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@ -82,6 +82,10 @@ FX
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#include "game\game.h"
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#endif
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#ifndef __SAVE_SAVE_H__
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#include "save\save.h"
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#endif
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/* Std Lib
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@ -185,6 +189,7 @@ enum
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FMA_NEXT_SCENE_GAME,
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FMA_NEXT_SCENE_CREDITS,
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FMA_NEXT_SCENE_FMA,
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FMA_NEXT_SCENE_SAVE,
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FMA_NUM_NEXT_SCENES
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};
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@ -332,6 +337,7 @@ static CScene *s_nextGameSceneTable[FMA_NUM_NEXT_SCENES]=
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&GameScene, // FMA_NEXT_SCENE_GAME
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&CreditsScene, // FMA_NEXT_SCENE_CREDITS
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&FmaScene, // FMA_NEXT_SCENE_FMA
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&SaveScene, // FMA_NEXT_SCENE_SAVE
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};
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@ -946,8 +952,7 @@ static const int s_FMAC5EndScript[]=
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SC_REGISTER_CONVERSATION, SCRIPTS_FMA_CH6_02_DAT,
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SC_REGISTER_CONVERSATION, SCRIPTS_FMA_CH6_03_DAT,
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SC_USE_LEVEL, 25,
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SC_SET_NEXT_SCENE, FMA_NEXT_SCENE_FMA,
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SC_SET_NEXT_FMA_NUMBER, CFmaScene::FMA_SCRIPT__PARTY,
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SC_SET_NEXT_SCENE, FMA_NEXT_SCENE_SAVE,
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SC_START,
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// Scene 1 - Shade Shoals
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@ -103,6 +103,9 @@
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#include "locale\textdbase.h"
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#endif
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#ifndef __SAVE_SAVE_H__
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#include "save\save.h"
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#endif
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#include "gfx\actor.h"
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@ -597,13 +600,12 @@ void CGameScene::think_playing(int _frames)
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{
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FmaScene.selectFma(fma);
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GameState::setNextScene(&FmaScene);
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// After the last FMA it goes to save. We then need to make it go to PARTY
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SaveScene.setNextScene(CSaveScene::NEXTSCENE_PARTY);
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}
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else if(level==5)
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{
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if(chapter==5)
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{
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ShopScene.setGotoPartyScreen();
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}
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GameState::setNextScene(&ShopScene);
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}
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else
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@ -78,10 +78,6 @@
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#include "gui\pointer.h"
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#endif
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#ifndef __SAVE_SAVE_H__
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#include "save\save.h"
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#endif
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/* Std Lib
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------- */
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@ -135,8 +131,6 @@ xmPlayingId s_playId;
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CShopScene ShopScene;
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static int s_gotoPartyScreen=false;
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/*----------------------------------------------------------------------
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Function:
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@ -408,17 +402,7 @@ void CShopScene::think(int _frames)
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{
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m_readyToExit=true;
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CFader::setFadingOut();
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if(s_gotoPartyScreen)
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{
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// Go to save screen, followed by party screen
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s_gotoPartyScreen=false;
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CSaveScene::setNextScene(CSaveScene::NEXTSCENE_PARTY);
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GameState::setNextScene(&SaveScene);
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}
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else
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{
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GameState::setNextScene(&MapScene);
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}
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GameState::setNextScene(&MapScene);
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}
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m_guiFrame->think(_frames);
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@ -486,19 +470,6 @@ int CShopScene::readyToShutdown()
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}
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/*----------------------------------------------------------------------
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Function:
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Purpose: Makes the game go to the party scene rather than the map
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scene after the shop has been exited
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Params:
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Returns:
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---------------------------------------------------------------------- */
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void CShopScene::setGotoPartyScreen()
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{
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s_gotoPartyScreen=true;
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}
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/*----------------------------------------------------------------------
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Function:
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Purpose: Ugh... I *really* hope this works ok with all languages, otherwise
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@ -48,8 +48,6 @@ public:
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int readyToShutdown();
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char *getSceneName() {return"Shop";}
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static void setGotoPartyScreen();
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typedef enum
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{
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SHOPITEM_TEDDY,
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