Removed quit game options from course completion screen
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@ -3104,14 +3104,14 @@ void render_course_complete_lvl_info_and_hud_str(void) {
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#endif
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#if defined(VERSION_JP) || defined(VERSION_SH)
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#define TXT_SAVECONT_Y 2
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#define TXT_SAVEQUIT_Y 18
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#define TXT_SAVE_EXIT_GAME_Y 38
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#define TXT_CONTNOSAVE_Y 54
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//#define TXT_SAVEQUIT_Y 18
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//#define TXT_SAVE_EXIT_GAME_Y 38
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#define TXT_CONTNOSAVE_Y 18
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#else
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#define TXT_SAVECONT_Y 0
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#define TXT_SAVEQUIT_Y 20
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#define TXT_SAVE_EXIT_GAME_Y 40
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#define TXT_CONTNOSAVE_Y 60
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//#define TXT_SAVEQUIT_Y 20
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//#define TXT_SAVE_EXIT_GAME_Y 40
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#define TXT_CONTNOSAVE_Y 20
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#endif
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#ifdef VERSION_EU
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@ -3164,8 +3164,8 @@ void render_save_confirmation(s16 x, s16 y, s8 *index, s16 sp6e)
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gDPSetEnvColor(gDisplayListHead++, 255, 255, 255, gDialogTextAlpha);
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print_generic_string(TXT_SAVEOPTIONS_X, y + TXT_SAVECONT_Y, textSaveAndContinue);
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print_generic_string(TXT_SAVEOPTIONS_X, y - TXT_SAVEQUIT_Y, textSaveAndQuit);
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print_generic_string(TXT_SAVEOPTIONS_X, y - TXT_SAVE_EXIT_GAME_Y, textSaveExitGame);
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//print_generic_string(TXT_SAVEOPTIONS_X, y - TXT_SAVEQUIT_Y, textSaveAndQuit);
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//print_generic_string(TXT_SAVEOPTIONS_X, y - TXT_SAVE_EXIT_GAME_Y, textSaveExitGame);
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print_generic_string(TXT_SAVEOPTIONS_X, y - TXT_CONTNOSAVE_Y, textContinueWithoutSave);
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gSPDisplayList(gDisplayListHead++, dl_ia_text_end);
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@ -34,7 +34,7 @@
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#include "pc/network/network.h"
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// TODO: put this elsewhere
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enum SaveOption { SAVE_OPT_SAVE_AND_CONTINUE = 1, SAVE_OPT_SAVE_AND_QUIT, SAVE_OPT_SAVE_EXIT_GAME, SAVE_OPT_CONTINUE_DONT_SAVE };
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enum SaveOption { SAVE_OPT_SAVE_AND_CONTINUE = 1, /*SAVE_OPT_SAVE_AND_QUIT, SAVE_OPT_SAVE_EXIT_GAME,*/ SAVE_OPT_CONTINUE_DONT_SAVE };
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static struct Object *sIntroWarpPipeObj;
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static struct Object *sEndPeachObj;
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@ -259,20 +259,20 @@ void handle_save_menu(struct MarioState *m) {
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// wait for the menu to show up
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if (is_anim_past_end(m) && gSaveOptSelectIndex != 0) {
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// save and continue / save and quit
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if (gSaveOptSelectIndex == SAVE_OPT_SAVE_AND_CONTINUE || gSaveOptSelectIndex == SAVE_OPT_SAVE_EXIT_GAME || gSaveOptSelectIndex == SAVE_OPT_SAVE_AND_QUIT) {
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if (gSaveOptSelectIndex == SAVE_OPT_SAVE_AND_CONTINUE /*|| gSaveOptSelectIndex == SAVE_OPT_SAVE_EXIT_GAME || gSaveOptSelectIndex == SAVE_OPT_SAVE_AND_QUIT*/) {
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save_file_do_save(gCurrSaveFileNum - 1, FALSE);
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if (gSaveOptSelectIndex == SAVE_OPT_SAVE_AND_QUIT) {
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/*if (gSaveOptSelectIndex == SAVE_OPT_SAVE_AND_QUIT) {
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fade_into_special_warp(-2, 0); // reset game
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} else if (gSaveOptSelectIndex == SAVE_OPT_SAVE_EXIT_GAME) {
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//initiate_warp(LEVEL_CASTLE, 1, 0x1F, 0);
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fade_into_special_warp(0, 0);
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game_exit();
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}
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}*/
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}
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// not quitting
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if (gSaveOptSelectIndex != SAVE_OPT_SAVE_EXIT_GAME) {
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//if (gSaveOptSelectIndex != SAVE_OPT_SAVE_EXIT_GAME) {
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disable_time_stop();
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m->faceAngle[1] += 0x8000;
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// figure out what dialog to show, if we should
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@ -284,7 +284,7 @@ void handle_save_menu(struct MarioState *m) {
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} else {
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set_mario_action(m, ACT_IDLE, 0);
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}
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}
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//}
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}
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}
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@ -7,7 +7,7 @@
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#ifdef DEBUG
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static u8 warpToLevel = LEVEL_BOB;
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static u8 warpToLevel = LEVEL_WF;
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#define SCANCODE_0 0x0B
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#define SCANCODE_1 0x02
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