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Save game after initial character created, in case they quick.
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f33aa1f143
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@ -224,8 +224,7 @@ def _rwGame(cmd)#0
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end
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///////////////////////////////////////////////////////////////////////////////////////////////////
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def saveInternal()#0
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def _saveGame()#1
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// Never save corrupted heap
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mmgr(CHECK_MEM, 0)
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@ -235,12 +234,6 @@ def saveInternal()#0
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// Copy data to main memory, and write it out.
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memcpy(HEAP_BOTTOM, LOAD_SAVE_BUF, HEAP_SIZE) // LC to low mem
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_rwGame(RWTS_WRITE)
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end
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///////////////////////////////////////////////////////////////////////////////////////////////////
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def _saveGame()#1
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showMapName("Saving game...")
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saveInternal()
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return 0
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end
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@ -331,7 +324,7 @@ def importGame()#1
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loadInternal()
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puts("\n Game imported.")
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reinsert()
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saveInternal()
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_saveGame()
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return TRUE
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fin
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puts("\n Not found.")
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@ -2091,7 +2091,6 @@ end
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// Called by scripts to display a string. We set the flag noting that something has been
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// displayed, then use an assembly routine to do the work.
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// Also, clear the keyboard strobe, so the player has time to read the text.
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export def scriptDisplayStr(str)#0
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if pIntimate
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pIntimate=>intimate_displayStr(str)
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@ -2304,7 +2303,7 @@ export def removeFromList(pList, toRemove)#0
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end
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///////////////////////////////////////////////////////////////////////////////////////////////////
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def saveMapPos()#0
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export def saveMapPos()#0
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global->b_mapIs3D = mapIs3D
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global->b_mapNum = mapNum
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getPos(@global=>w_mapX, @global=>w_mapY)
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@ -2516,6 +2515,8 @@ end
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///////////////////////////////////////////////////////////////////////////////////////////////////
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def saveGame()#1
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saveMapPos()
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flipToPage1()
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showMapName("Saving game...")
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loadEngine(MOD_DISKOPS)=>diskops_saveGame()
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returnFromEngine(TRUE)
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return 0
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@ -3126,6 +3127,7 @@ def startGame(ask)#0
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allowZoneInit = TRUE
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initMap(q_x, q_y, q_dir)
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allowZoneInit = FALSE
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saveGame()
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else
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q_mapNum = 0
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restoreMapPos()
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