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LAB: Move the LAB2 teaser screen in a separate function
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@ -575,6 +575,26 @@ void LabEngine::mainGameLoop() {
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}
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}
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void LabEngine::showLab2Teaser() {
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_graphics->blackAllScreen();
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_graphics->readPict("P:End/L2In.1", true);
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for (uint16 i = 0; i < 120; i++) {
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_music->updateMusic();
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waitTOF();
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}
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_graphics->readPict("P:End/L2In.9", true);
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_graphics->readPict("P:End/Lost", true);
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warning("STUB: waitForPress");
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while (!1) { // 1 means ignore SDL_ProcessInput calls
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_music->updateMusic();
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_anim->diffNextFrame();
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waitTOF();
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}
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}
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bool LabEngine::fromCrumbs(uint32 tmpClass, uint16 code, uint16 qualifier, Common::Point tmpPos,
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uint16 &curInv, IntuiMessage *curMsg, bool &forceDraw, uint16 gadgetId, uint16 &actionMode) {
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uint32 msgClass = tmpClass;
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@ -1099,27 +1119,6 @@ void LabEngine::go() {
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_event->mouseShow();
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mainGameLoop();
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if (_quitLab) {
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// Won the game
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_graphics->blackAllScreen();
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_graphics->readPict("P:End/L2In.1", true);
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for (uint16 i = 0; i < 120; i++) {
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_music->updateMusic();
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waitTOF();
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}
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_graphics->readPict("P:End/L2In.9", true);
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_graphics->readPict("P:End/Lost", true);
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warning("STUB: waitForPress");
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while (!1) { // 1 means ignore SDL_ProcessInput calls
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_music->updateMusic();
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_anim->diffNextFrame();
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waitTOF();
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}
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}
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_graphics->closeFont(_msgFont);
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_graphics->freePict();
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@ -234,6 +234,7 @@ private:
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void loadJournalData();
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void loadMapData();
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void mainGameLoop();
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void showLab2Teaser();
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void mayShowCrumbIndicator();
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void mayShowCrumbIndicatorOff();
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void perFlipGadget(uint16 gadID);
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@ -481,10 +481,12 @@ void LabEngine::doActions(Action *actionList, CloseDataPtr *closePtrList) {
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case WINGAME:
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_quitLab = true;
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showLab2Teaser();
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break;
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case LOSTGAME:
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_quitLab = true;
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// This seems to be unused?
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error("Unused opcode LOSTGAME has been called");
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break;
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case RESETBUFFER:
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