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@ -623,7 +623,15 @@ void CGameScene::think_playing(int _frames)
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#endif
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#endif
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else if (s_restartLevel)
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else if (s_restartLevel)
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{
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{
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if(m_player->getLivesLeft()>=0)
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if(getLevelNumber()==5)
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{
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// Bonus level.. go back to map after death
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GameState::setNextScene(&MapScene);
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s_readyToExit=true;
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s_levelFinished=false;
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CFader::setFadingOut();
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}
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else if(m_player->getLivesLeft()>=0)
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{
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{
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respawnLevel();
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respawnLevel();
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}
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}
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@ -131,8 +131,11 @@ void CPlayerModeDead::think()
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if((m_deadTime>DEATH_DELAY&&m_player->getPadInputDown()&(PI_JUMP|PI_FIRE))||
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if((m_deadTime>DEATH_DELAY&&m_player->getPadInputDown()&(PI_JUMP|PI_FIRE))||
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m_deadTime>DEATH_TIMEOUT)
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m_deadTime>DEATH_TIMEOUT)
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{
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{
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// Take a life off..
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if(GameScene.getLevelNumber()!=5)
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CGameSlotManager::getSlotData()->m_lives--;
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{
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// Take a life off..
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CGameSlotManager::getSlotData()->m_lives--;
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}
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CGameScene::restartlevel();
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CGameScene::restartlevel();
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m_killed=true;
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m_killed=true;
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