Nuke redundant in_startup_mode variable
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@@ -128,7 +128,7 @@ extern eGameMode overall_mode;
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extern fs::path progDir;
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extern location pc_pos[6],center;
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extern sf::RenderWindow mainPtr;
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extern bool in_startup_mode,spell_forced,save_maps,suppress_stat_screen,boom_anim_active;
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extern bool spell_forced,save_maps,suppress_stat_screen,boom_anim_active;
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//extern stored_items_list_type stored_items[3];
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//extern CursHandle sword_curs;
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//extern setup_save_type setup_save;
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@@ -507,7 +507,6 @@ void put_party_in_scen(std::string scen_name)
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// if at this point, startup must be over, so make this call to make sure we're ready,
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// graphics wise
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end_startup();
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in_startup_mode = false;
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load_outdoors(loc(univ.party.outdoor_corner.x + 1,univ.party.outdoor_corner.y + 1),univ.out.outdoors[1][1]);
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load_outdoors(loc(univ.party.outdoor_corner.x,univ.party.outdoor_corner.y + 1),univ.out.outdoors[0][1]);
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@@ -590,7 +589,7 @@ bool create_pc(short spot,cDialog* parent)
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univ.party[spot].main_status = MAIN_STATUS_ALIVE;
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if (in_startup_mode == false) {
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if(overall_mode != MODE_STARTUP) {
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univ.party[spot].items[0] = start_items[univ.party[spot].race * 2];
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univ.party[spot].equip[0] = true;
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univ.party[spot].items[1] = start_items[univ.party[spot].race * 2 + 1];
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