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https://github.com/libretro/scummvm.git
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Added a WaitForFade() function, to replace numerous while-loops scattered
througout the code. svn-id: r10127
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@ -349,22 +349,7 @@ void DisplayMsg(uint8 *text, int time) { // Chris 15May97
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if (GetFadeStatus() != RDFADE_BLACK) {
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FadeDown((float) 0.75);
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do {
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//--------------------------------------------------
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// Service windows
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while (!gotTheFocus)
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if (ServiceWindows() == RDERR_APPCLOSED)
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break;
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// if we pressed Ctrl-Q
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if (ServiceWindows() == RDERR_APPCLOSED) {
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Close_game(); //close engine systems down
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CloseAppWindow();
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exit(0); //quit the game
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}
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//--------------------------------------------------
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} while (GetFadeStatus() == RDFADE_DOWN);
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WaitForFade();
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}
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Set_mouse(0);
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@ -416,21 +401,7 @@ void DisplayMsg(uint8 *text, int time) { // Chris 15May97
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Free_mem(text_spr);
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do {
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//--------------------------------------------------
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// Service windows
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while (!gotTheFocus)
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if (ServiceWindows() == RDERR_APPCLOSED)
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break;
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// if we pressed Ctrl-Q
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if (ServiceWindows() == RDERR_APPCLOSED) {
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Close_game(); //close engine systems down
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CloseAppWindow();
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exit(0); //quit the game
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}
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//--------------------------------------------------
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} while (GetFadeStatus() == RDFADE_UP);
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WaitForFade();
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uint32 targetTime = SVM_timeGetTime() + (time * 1000);
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@ -473,22 +444,7 @@ void DisplayMsg(uint8 *text, int time) { // Chris 15May97
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void RemoveMsg(void) { // Chris 15May97
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FadeDown((float) 0.75);
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do {
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//--------------------------------------------------
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// Service windows
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while (!gotTheFocus)
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if (ServiceWindows() == RDERR_APPCLOSED)
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break;
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// if we pressed Ctrl-Q
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if (ServiceWindows() == RDERR_APPCLOSED)
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{
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Close_game(); //close engine systems down
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CloseAppWindow();
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exit(0); //quit the game
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}
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//--------------------------------------------------
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} while (GetFadeStatus() == RDFADE_DOWN);
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WaitForFade();
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EraseBackBuffer(); // for hardware rendering
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EraseSoftwareScreenBuffer(); // for software rendering
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@ -1054,10 +1010,7 @@ void Start_new_palette(void) { //Tony25Sept96
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// if the screen is still fading down then wait for black - could
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// happen when everythings cached into a large memory model
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do {
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ServiceWindows();
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} while (GetFadeStatus() == RDFADE_DOWN);
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WaitForFade();
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// open the screen file
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screenFile = res_man.Res_open(this_screen.background_layer_id);
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@ -1111,9 +1064,7 @@ int32 FN_fade_down(int32 *params) { //Tony5Dec96
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}
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int32 FN_fade_up(int32 *params) { //Chris 15May97
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do {
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ServiceWindows();
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} while (GetFadeStatus() == RDFADE_DOWN);
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WaitForFade();
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if (GetFadeStatus() == RDFADE_BLACK)
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FadeUp((float) 0.75);
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@ -102,13 +102,14 @@ void ExitWithReport(const char *format,...) // (6dec96 JEL)
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vsprintf(buf, format, arg_ptr);
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Zdebug("%s",buf); // send output to 'debug.txt' as well, just for the record
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while (GetFadeStatus()) // wait for fade to finish before calling RestoreDisplay()
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ServiceWindows();
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// wait for fade to finish before calling RestoreDisplay()
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WaitForFade();
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ReportFatalError((const uint8 *)buf); // display message box
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CloseAppWindow();
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while (ServiceWindows() != RDERR_APPCLOSED);
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// This looks like a bad idea, since our ServiceWindows() never
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// returns RDERR_APPCLOSED.
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// while (ServiceWindows() != RDERR_APPCLOSED);
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exit(0);
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}
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@ -1421,6 +1421,7 @@ extern int32 FadeUp(float time);
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extern int32 FadeDown(float time);
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extern uint8 GetFadeStatus(void);
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extern int32 DimPalette(void);
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extern void WaitForFade(void);
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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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@ -312,6 +312,13 @@ uint8 GetFadeStatus(void) {
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return fadeStatus;
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}
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void WaitForFade(void) {
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while (GetFadeStatus() != RDFADE_NONE && GetFadeStatus() != RDFADE_BLACK) {
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ServiceWindows();
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g_system->delay_msecs(20);
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}
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}
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void FadeServer() {
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static int32 previousTime = 0;
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const byte *newPalette = (const byte *) fadePalette;
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@ -92,11 +92,8 @@ int32 FN_init_background(int32 *params) //Tony11Sept96
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//-------------------------------------------------------
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// if the screen is still fading down then wait for black
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do
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{
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ServiceWindows();
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}
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while(GetFadeStatus()==RDFADE_DOWN);
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WaitForFade();
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//-------------------------------------------------------
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if (this_screen.mask_flag) // if last screen was using a shading mask (see below) (James 08apr97)
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@ -955,38 +955,11 @@ void resMan::CacheNewCluster(uint32 newCluster) {
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char buf[1024];
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sprintf(buf, "%sClusters\\%s", cdPath, resource_files[newCluster]);
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uint8 fadeStat;
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do {
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fadeStat = GetFadeStatus();
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//--------------------------------------------------
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// Service windows
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// if we pressed Ctrl-Q
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if (ServiceWindows() == RDERR_APPCLOSED) {
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Close_game(); //close engine systems down
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CloseAppWindow();
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exit(0); //quit the game
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}
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//--------------------------------------------------
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} while (fadeStat == RDFADE_UP || fadeStat == RDFADE_DOWN);
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WaitForFade();
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if (GetFadeStatus() != RDFADE_BLACK) {
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FadeDown((float) 0.75);
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do {
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//--------------------------------------------------
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// Service windows
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// if we pressed Ctrl-Q
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if (ServiceWindows() == RDERR_APPCLOSED) {
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Close_game(); //close engine systems down
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CloseAppWindow();
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exit(0); //quit the game
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}
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//--------------------------------------------------
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} while (GetFadeStatus() != RDFADE_BLACK);
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WaitForFade();
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}
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EraseBackBuffer();
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@ -1083,18 +1056,7 @@ void resMan::CacheNewCluster(uint32 newCluster) {
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CopyScreenBuffer();
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FadeUp((float) 0.75);
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do {
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//--------------------------------------------------
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// Service windows
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// if we pressed Ctrl-Q
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if (ServiceWindows() == RDERR_APPCLOSED) {
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Close_game(); //close engine systems down
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CloseAppWindow();
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exit(0); //quit the game
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}
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//--------------------------------------------------
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} while (GetFadeStatus() == RDFADE_UP);
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WaitForFade();
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fseek(inFile, 0, SEEK_END);
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uint32 size = ftell(inFile);
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@ -1167,22 +1129,9 @@ void resMan::CacheNewCluster(uint32 newCluster) {
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EraseSoftwareScreenBuffer(); // for software rendering
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FadeDown((float) 0.75);
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do {
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//--------------------------------------------------
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// Service windows
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// if we pressed Ctrl-Q
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if (ServiceWindows() == RDERR_APPCLOSED) {
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Close_game(); //close engine systems down
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CloseAppWindow();
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exit(0); //quit the game
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}
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//--------------------------------------------------
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} while (GetFadeStatus() == RDFADE_DOWN);
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WaitForFade();
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CopyScreenBuffer();
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FadeUp((float)0.75);
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FadeUp((float) 0.75);
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// Git rid of read-only status.
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SVM_SetFileAttributes(resource_files[newCluster], FILE_ATTRIBUTE_NORMAL);
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