Wait action: always print to buffer when can't
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@@ -1141,11 +1141,14 @@ void handle_wait(bool& did_something, bool& need_redraw, bool& need_reprint) {
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if(overall_mode == MODE_TOWN) {
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handle_town_wait(need_redraw, need_reprint);
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} else if(overall_mode == MODE_COMBAT) {
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} else if(!is_town()){
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add_string_to_buf("Wait: In town only.");
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print_buf();
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}else if(overall_mode == MODE_COMBAT) {
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handle_stand_ready(need_redraw, need_reprint);
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advance_time(did_something, need_redraw, need_reprint);
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} else if(overall_mode == MODE_OUTDOORS) {
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add_string_to_buf("Wait: In town only.");
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} else {
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add_string_to_buf("Wait: " + FINISH_FIRST);
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print_buf();
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}
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}
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@@ -1422,7 +1422,6 @@ void menu_give_help(short help1){
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void handle_menu_choice(eMenu item_hit) {
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std::string dialogToShow;
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sf::Event dummyEvent = {sf::Event::KeyPressed};
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bool did_something = false, need_redraw = false, need_reprint = false;
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switch(item_hit) {
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@@ -1522,9 +1521,7 @@ void handle_menu_choice(eMenu item_hit) {
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handle_alchemy(need_redraw, need_reprint);
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break;
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case eMenu::ACTIONS_WAIT:
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// This will be recorded when the fake event is processed
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dummyEvent.key.code = sf::Keyboard::W;
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queue_fake_event(dummyEvent);
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handle_wait(did_something, need_redraw, need_reprint);
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break;
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case eMenu::ACTIONS_AUTOMAP:
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display_map();
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