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@ -448,6 +448,10 @@ void CGameScene::initLevel()
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createPlayer();
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m_player->setRespawnPos(Level.getPlayerSpawnPos());
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m_player->init();
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if(getLevelNumber()==5)
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{
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m_player->setCanExitLevelNow();
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}
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DVECTOR mapSize=Level.getMapSize();
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CPlayer::CameraBox camBox={0,0,mapSize.vx<<4,mapSize.vy<<4};
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m_player->setCameraBox(camBox);
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@ -37,6 +37,10 @@
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#include "game\game.h"
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#endif
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#ifndef __PLAYER_PLAYER_H__
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#include "player\player.h"
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#endif
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/* Std Lib
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------- */
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@ -168,7 +172,7 @@ DVECTOR CQuestItemPickup::getSizeForPlacement()
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---------------------------------------------------------------------- */
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void CQuestItemPickup::collect(class CPlayer *_player)
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{
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CGameScene::levelFinished();
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_player->setCanExitLevelNow();
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CBasePickup::collect(_player);
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}
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@ -637,6 +637,7 @@ m_animFrame=0;
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m_currentPlayerModeClass=NULL;
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m_lastModeBeforeDeath=PLAYER_MODE_FULLUNARMED; // Player will then respawn into this mode
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m_lives++;respawn();
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m_canExitLevel=false;
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m_lives=CGameSlotManager::getSlotData()->m_lives;
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@ -273,6 +273,8 @@ public:
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void takeDamage(DAMAGE_TYPE _damage,REACT_DIRECTION _reactDirection=REACT__UP,CThing *_thing=NULL);
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void respawn();
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void setCanExitLevelNow() {m_canExitLevel=true;}
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int getCanExitLevelNow() {return m_canExitLevel;}
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int getLivesLeft() {return m_lives;}
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@ -355,6 +357,7 @@ private:
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CameraBox m_cameraPosLimitBox;
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CameraBox m_playerPosLimitBox;
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DVECTOR m_respawnPos;
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int m_canExitLevel;
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@ -22,6 +22,10 @@
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#include "game\game.h"
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#endif
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#ifndef __PLAYER_PLAYER_H__
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#include "player\player.h"
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#endif
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/* Std Lib
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------- */
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@ -101,7 +105,10 @@ void CLevelExitTrigger::collidedWith(CThing *_thisThing)
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case TYPE_PLAYER:
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{
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#if !defined (__USER_art__) && !defined (__USER_sbart__)
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CGameScene::levelFinished();
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if(((CPlayer*)_thisThing)->getCanExitLevelNow())
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{
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CGameScene::levelFinished();
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}
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#endif
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break;
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}
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