cboe: try to reset end_scenario to false correctly...
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@@ -23,7 +23,6 @@
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#define DONE_BUTTON_ITEM 1
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#define DONE_BUTTON_ITEM 1
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extern bool end_scenario;
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extern eStatMode stat_screen_mode;
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extern eStatMode stat_screen_mode;
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extern eGameMode overall_mode;
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extern eGameMode overall_mode;
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extern bool party_in_memory;
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extern bool party_in_memory;
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@@ -60,7 +59,6 @@ void finish_load_party(){
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bool town_restore = univ.party.town_num < 200;
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bool town_restore = univ.party.town_num < 200;
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bool in_scen = univ.party.scen_name.length() > 0;
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bool in_scen = univ.party.scen_name.length() > 0;
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end_scenario = false;
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party_in_memory = true;
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party_in_memory = true;
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// now if not in scen, this is it.
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// now if not in scen, this is it.
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@@ -57,6 +57,7 @@ extern eSpecCtxType spec_target_type;
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extern short spec_target_fail, spec_target_options;
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extern short spec_target_fail, spec_target_options;
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bool spell_button_active[90];
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bool spell_button_active[90];
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extern bool end_scenario;
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extern short fast_bang;
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extern short fast_bang;
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extern bool flushingInput;
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extern bool flushingInput;
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extern eItemWinMode stat_window;
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extern eItemWinMode stat_window;
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@@ -151,9 +152,9 @@ void put_party_in_scen(std::string scen_name) {
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return;
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return;
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}
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}
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set_cursor(watch_curs);
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set_cursor(watch_curs);
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end_scenario=false;
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if(!load_scenario(path, univ.scenario))
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if(!load_scenario(path, univ.scenario))
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return;
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return;
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bool stored_item = false;
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bool stored_item = false;
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for(auto& store : univ.party.stored_items)
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for(auto& store : univ.party.stored_items)
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stored_item = stored_item || std::any_of(store.begin(), store.end(), [](const cItem& item) {
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stored_item = stored_item || std::any_of(store.begin(), store.end(), [](const cItem& item) {
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