Preserve load/save slot selection through inventory menu; exit inv if user saves;

This commit is contained in:
Troye 2021-10-13 23:02:24 -05:00
parent b9de4dc794
commit 912ebbc64d
2 changed files with 10 additions and 5 deletions

View file

@ -2844,13 +2844,11 @@ void InventoryClass::handle_inventry_menu()
case MENU_TYPE_LOAD:
//fill_up_savegames_array//or maybe not?
invMode = IM_LOAD;
selected_slot = 0;
break;
case MENU_TYPE_SAVE:
//fill_up_savegames_array
invMode = IM_SAVE;
selected_slot = 0;
break;
case MENU_TYPE_EXAMINE:
@ -3554,6 +3552,12 @@ int InventoryClass::S_CallInventory2(bool reset_mode)
if (useItem && !TrInput)
val = 1;
if (ExitInvLoop)
{
ExitInvLoop = 0;
val = 1;
}
Camera.numberFrames = g_Renderer.SyncRenderer();
if (val)
@ -3709,7 +3713,7 @@ void InventoryClass::do_save()
{
SoundEffect(SFX_TR4_MENU_CHOOSE, 0, SFX_ALWAYS);
//SaveSelectedSlot(selected_slot);
return;
ExitInvLoop = 1; //exit inv if the user has saved
}
if (goDeselect)

View file

@ -496,6 +496,7 @@ private:
int inventoryItemChosen;
int enterInventory;
int lastInvItem;
bool ExitInvLoop;
//ammo vars
unsigned short AmountShotGunAmmo1;
@ -535,10 +536,10 @@ private:
//pause
int pause_flag;
pause_menus pause_menu_to_display = pause_main_menu;
short pause_selected_option = 0;
short pause_selected_option;
//title
short title_selected_option = 0;
short title_selected_option;
title_menus title_menu_to_display = title_main_menu;
int settings_flag;