Returning to camp/map after dying now lets you obtain already collected resources/XP. Fix bug with XP bar display (visual error) in the level complete window. Release Build 7969.
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@ -55,11 +55,7 @@ void Menu::InitializeDeathWindow(){
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return true;
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},ButtonAttr::FIT_TO_LABEL)END;
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deathWindow->ADD("Return to Camp Button",MenuComponent)(geom2d::rect<float>{{6.f,28.f},{84.f,24.f}},"Return to Camp",[](MenuFuncData data){
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if(!Unlock::IsUnlocked("STORY_1_1")){
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GameState::ChangeState(States::OVERWORLD_MAP);
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}else{
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GameState::ChangeState(States::GAME_HUB);
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}
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Component<MenuComponent>(MenuType::PAUSE,"Return to Camp Button")->Click();
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return true;
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},ButtonAttr::FIT_TO_LABEL)END;
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@ -106,9 +106,13 @@ void State_LevelComplete::OnUserUpdate(AiL*game){
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Audio::Engine().SetVolume(xpGainSound,Audio::GetCalculatedSFXVolume(0.6f));
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if(lastXPGain<=0.f){
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int incrementAmt=gainRate*(1/60.f)+1;
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accumulatedXP=std::max(0,accumulatedXP-incrementAmt);
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auto progressBar=Component<ProgressBar>(MenuType::LEVEL_COMPLETE,"XP Bar");
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progressBar->UpdateProgressBar(progressBar->GetCurrentProgress()+incrementAmt);
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if(accumulatedXP-incrementAmt<0){
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progressBar->UpdateProgressBar(progressBar->GetCurrentProgress()+accumulatedXP);
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}else{
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progressBar->UpdateProgressBar(progressBar->GetCurrentProgress()+incrementAmt);
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}
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accumulatedXP=std::max(0,accumulatedXP-incrementAmt);
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if(progressBar->GetCurrentProgress()>=progressBar->GetFinalProgress()){
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levelUpTextPos=Menu::menus[LEVEL_COMPLETE]->pos+Component<MenuLabel>(LEVEL_COMPLETE,"Level Display")->GetPos()+Component<MenuLabel>(LEVEL_COMPLETE,"Level Display")->GetSize();
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levelUpTimer="Interface.HUD Level Up Timer"_F;
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@ -39,7 +39,7 @@ All rights reserved.
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#define VERSION_MAJOR 0
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#define VERSION_MINOR 4
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#define VERSION_PATCH 5
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#define VERSION_BUILD 7967
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#define VERSION_BUILD 7969
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#define stringify(a) stringify_(a)
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#define stringify_(a) #a
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