mirror of
https://github.com/TerryCavanagh/VVVVVV.git
synced 2024-06-18 10:38:31 +02:00
VVVVVV's menus are kind of packed to the brim, so I thought it was time to recategorize the menus a little bit. There's now a new "advanced options" menu which holds the following options which were moved out of graphic options, game options and especially accessibility options: - toggle mouse - unfocus pause - fake load screen - room name background - glitchrunner mode I also made the positioning of the titles and descriptions more consistent, and made some options which were moved to the new menu not so abbreviated ("load screen" and "room name bg")
426 lines
8.4 KiB
C++
426 lines
8.4 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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advancedoptions,
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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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struct CustomLevelStat
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{
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std::string name;
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int score; //0 - not played, 1 - finished, 2 - all trinkets, 3 - finished, all trinkets
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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, timetrialresultframes, 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::vector<CustomLevelStat> customlevelstats;
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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 glitchrunnermode; // Have fun speedrunners! <3 Misa
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bool ingame_titlemode;
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bool shouldreturntopausemenu;
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void returntopausemenu();
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bool disablepause;
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};
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extern Game game;
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#endif /* GAME_H */
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