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Fixing annoying item use after save game (#192)
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parent
5687b4c02e
commit
ce61c38660
1 changed files with 9 additions and 11 deletions
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@ -2071,20 +2071,18 @@ bool CGameMenuItemZEditBitmap::Event(CGameMenuEvent &event)
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gSaveGameActive = true;
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gSaveGameActive = true;
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return true;
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return true;
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case kMenuEventEnter:
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case kMenuEventEnter:
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if (!at35)
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if (!at35 || bScan)
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{
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{
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if (at30)
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if (at30)
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at30(this, &event);
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at30(this, &event);
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gSaveGameActive = false;
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return false;
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}
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if (bScan)
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if (bScan)
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{
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{
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if (at30)
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at30(this, &event);
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bScan = 0;
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bScan = 0;
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gGameMenuMgr.m_bScanning = false;
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gGameMenuMgr.m_bScanning = false;
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}
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gSaveGameActive = false;
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gSaveGameActive = false;
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KB_ClearKeyDown(sc_Enter);
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KB_ClearKeyDown(sc_kpad_Enter);
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return false;
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return false;
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}
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}
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strncpy(buffer, at20, at24);
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strncpy(buffer, at20, at24);
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@ -2102,7 +2100,7 @@ bool CGameMenuItemZEditBitmap::Event(CGameMenuEvent &event)
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case kMenuEventSpace:
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case kMenuEventSpace:
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{
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{
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char key;
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char key;
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if (event.at2 < 128)
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if (bScan && event.at2 < 128)
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{
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{
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if (keystatus[sc_LeftShift] || keystatus[sc_RightShift])
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if (keystatus[sc_LeftShift] || keystatus[sc_RightShift])
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key = g_keyAsciiTableShift[event.at2];
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key = g_keyAsciiTableShift[event.at2];
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