Fix a few missing switch cases
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@@ -184,6 +184,8 @@ bool handle_action(location the_point,sf::Event /*event*/) {
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switch(left_button_status[i].action) {
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case LB_NO_ACTION:
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break;
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case LB_RETURN: // Handled separately, below
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break;
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case LB_NEW_SCEN:
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if(build_scenario()){
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overall_mode = MODE_MAIN_SCREEN;
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@@ -1050,6 +1050,9 @@ static bool save_talk_node(cDialog& me, std::string item_hit, std::stack<short>&
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if(cre(last,0,n,"Number of items in shop cannot be such that the last item does not exist.", "", &me)) return false;
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}
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break;
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case eTalkNode::RECEIVE_QUEST:
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if(cre(talk_node.extras[0], 0, scenario.quests.size() - 1, "Quest must be an existing quest.", "", &me)) return false;
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break;
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case eTalkNode::ENCHANT:
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if(cre(talk_node.extras[0],0,6,"Enchantment type must be from 0 to 6. See the documentation for a list of possible abilities.","",&me)) return false;
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break;
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@@ -1072,7 +1075,7 @@ static bool save_talk_node(cDialog& me, std::string item_hit, std::stack<short>&
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case eTalkNode::BUY_INFO: case eTalkNode::DEP_ON_TIME: case eTalkNode::REGULAR:
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case eTalkNode::END_ALARM: case eTalkNode::END_DIE: case eTalkNode::END_FIGHT: case eTalkNode::END_FORCE:
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case eTalkNode::IDENTIFY: case eTalkNode::SELL_ARMOR: case eTalkNode::SELL_ITEMS: case eTalkNode::SELL_WEAPONS:
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case eTalkNode::TRAINING:
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case eTalkNode::TRAINING: case eTalkNode::JOB_BANK:
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break;
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}
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