record and replay cancelling item target mode
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@@ -2091,6 +2091,18 @@ void close_map(bool record) {
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mainPtr.setActive();
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}
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void cancel_item_target() {
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if(recording){
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record_action("cancel_item_target", "");
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}
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if(stat_screen_mode == MODE_IDENTIFY)
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ASB("Identify: Finished");
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else if(stat_screen_mode == MODE_RECHARGE)
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ASB("Recharge: Finished");
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overall_mode = MODE_TOWN;
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stat_screen_mode = MODE_INVEN;
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}
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bool handle_keystroke(const sf::Event& event, cFramerateLimiter& fps_limiter){
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bool are_done = false;
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location pass_point; // TODO: This isn't needed
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@@ -2248,12 +2260,8 @@ bool handle_keystroke(const sf::Event& event, cFramerateLimiter& fps_limiter){
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// Rotate a force wall
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spell_cast_hit_return();
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else if(overall_mode == MODE_ITEM_TARGET) {
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if(stat_screen_mode == MODE_IDENTIFY)
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ASB("Identify: Finished");
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else if(stat_screen_mode == MODE_RECHARGE)
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ASB("Recharge: Finished");
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overall_mode = MODE_TOWN;
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stat_screen_mode = MODE_INVEN;
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// Cancel choosing items
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cancel_item_target();
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} else if(overall_mode == MODE_TOWN || overall_mode == MODE_COMBAT || overall_mode == MODE_OUTDOORS) {
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// Pause (skip turn)
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handle_pause(did_something, need_redraw);
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@@ -99,5 +99,6 @@ void handle_talk(location destination, bool& did_something, bool& need_redraw, b
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void give_help_and_record(short help1, short help2);
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void show_item_info(short item_hit);
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void close_map(bool record = false);
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void cancel_item_target();
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#endif
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@@ -533,6 +533,8 @@ static void replay_next_action() {
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handle_parry(did_something, need_redraw, need_reprint);
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}else if(t == "handle_monster_info_menu"){
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handle_monster_info_menu(boost::lexical_cast<int>(next_action.GetText()));
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}else if(t == "cancel_item_target"){
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cancel_item_target();
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}else{
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std::ostringstream sstr;
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sstr << "Couldn't replay action: " << next_action;
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