFilter;
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int stretchMode;
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int controllerSensitivity;
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bool quickrestartkludge;
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//Custom stuff
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std::string customscript[50];
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int customcol;
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int levelpage;
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int playcustomlevel;
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std::string customleveltitle;
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std::string customlevelfilename;
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void clearcustomlevelstats();
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void loadcustomlevelstats();
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void savecustomlevelstats();
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void updatecustomlevelstats(std::string clevel, int cscore);
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std::string customlevelstats[200]; //string array containing level filenames
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int customlevelscore[200];//0 - not played, 1 - finished, 2 - all trinkets, 3 - finished, all trinkets
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int numcustomlevelstats;
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bool customlevelstatsloaded;
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std::vector<SDL_GameControllerButton> controllerButton_map;
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std::vector<SDL_GameControllerButton> controllerButton_flip;
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std::vector<SDL_GameControllerButton> controllerButton_esc;
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bool skipfakeload;
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bool ghostsenabled;
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bool cliplaytest;
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int playx;
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int playy;
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int playrx;
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int playry;
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int playgc;
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std::string playassets;
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void quittomenu();
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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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#if !defined(NO_CUSTOM_LEVELS)
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void returntoeditor();
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bool shouldreturntoeditor;
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#endif
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int gametimer;
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bool inline inspecial()
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{
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return inintermission || insecretlab || intimetrial || nodeathmode;
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}
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bool over30mode;
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bool ingame_titlemode;
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bool shouldreturntopausemenu;
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void returntopausemenu();
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};
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extern Game game;
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#endif /* GAME_H */
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