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Skip encounter check when backing up due to a script event or fleeing combat.
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1465bea426
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@ -68,6 +68,7 @@ byte renderLoaded = FALSE
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byte texturesLoaded = FALSE
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byte textDrawn = FALSE
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byte isPlural = FALSE
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byte skipEncounterCheck = FALSE
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word skyNum = 9
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word groundNum = 10
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@ -79,7 +80,6 @@ word triggerTbl
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word cmdTbl[96] // ASCII $00..$5F
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byte frameLoaded = 0
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byte heapLocked = FALSE
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byte skipScripts = FALSE
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byte allowZoneInit = FALSE
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word curEngine = NULL
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@ -1200,7 +1200,6 @@ def scriptEvent(event, param)
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if !nMapScripts; return; fin
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setWindow2()
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skipScripts = FALSE
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for i = 0 to nMapScripts-1
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script = mapScripts[i]
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@ -1212,10 +1211,6 @@ def scriptEvent(event, param)
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elsif argCount == 2
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script(event, param)
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fin
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// Some scripts need to suppress running of any further scripts on the square
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// because they swapped out the render engine.
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if skipScripts; break; fin
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next
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clearPortrait()
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@ -1400,10 +1395,10 @@ def moveForward()
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scanScripts(x, y)
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if nMapScripts
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scriptEvent(@S_ENTER, NULL)
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elsif global=>p_encounterZones
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elsif global=>p_encounterZones and !skipEncounterCheck
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checkEncounter(x, y, FALSE)
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fin
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elsif val >= 2 and global=>p_encounterZones
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elsif val >= 2 and global=>p_encounterZones and !skipEncounterCheck
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getPos(@x, @y)
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checkEncounter(x, y, FALSE)
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fin
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@ -1424,15 +1419,17 @@ def moveBackward()
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end
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// Move backward four steps (3D mode), or one step (2D mode)
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// Move backward three steps (3D mode), or one step (2D mode). This is often used when exiting a
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// building or fleeing combat, so we don't want to generate any random encounters.
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export def moveWayBackward()
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adjustDir(8)
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skipEncounterCheck = TRUE
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moveForward()
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if mapIs3D
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moveForward()
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moveForward()
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moveForward()
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fin
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skipEncounterCheck = FALSE
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adjustDir(8)
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end
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