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- Exhumed: refresh the status bar after loading a saved game.
It is actually not necessary to save the state - but the RefreshStatus function must be called to update all current values. Fixes #282
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90cb82d244
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2 changed files with 1 additions and 36 deletions
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@ -133,6 +133,7 @@ void GameInterface::SerializeGameState(FSerializer& arc)
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}
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}
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Mus_ResumeSaved();
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Mus_ResumeSaved();
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RefreshStatus();
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}
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}
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}
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}
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@ -1010,40 +1010,4 @@ void DrawStatusBar()
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StatusBar->UpdateStatusBar();
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StatusBar->UpdateStatusBar();
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}
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}
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// This should not be necessary but the game only lazily updates the statusbar data.
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void SerializeStatus(FSerializer& arc)
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{
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if (arc.BeginObject("status"))
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{
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arc("masky", nMaskY)
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("magicperline", magicperline)
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("airperline", airperline)
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("healthperline", healthperline)
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("airframes", nAirFrames)
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("counter", nCounter)
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("counterdest", nCounterDest)
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("itemframes", nItemFrames)
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("itemseq", nItemSeq)
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("magicframes", nMagicFrames)
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("healthlevel", nHealthLevel)
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("itemframe", nItemFrame)
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("meterrange", nMeterRange)
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("magiclevel", nMagicLevel)
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("healthframe", nHealthFrame)
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("magicframe", nMagicFrame)
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("airframe", airframe)
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("firstanim", nFirstAnim)
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("lastanim", nLastAnim)
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("itemaltseq", nItemAltSeq)
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("airpages", airpages)
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("ammodelay", ammodelay)
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("counterbullet", nCounterBullet)
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.Array("digit", nDigit, 3)
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.Array("itemseqoffset", nItemSeqOffset, countof(nItemSeqOffset))
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("statusanim", StatusAnim)
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.EndObject();
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}
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}
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END_PS_NS
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END_PS_NS
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