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Fix portrait debug switching in god mode.
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@ -1803,7 +1803,6 @@ export def lookupResourcePart(sectionNum, resourceNum)#1
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for i = 0 to 7
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if n & (1<<i); return i+1; fin
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next
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fatal("lkupFail2")
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return 0
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end
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@ -2344,6 +2343,7 @@ def initMap(x, y, dir)#0
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// Load the map
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curMapPartition = lookupResourcePart(mapIs3D+1, mapNum)
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if !curMapPartition; fatal("lkupFail2"); fin
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mmgr(START_LOAD, curMapPartition)
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pCurMap = mmgr(QUEUE_LOAD, mapNum<<8 | (RES_TYPE_2D_MAP+mapIs3D))
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mmgr(FINISH_LOAD, 0)
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@ -2942,6 +2942,7 @@ export def setPortrait(portraitNum)#0
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// Load the portrait image and display it
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part = lookupResourcePart(3, portraitNum)
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if !part; fatal("lkupFail2"); fin
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// Commented out below, because it prevents cycling thru all portraits (in god mode)
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// NO: if part > 1; part = curMapPartition; fin // Look on disk 1 or current disk only
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mmgr(START_LOAD, part)
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@ -128,11 +128,10 @@ end
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///////////////////////////////////////////////////////////////////////////////////////////////////
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def advPortrait(dir)#1
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while TRUE
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portraitNum = portraitNum + dir
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if portraitNum > PO_LAST
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portraitNum = 1
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elsif portraitNum < 1
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portraitNum = PO_LAST
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if dir < 0
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portraitNum = portraitNum <= 1 ?? PO_LAST :: portraitNum-1
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else
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portraitNum = portraitNum >= PO_LAST ?? 1 :: portraitNum+1
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fin
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if lookupResourcePart(3, portraitNum); break; fin
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loop
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@ -86,6 +86,7 @@ def loadStory(storyNum)#0
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byte storyPart
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word pAuxText, pEnd, pSrc, pDst, len
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storyPart = lookupResourcePart(4, 1) // special section just to record the partition
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if !storyPart; fatal("lkupFail2"); fin
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auxMmgr(START_LOAD, storyPart)
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pAuxText = auxMmgr(QUEUE_LOAD, storyNum<<8 | RES_TYPE_STORY)
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auxMmgr(FINISH_LOAD, 0)
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