Restore game state if the mission remains in incomplete status.
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@ -354,7 +354,7 @@ static void draw(void)
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case SHOW_NONE:
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if (selectedMission != NULL)
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{
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drawMissionInfo();
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drawMissionInfo();
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drawWidgets();
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}
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blitRect(atlasTexture->texture, cursor.x, cursor.y, getCurrentFrame(cursorSpr), 1);
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@ -80,9 +80,13 @@ static void updateMissionStatus(void)
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if (status != MS_INCOMPLETE)
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{
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saveGame();
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saveGame();
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saveWorld();
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}
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else
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{
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restoreGameState();
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}
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}
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static void logic(void)
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@ -35,6 +35,7 @@ extern float limit(float i, float low, float high);
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extern void playSound(int snd, int ch);
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extern int isAcceptControl(void);
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extern void clearControls(void);
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extern void restoreGameState(void);
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extern App app;
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extern Colors colors;
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@ -54,8 +54,6 @@ void initAtlasTest(void)
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case 3:
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STRNCPY(game.worldId, "beachFront1", MAX_NAME_LENGTH);
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initWorld();
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stopMusic();
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initPostMission();
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break;
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}
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}
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@ -47,7 +47,7 @@ void doHud(void)
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{
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if (--messageTime <= 0)
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{
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messageType = MSG_STANDARD;
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messageType = MSG_STANDARD;
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messageTime = 0;
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}
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@ -259,7 +259,7 @@ static void startMission(void)
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world.state = WS_IN_PROGRESS;
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world.betweenTimer = FPS / 2;
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r = &self->sprite[self->facing]->frames[self->spriteFrame]->rect;
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r = &self->sprite[self->facing]->frames[self->spriteFrame]->rect;
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self->w = r->w;
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self->h = r->h;
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