Add cParty::is_in_scenario()
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@@ -57,12 +57,11 @@ cCustomGraphics spec_scen_g;
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void finish_load_party(){
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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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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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if(!in_scen) {
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if(!univ.party.is_in_scenario()) {
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if(overall_mode != MODE_STARTUP) {
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if(overall_mode != MODE_STARTUP) {
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reload_startup();
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reload_startup();
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draw_startup(0);
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draw_startup(0);
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@@ -437,6 +437,10 @@ void cParty::clear_bad_status() {
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adven[i]->clear_bad_status();
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adven[i]->clear_bad_status();
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}
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}
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bool cParty::is_in_scenario() const {
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return !scen_name.empty();
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}
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bool cParty::is_alive() const {
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bool cParty::is_alive() const {
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for(int i = 0; i < 6; i++)
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for(int i = 0; i < 6; i++)
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if(adven[i]->is_alive())
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if(adven[i]->is_alive())
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@@ -155,6 +155,7 @@ public:
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void import_legacy(legacy::setup_save_type& old);
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void import_legacy(legacy::setup_save_type& old);
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void import_legacy(legacy::pc_record_type(& old)[6]);
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void import_legacy(legacy::pc_record_type(& old)[6]);
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bool is_in_scenario() const;
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bool is_alive() const;
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bool is_alive() const;
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bool is_friendly() const;
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bool is_friendly() const;
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bool is_friendly(const iLiving& other) const;
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bool is_friendly(const iLiving& other) const;
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